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® ® Cards Capturing Dragon Balls To achieve a Dragon Ball® Victory you have to control all 7 of 1 Dragon Ball® cards represent the coveted Dragon Balls® in the kind. You can even capture your opponents Dragon Balls® or TV show. Each has its own unique power in the game and take yours back if your opponent has captured your Dragon when you control seven Dragon Balls® of the same set, you Balls® make a wish and win the game. Here’s how to do it: The Cell™ Saga introduces a whole new kind of Dragon Ball® — the Dende™ Dragon Balls®. Now, there are 3 sets to choose Life Card Capture. If your successful attack forces your opponent from! This brings the total to 21 different Dragon Balls®. to discard 5 life cards or more, you can capture any one of your opponent’s Dragon Balls® that are currently in play. Dragon Balls® are placed in play during Step 2. Non-Combat and their effects are instant unless otherwise specified on the card. Personality Captures. When some Allies do life card damage, they can choose to capture an opponent’s Dragon Ball® that is in You can only have 1 type of Dragon Ball® in your deck: Earth, play rather than deal the damage. These Allies are ™, Namek™ or Dende™ and you can only have 1 of each. ®, Saibaimen™, Chi-Chi™, Tien™, Garlic Jr.™, Guldo™, Dragon Balls® can be captured. ®, and ®. Remember, the attacker must be an Ally, ® the attack must be successful, and the resulting damage must You can capture and hold different Dragon Balls than you are involve 1 or more life cards. collecting. You can even use their powers. Card Capture. Some cards allow for the capture Dragon Balls®. Dragon Balls® don’t count as life cards of damage when ® ® When you capture a Dragon Ball you can choose to use all or discarded from your Life Deck. Dragon Balls get skipped in the none of its powers at the time that you capture it. counting process, you just put them on the bottom of your Life Deck and keep counting. NOTE: When you capture a Dragon Ball® owned by your opponent, you must turn it sideways to remind yourself to If you have to discard from your Life Deck, and all you have left return it to them at the end of the game. is Dragon Balls®, you instantly lose. Achieving Your Dragon Ball® Victory Duplicates of Dragon Balls® are not allowed in play. Remember that in the show Dragon Balls® are unique. Both players can When a player has all 7 Dragon Balls® of the same type (either have the same Dragon Balls® in their decks but only 1 can be Earth, Namek™, or Dende™) in play and under his control, that in play at a time. If a Dragon Ball® is discarded that is already player wins, but not necessarily right away. . . in play it does not go into the discard pile, but must be removed If you put the last Dragon Ball® in play yourself you win instantly from the game instead. whether you place it in play during Step 2. Non-Combat or if you Dragon Balls® are immune from any card effects unless used a card power to place it in play during Step 4. Combat. The Dragon Balls® are specifically mentioned. That means they key is that YOU actually place it into play. can’t be hunted for in searches, removed from play, or limited If you acquire the 7th Dragon Ball® by capturing it, you must wait in any way unless mentioned in a card power. until the beginning of your next turn in order to achieve a Dragon Ball® Victory. If you still control all 7 Dragon Balls® at the beginning of your next turn, you win the game. 42 43 Cell_Rulebook.CE. 10/22/01 2:33 PM Page 44

Mastery Cards EXAMPLE: A player can have DENDE DRAGON BALL® 3, STRAINING ANKLE SMASH MOVE, SENZU BEAN, Mastery cards offer advantages that last throughout the entire and TIEN’S™ PHYSICAL ATTACK in a deck and still game and they are placed in play before the game actually qualify for a Black Tokui-Waza because they are all begins. Their effects are similar to Drill cards, but the difference is freestyle cards. that they are never discarded from play, nor can their effects be modified by any powers in the game – they are untouchable. Some Tokui-Wazas exclude certain personalities. For example, only ™ and, Nail™, Main Personalities may declare a To play a Mastery card your deck must qualify for a Tokui-Waza Namekian Tokui-Waza. (See Tokui-Waza below). The Mastery card’s Martial Arts Style must also match the Martial Arts Style of your Tokui-Waza. Only Saiyan personalities like ®, ®, ®, ®, Mastery cards are limited to 1 per deck and they count toward Raditz™ and Nappa™ can declare a Saiyan Tokui-Waza. deck minimums and maximums even though they are placed in Cell™ is unique and can declare a Namekian or a Saiyan Tokui- play at the beginning of the game. Waza as well as use Saiyan Heritage or Namekian Heritage cards. Effects created by Mastery cards come from the Mastery card itself, not the cards that they modify. The Martial Arts Styles The first word of the card title is what identifies the Martial Arts Style (if any) of a card. Red, Aggressive Style stresses a balance between upper GETTING STRONG and lower body offensive techniques. Red style emphasizes aggressive physical and anger attacks. TOKUI-WAZA Blue Calming Style stresses the use of leverage for attacking and defending. Blue style also specializes in “Tokui” in Japanese means “a singular, unique triumph in which someone takes great pride.” Waza means skill or technique. So if countering the anger of an opponent. a personality has a Tokui-Waza, then they have reached true Orange Cosmic Energy Style stresses the use of strikes mastery of a specific set of fighting skills. In the DBZ™ CCG this coupled with throwing and grappling. Orange style means expertise in a specific Martial Arts style. concentrates more on energy attacks than physical attacks. If your deck qualifies, you can announce a Tokui-Waza at the beginning of a game, and receive a + 1 to the Power Up Rating Black Foot-Hand Style stresses the strength found in the (PUR) on your Main Personality during Step 3. Power Up. use of kicks with hand-strike combinations. To qualify for Tokui-Waza, all cards in your deck that belong to a Saiyan Power Style, stresses the use of power in all Martial Arts Style must match the same style. You must have at things. Energy and physical attacks are done from a least 1 Martial Arts Styled card (besides a Mastery card) in your position of power, or they are not done at all. Saiyan Style deck to declare a Tokui-Waza. emphasizes offense over defense. REMEMBER: The first word in a card title is what determines Namekian Fluid Motion Style stresses the use of thought the Martial Arts Style of the card. All freestyle cards are eligible and growing energy. The fluid body motion of a for a Tokui-Waza deck.(See p. 40) Namekian warrior makes this a very difficult style for any 44 non-Namekian to duplicate. 45 Cell_Rulebook.CE. 10/22/01 2:33 PM Page 46

Building a Deck With additional DBZ™ game cards, you can strengthen your decks Combat and Non-Combat Cards and design your own special strategies to defeat your opponents. You may have a maximum of 3 duplicates of any Combat or ® In order for a deck to be considered tournament legal, it must Non-Combat card in your deck, except for Dragon Balls and meet the following requirements: cards with names in their titles. Certain cards with special limits on them, such as “Limit 1 per deck,” must be limited as Deck Size instructed. Decks must contain a minimum of 50 cards, including all the Main Named Cards Personality cards. No deck can contain more than 75 cards, including the deck’s Main Personality cards. Many Physical Combat, Energy Combat, Combat and Non- Combat cards have a personality’s name as part of the title. The only exception to this rule is that if your Main Personality is These are “Named cards.” Barring special restrictions (such as Piccolo™, Nail™ or Cell™ and you declare a Namekian Tokui- “only one per deck”), a Main Personality can have up to 4 Waza then they can put up to 80 cards in a tournament legal deck. duplicates of any of his Named cards in a deck instead of the Main Personalities normal 3 duplicates. Each deck must contain at least 3 consecutive personality cards EXAMPLE: In a deck in which Nail™ is the Main ® beginning with a level 1 personality card that is considered your Personality, Gohan may include up to ® Main Personality. You may add additional card levels of your 4 GOHAN STOMPS cards in the deck. A Main Main Personality up to level 5. No levels can be missed. The Personality may include another personality’s named exception to this rule is Saibaimen (See p 36). cards in a deck but the normal limit of 3 duplicates applies. Allies Allies of the Main Personality must be at least 2 levels lower than Multiple-Player Rules the highest level of the Main Personality. A deck whose Main Personality is a level 4 Nappa™ can only contain level 1 and 2 Ally In a multiple-player game you win the game using the same cards. Hero players may only have hero Allies, and villain players victory conditions as in head-to-head play. may only have villain Allies. The most important rule of multiple-player play is that Step 4. Dragon Balls® Combat MUST only be between 2 players at a time. ® You may have only 1 type of Dragon Ball® in your deck. Putting a When a player is beaten, their captured Dragon Balls are taken complete set of Namek Dragon Balls®, Earth Dragon Balls® or out of the game. Those player’s who were forced to remove one ® Dende™ Dragon Balls® in your deck is fine, but no duplicates are of their numbered Dragon Balls from the game (because of allowed. actions from the leaving player) are allowed to return their Dragon Balls® to the bottom of their Life Decks. If the players who Mastery Cards captured those Dragon Balls® have the same appropriately ® Only one Mastery card can be in each deck, and it does count numbered Dragon Balls in their decks, or in their removed from ® toward deck minimums and maximums, even though it starts the game piles, they can substitute their own Dragon Balls for the 46 game on the table. one(s) taken out of the game. 47 Cell_Rulebook.CE. 10/22/01 2:33 PM Page 48

If a player loses during Step 4. Combat the opponent gets to Dende™ Dragon Balls®: A new set of 7 Dragon Balls® has been control the Dragon Balls® until the game is over. If he loses the added in the Cell™ Saga. game during any other step, then the Dragon Balls® are removed from the game. Cell™: Because of the unusual nature of Cell’s™ creation, this creature is allowed to declare Namekian or Saiyan Tokui-Waza as Only one Battleground and Location card is allowed to be in play well as use Saiyan Heritage and Namekian Heritage cards. at a time. New Allies Capturing Dragon Balls®: Garlic Jr.™, Guldo™, and Frieza® have been added to the list of Allies who can capture Changes from the Trunks ® Saga Dragon Balls® instead of doing damage. to the Cell™ Saga Rules Clarifications Level 5 Main Personalities: This allows the use of level 3 Allies. These level 5 cards also affect the Most Powerful Personality Victory. Mix and Match Rule: Mixing Main Personality cards from the Saiyan Saga, Frieza® Saga, Trunks® Saga, Androids Saga, and the Putting Allies in Play Rule: Level 2 and 3 Allies can now be placed Cell™ Saga is perfectly acceptable. It does not matter if the power directly into play if the current personality level of the MP is level stages of a level 2 card are lower than the power stages of the level 3,4,5 or less. 1 card for that same Main Personality. An experienced gamer and Freestyle Drills: Colorless Drills and cards are now renamed as deck builder who who prefers the card power of the a level 2 card Freestyle Drills and cards. from Saiyan Saga over the same level card from Cell™ Saga, or vice-versa, is free to mix the cards any way he wants. Saibaimen™ Ally Rule: With the introduction of level 5 main personalities this rule has changed (see p 36). Nowhere to Hide Rule: Cards that stop Step 4. Combat can now be played only as an attack. They can no longer be used for The Two Optional Rules of the Trunks® Saga are Now Mandatory defense during Phase [c] Defender Defends. for Tournament play: Saiyan Heritage Rule: If a card says “Saiyan Heritage only,” it 1. Double Power Rule – If the beginning power means that only Saiyan personalities such as Vegeta®, Goku®, stage of a Main Personality (5 up from 0) is half that of Gohan®, Nappa™, Raditz™,Cell™ and Trunks® may use these its opponent, the lower personality gets to set his cards. Any cards that have the phrase “Villains, Goku®, and Gohan® Scouter to its highest level, and the higher personality only,” should be treated as if they said “Saiyan Heritage only.” sets his Scouter at 2 power stages above 0 and the lower level personality goes first. Namekian Heritage Rule: If a card says “Namekian Heritage only,” it means that Namekian personalities such as Piccolo™ 2. Tournament Dragon Ball® rule – Whenever a Dragon ® Nail™ and Cell ™ may use the cards. Cards that say “Piccolo™ Ball is captured, the capturing player is allowed all the and Nail™, only” should be treated as if they said “Namekian benefits of the card power even if it has already been Heritage only”. used during this turn, but must use the power immediately or not at all. Cherry Picking Rule: Some card powers call for choosing certain Rules for Battlegrounds and Locations have been added to this cards out of the discard pile or the Life Deck. If you choose cards rulebook. Formally they were instruction cards included in the from your Life Deck, then you must re-shuffle your Life Deck and Androids Saga booster packs (See p 37). show your opponent the cards you drew. 48 49 Cell_Rulebook.CE. 10/22/01 2:34 PM Page 50

Take That and That Rule: A card’s damage modifier is added onto Tournament Banned or Restricted Card Lists the appropriate Combat result. This list changes as new sets are released. Official Scoring Zone EXAMPLE: “+3 power stages of damage” means the judges and our website www.DBZcardgame.com have updated defender loses 3 more power stages in addition to the the list of banned cards. Banned or restricted cards only affect Base Damage indicated on the Physical Attack Table. tournament play but these cards can be used if you are just Second Things First Rule: Secondary Effects occur whether or not playing for fun. an attack is successful. For example, a physical attack may be Cell™ Starter Set Components stopped or cause no damage, but all other effects listed on the One 55-card deck, which includes 31 common cards, 18 card, such as raising or lowering a personality’s anger, still take uncommon cards, 6 Battle Simulator Cards, 6 Card place unless they are specifically stopped. Personality Pack, 1 High Tech Card, 3 Main Personality Named Card Effects Rule: Some cards from ealier Sagas have Cards, 1 Random Rare Card, and 1 Random Foil Card effects tied to a specific character such as GOHAN’S® PHYSICAL 1 Game Scouter 1 Playmat with Card ATTACK or VEGETA’S® PHYSICAL STANCE. These cards and their 1 Warrior Sword counter Checklist effects are available to any character, unless the card text has the 1 Rulebook 1 Capsule Corp.™ Battle phrase “_____ only” or “If used by _____”. This rule only applies Simulator sheet to Saiyan Saga and Frieza® Saga cards. If you are missing any components, write to Score/DBZ CCG, Another exception, are cards that use the phrase, “Krillin® only” or Missing Component, 2300 E. Randol Mill Road Arlington, TX 76011, “(personality name) only”. These cards are designed to only be used and include your name, return address, phone number, the date in the decks of the characters they refer to in the Power text. you bought the Starter Deck, proof of purchase, price paid. Give the address and store name of the location where you purchased the EXAMPLE: The card GOHAN’S® PHYSICAL ATTACK has product, and mention what is missing. Despite stringent quality the card power, “Physical attack. Gohan® gains 1 anger. checks, improper packing will occur in rare instances. We apologize Increases Gohan’s® power stages by 5.” If Piccolo™ or in advance, and thank you for your patience. any other personality were to use this card, he would gain the anger as well as the 5 power stages. The only exception to this is if the card power includes the sentence, “If used by (personality name), it stays out on the table to be used 1 more time in this Combat.” If this appears on any card, only that specific personality may keep the card out on the table to be used 1 more time in the Combat. (This applies to the Saiyan Saga cards only).

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Block: Stopping or countering an attack with a similar card power. GLOSSARY/INDEX Note: an attack card cannot block an attack (See Phase (c) Defender Defends. (See pp. 32-33) See the p.17 for additional topics and reference items. Booster Pack: A package of additional game cards for the DBZ™ Active Player: The active player is the person who started the Collectible Card Game, which adds strength to your deck, new current turn. This player is the only player that can put cards in cards to your collection, and provides new strategies to win. play cards during the Step 2. Non-Combat. Card Power: The instructions on a card containing the benefit of Ally: Allies are personality cards that do 2 things: they can take a card if played or used. over Combat for the Main Personality when the MP’s power stage Cards in play: Cards that remain face up on the table, and are is at 0 (or 1 stage above 0), and they can absorb power stages of available for use, are considered in play. damage for the Main Personality (See pp. 29-30, 35-36). CCG: Collectible Card Game Anger: Anger in the DBZ™ Universe allows personalities to tap into higher, stronger forms of themselves. Card powers can Combat Cards: Combat cards are cards that say, “Combat” change a personality’s anger. Anger is tracked on the Warrior directly below the picture in the card. Combat cards do not Sword (See pp. 18-19, 28). include Physical Combat cards or Energy Combat cards. Combat cards are used to either take the place of an attack, or to defend Attacking: Playing cards or using card powers to reduce an against an attack. When you use a Combat card in place of an opponent’s power stages, Life Deck, or anger. attack, all effects on that card are considered secondary effects Banned Cards: These are cards not allowed in official tournament (See pp. 6-7, 38). play. They can be used when playing for fun (See p. 51 for details Combat Phase: A Combat phase allows a player to play 1 card or on these cards). activate a power of a Main Personality or Ally. There are many Base Damage: The normal damage done during an attack. For phases in a Step 4. Combat, allowing both players to attack and Physical Attacks, the Base Damage is calculated by comparing defend (See pp. 24-26, 32-33). the power stages of the opposing characters on the Physical Constant Combat Power: A power that some personality cards Attack Table. For Energy Attacks, the Base Damage is usually 4 life possess that can be used more than once during Step 4.Combat. cards and costs the attacker 2 power stages to perform. Base Damage can be modified by card effects (See pp. 36-38). Controller: The controller is the person that currently has possession of the card. The controller may not always be the Battle Sequencer: This is the actual step-by-step order of Combat owner of the card, as in the case of captured Dragon Balls®. that occurs in battle. This chart makes Step 4. Combat easier for you to understand and is located in the middle of this rulebook Damage: Successful attacks cause a personality to lose either (See pp. 31-34). power stages, life cards, or anger. Damage is the loss caused by a successful attack. Battleground Cards: Battleground and Location cards affect battle for both parties and are placed in play during the Step 2. Non- Deck Requirements: These are the rules and restrictions for Combat by the active player. Once placed in play a player must creating tournament legal decks (See pp. 46-47). then skip the Step 4. Combat and place a card from his discard pile under his Life Deck. If another Battleground card is in play Defense Shield: A card power that is activated when you do not when the new one is placed in play, it’s removed from the game stop an opponent’s attack. Defense Shields stop the first (See also Battleground and Location cards pp. , ). unstopped attack and the attack is considered unsuccessful 52 41 48 (See pp. 27-32). 53 Cell_Rulebook.CE. 10/22/01 2:35 PM Page 54

Discard: To take cards from your hand or playmat and put them, Main Personality (MP): A player selects one character to be his face-up, on top of the discard pile. Main Personality during play. The player uses his collected deck to take on the persona of that Main Personality. The MP defines Drill Card: Drill cards represent the Martial Art abilities of your what kind of deck is being played (hero or villain) as well as what personalities. You play them during the Step 2. Non-Combat in the upper left hand corner of the playmat, and they are discarded kind of Allies he can use in play (see pp. 4-5, 27-28). when the MP gains or loses a personality level. Unlike most Non- Martial Arts Style: 1 of the 6 styles of fighting arts represented in the Combat cards, Drills are kept in play after use and can be used game: Red, Blue, Orange, Black, Saiyan or Namekian (See p. 45). multiple times throughout your turn. (See pp. 9, 40) Mastery Cards: These are special Martial Arts Style cards played Duplicate: A card with the same card title. This includes cards at the beginning of a game and can only be used if the player is whose card numbers are different due to printing errors. using a deck that qualifies for a Tokui-Waza of the same style Energy Attack: 1 of the 2 ways to attack in the game (The other is (See pp. 44, 46). Physical Attack). Most energy attacks cost the attacker 2 power Most Recent Printing Rule: If 2 or more cards share the same title, stages to perform and cause the defender to take 4 life cards of then the text, number, and all other symbols of that card are to be damage, unless the Power text says otherwise (See pp. 31-34, 36). read as they appear on the most recent printing (MRP) of that card Errata: Some cards have raised questions that need official with that title, with the exception of personality or Mastery cards. answers. To find these answers hit www.DBZcardgame.com. MP: An abbreviation for the term Main Personality. Final Physical Attack: Both players can choose to perform this Named Card: A card having a character’s name in its card title attack. When performed, the player discards 1 card from their (See p. 47). hand and can no longer attack or defend for the rest of the turn (See p. 28). Named Drill Card: Drill cards with a character’s name in the title. They can be played along side any other Drill card, by any player, Freestyle Cards: Any non-personality card that does not have a Martial regardless of Martial Arts Style, unless specifically restricted Arts Style assigned to it. Freestyle cards can be used in any deck, (See p. 47). including decks that qualify for Tokui-Waza (See pp. 40, 44-45). Namekian Heritage: If a card says, “Namekian Heritage only,” it Golden Rule: Anything that is printed on a card can circumvent, means that only Piccolo™, Nail™ and Cell™ can use these cards suspend, break and modify any rule or power during play (See p.15). (See p. 49). Head Shot: This image indicates the source of the quote on each Non-Combat Cards: These cards are classified as either Drills or Non- card (See p. 7). Combat cards. All Regular Non-Combat cards are placed in play during the Step 2. Non-Combat and are activated during the Step 4. Combat and Life Cards: These are the cards in your Life Deck. then discarded. Drill cards stay in play and are active until the MP of the Life Deck: This is the stack of cards that you shuffle and place to player holding the Drill card advances or loses a level and then they are discarded from the play area (See pp. 8, 21, 28-29). the left of the Main Personality before you begin play. You draw from this stack during Step 1. Draw. Owner: The owner of a card is the person that brought the card to the table originally, prior to the game starting. Location Cards: A relatively new type of card that is used to affect Combat, and is placed in play during the Step 2. Non-Combat by Pass: Means the player chooses to do nothing other than say, “pass,” the active player. Afterward, the player must skip the Step 4. and play continues with the next phase or step. 54 Combat (See pp. 11, 41, 48). 55 Cell_Rulebook.CE. 10/22/01 2:35 PM Page 56

Pass Consecutively: The attacker and defender pass, one directly Rules Questions: Visit www.DBZcardgame.com for answers to after the other in either order, ending Step 4. Combat (See Pass). frequently asked questions about the game rules. Physical Attack: 1 of the 2 ways to attack in the game. (The other is Saiyan Heritage: If a card says, “Saiyan Heritage only,” it means that an Energy Attack) Physical Attacks generally use the Physical Attack only Saiyan personalities: Vegeta®, Goku®, Gohan®, Nappa™, Table to calculate base damage, unless the card specifies that the Raditz™, Cell™ and Trunks® may use these cards. Any cards that say damage be taken in life cards or anger levels (See pp. 32-33, 37). “Villains, Goku ®, and Gohan® only,” should be treated as if they said “Saiyan Heritage Only” (See p. 49). Physical Attack Table: A table used to calculate damage done in Physical Attacks, located on the playmat and on the back of the Battle Scouter: The plastic, Z-shaped Scouter, is used to read a Sequencer. (See pp. 34,37). personality’s power stage ( See pp. 13, 21). Powering Up: This occurs during the Step 3. Power Up of the Sequence of Styled Drills: These are Drill cards that have a Martial Arts Style Play. Players power up their Main Personality’s power stages by their PUR attached to them. The Martial Arts Style is always identified in the ratings, and their Allies by 1 power stage. (See p. 23). first word of the title of the card. Power Stages: The sequential numbers on the right side of Sequence of Play: This is the order of a complete turn and is on the personality cards. Power stages are used to track the personality’s playmat. (See pp. 22-26). level of strength in Physical Combat (See pp. 5,13). Secondary Effects: These are card effects that occur automatically Power Rating: The numeric value inside a power stage. The power and take effect whether or not the attack was considered successful rating is the number used in calculating damage from a physical (See pp. 24-25, 32-33, 50). attack whenever the Physical Attack Table is used. Tokui-Waza: Some cards have an indicator that specifies a type of PUR: Stands for Power Up Rating. This is a number, usually placed Martial Arts Style. If all such cards in a deck match, the player can against a green background in the lower left hand side of personality announce a Tokui-Waza at the games beginning, and from then on he cards that lets you know how many power stages you get to move gets to raise his PUR level by an additional 1 power stage during your Scouter during the Step 3. Power Up (See p. 4). Step 3. Power Up. (See p. 44) Removed from Game: Some cards are not discarded after use but Tournaments: Official DBZ™ events sponsored by Score and select are removed from the game entirely. Once removed from play, a card retailers that allow players to win prizes, compete with friends and cannot be brought back into the game. Cards Removed from play go meet new people. to the left of the discard pile as indicated on the Playmat. Check www.DBZcardgame.com for tournaments near you. Restricted Cards: These are cards that are limited to 1 per deck Warrior Sword: The plastic Warrior Sword counter is used to keep during official tournament play. You can ignore this restriction when track of a Main Personality’s anger (See pp. 13, 18-19, 28). you are just playing for fun. Hit www.DBZcardgame.com website for updates to this list.

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Hey ® Fans! Credits Tell us about you! Creative Director: Chaz Elliott DBZ™ Original Game Design: James M. Ward 1. Is this the first Collectible Card Game you've❏ yesplayed? ❏ no Lead Game Developer David Eckhard 2. Do you play in CCG tournaments? ❏ ❏ In-house Game Developers: Joshua McManus, Joshua Minnon, yes no Geert Van Slambrouck, Israel Quiroz 3. Have you ever played in a DBZ™ CCG tournament?❏ yes ❏ no Editor/Copywriter: William Harper Further Card and Game Development: Michelle Duphorne 4. Are you a DBZ™ CCG ❏ Gamer ❏ Collector ❏ Both Product Management: Kim Davis, Liz Honaker and Amelia Bowman 5. What is your birth date? ____/____/______Art Director: Carl Braun 6. Please circle Male Female Graphic Design: Garyt Mabra, Junior Garza, Francisco I. Rodríguez What do you like best about the Dragon Ball Z ® Collectible Card Game? Original Playtesters David Buchanan, Bob Day, Adam DeWulf, Jim Dummann, David Eckhard, Josh Elwood, Anthony Fernandez, John Ickes, Jerome Ingalls, Craig Johnson, J.J. Jovani, Tim Kidwell, Tony Lee, Andy Leonard, Lewis McLouth, Joshua McManus, Matt ______Mesick, Joshua Minnon, Robert Monteith, Dillon Oashein, Israel Quiroz, Tammey Reed, Todd Sneden, Kyle Stearns, Alex Von Bergen, Ken Whitman. What do you like least about the Dragon Ball Z ® Collectible Card Game? Cell™ Saga Playtesters David Eckhard, Israel Quiroz (Evil IQ, Crazy IQ, & Fat IQ) Lead Playtester: Israel Quiroz. ______

Special Thanks To: Gen Fukunaga, Cindy Fukunaga, Daniel Cocanougher, Robert Brennan,Would you like to be on our mailing list? Andy Rapoza, Rick Dean, Dave Marshall, Dana Marshall, Matt Stahlin, Dave Moran, Tamara ❏ yes ❏ no Stephens, Stephanie Giotes, Sheri Northcutt, Larry Blackwell, Ann Blake, Erin Flavin, Liam Name: ______Flavin, Victor Penman, Janyce Mabra, Emily Elsesser, all our friends at Toei Animation, , Bird Studio, FUNimation® Productions, Inc., our valued partners and vendors whoAddress:______have worked hard in delivering the best, but most of all you, the DBZ™ fans. City/State: ______For more information on the game, check outZip/Postal code______Country ______www.DBZcardgame.comI would like to receive the weekly e-mail newsletter. ❏ yes ❏ no For more information on the show, check out www.dragonballz.comE-mail address ______Game Recommended for ages 11 and up. (if under 18, must have a guardian's signature) X______I consent to have my child receive e-mail from Score.

©2001 BIRD STUDIO/SHUEISHA, TOEI ANIMATION, licensed by FUNimation Productions, LTD. All rights reserved. Dragon Ball Z® and all logos, character names (including but not Clip or photocopy your completed response page and place it in a stamped envelope and address it to: limited to Dragon Balls®, Dragon Ball Z®, DBZ™, Goku®, Gohan®, Krillin®, Piccolo™, Raditz™, Vegeta®, Nappa™, Bulma™, Saibaimen™, Chi-Chi™, Tien™, and Yamcha®), DBZ CCG Survey and the distinctive likenesses thereof are trademarks of TOEI ANIMATION. 2300 E. Randol Mill Road ©2001 Score, Arlington, TX 76011. Printed in U.S.A. Arlington, Texas 76011-6333, USA 58 Score is a registered trademark of Score. 59 Cell_Rulebook.CE. 10/22/01 2:36 PM Page 60

Find out about DBZ TM Tournament Play! Know the who, the how, the what- where-why-when! GET IT ALL! Including the New Complete Exploding Tuff-Enuff rules! Clicks Get Ranked and become the Ahead Wild Tournaments! Think you're the mightiest? Bring it on! Go there NOW! And that's just the beginning. . . Rules Clarifications and Examples of play! Your toughest questions about the game answered. Get card clarifications and official rulings! Diagramed examples! Dazzling Downloads! NEW MESSAGE BOARD! Post messages! Get messages! Find friends and advice! Create your own fantasy cards and e-mail them to friends! Contests and freebies. Think you know DBZ TM??? Other bone-crushing links! Official DBZ TM CCG Tournament Rules! Find Retailers and Tournaments! Hit Hard Hit Often DBZcardgame.com

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