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Dragon Ball: Deckbuilding Game

Dragon Ball: Deckbuilding Game Rulebook

Table of Contents

Table of Contents

  • Components
  • Setting Up the Game
    • Choosing Characters and Villain
    • Preparing the Character and Villain Decks
    • Preparing the Purchase Markets
    • Preparing Reference Cards, Tokens, and Other Elements
      • Races
      • Locations
    • Character Board
    • Villain Board
  • Character Card Types
    • Allies
    • Techniques
    • Energy
    • Equipment
    • Training
  • Villain Card Types
    • Attacks
    • Minions
  • How to Play
    • Victory Conditions
    • Turn Order
    • Player Turn
    • Villain Turn
    • Time Track
    • Preparing an Energy Technique in an Occupied Time Position
    • Boosting an Energy Technique
    • Physical Techniques
      • Forming a Combo
    • Discarding Cards
    • Discarding Tokens
    • Destroying Cards
    • Maximum Health
    • Health Bonuses
    • Remaining Health
    • Recovering Health
    • Damage
    • Types of Damage
    • Armor and Damage Reduction
    • Dragon Balls
    • The Wish Card
    • Using the Room of Spirit and Time
    • Duo Cards
  • Villains
    • Freezer
    • Raditz
    • Androids 17 and 18
    • Broly
    • Androids 19 and 20
    • Vegeta and Nappa
  • Glossary of Terms
  • Icon Summary

Components

The game includes:

  • Character Tokens (20) and Villain Tokens (6).
  • Turn Order Cards (20): 2 of each Villain, 2 of Character 1, 2 of Character 2, 1 of Character 3, 1 of Character 4, and 1 Wildcard (7 Dragon Balls).
  • Reference cards for "Races" (4) and "Wish Card/Room of Spirit and Time" (2).
  • Reference cards for "Character Turn/Villain Turn" (4).
  • Market Cards (353): Concentrated Energy, Allies, Techniques (Energy and Physical), Energy, Equipment, and Training.
  • Location Cards (21).
  • Basic Character Cards.
  • Villain Cards.
    • Six-sided Steal Attempt Dice.
    • Tokens: 7 Dragon Ball Tokens, 4 Order Tokens (numbered 1 to 4), and assorted Tokens of various sizes (Generic, Damage, Maximum Health Bonus, Armor Bonus, Damage Reduction, and Special).

Note: You can likewise use other dice (6, 10, or 12 sides) or any type of Token as markers for the game.

The game is not finished — at this time we are in Phase 1, so it will continue to grow, and new Characters, Villains, and Techniques, among other card types, will be added progressively. It may also be possible to implement different game modes such as Tournament Mode or Campaign Mode.

Setting Up the Game

Every round of play requires placing the Turn Order cards, checking whether the Villain's instructions call for a different number (see the Villains section further ahead). These cards can show:

  • An image of a Dragon Ball with a number of stars between 1 and 4, matching an Order Token on a Character Board, indicating which Character plays this turn.
  • An image of all 7 Dragon Balls, which is a "Wildcard" card that lets the players choose which Character plays that turn.
  • An image of each Villain, indicating that the Villain* plays that turn.

The distribution of these cards is as shown in this table:

Number of CharactersCards per CharacterWildcard (activates any Character)Total*
1215
2206
3116
4106

Note: Some Villains may have a different number of Order cards, which changes the total. The rest of the Order cards would still follow this table as normal.

Choosing Characters and Villain

When choosing the Characters and the Villain for the game, keep in mind that the sum of the Characters' Levels cannot exceed the Villain's Level. Otherwise the game would not be interesting or balanced.

Example: If 2 players play against Freezer, who is Level 1, the players must bring either 2 Level 0 Characters or one Level 1 and one Level 0. Against Broly, who is Level 6, several different combinations could be used, from a Level 6 Character and another Level 0; to one of Level 4 and another Level 2 (even adding two Level 0 Characters).

In other words, any combination is allowed as long as the sum of the Characters' Level does not exceed the Villain's Level.

Once the Characters and the Villain for the game have been decided, take their corresponding Character and Villain Boards. Return the rest to the game box. Assign a numbered Order Token (between 1 and 4) to each of the Characters, leaving it next to the Character Board, to indicate its correspondence with the Turn Order cards.

Additionally, you can add the Location where the game will take place, which will affect how it unfolds depending on the additional features each one has, to give games greater variety.

Preparing the Character and Villain Decks

Each Character Board indicates which basic cards to take for that Character at the start of the game. This includes the starting cards (Punch and Kick, Ki Wave, and Energy) and the special cards for each of them (which are distinguished from the rest of the Market cards because they have no "-" cost).

The cards in this deck that correspond to Equipment, Training, and Allies are equipped directly (placed face up next to your Character Board so that they can all be clearly seen). The cards that do not belong to these categories are put together to form the Character's starting deck (these starting cards will be Techniques and Energies).

At the start of the game, after shuffling their starting Character deck, take the first five cards, which make up the Character's starting hand. The maximum hand size for a Character is 5 cards (although this can vary due to game effects).

Once each Character's deck has been built, build the Villain's Deck. To see how to build the Deck for each of them, see the "Villains" section further ahead.

When playing solo with a single Character against a Villain of level 6 or higher, you may choose ONE starting Ally with a power that, added to your Character's Level, does not exceed the Villain's Level. This choice bypasses restrictions — for example, you can choose Vegeta SS1 (level 1) to face Broly (level 6), and take an Ally of power 5 or lower, bypassing the restriction that Vegeta cannot buy Allies.

Preparing the Purchase Markets

To build the Markets, separate the cards by type (each type has its own color to tell it apart quickly). This forms 5 different decks:

  • Allies (made up of 40 cards you can select; before starting the game, remove the Allies that match the Characters being used — i.e., if we play with "Goku," the Ally "Goku" is removed).
  • Training.
  • Energy.
  • Equipment.
  • Techniques (both Physical Techniques and Energy Techniques are mixed together within the Techniques deck).

From each deck, reveal the first 4 cards, placing them face up in a row next to their respective decks.

Note: In addition to the 5 markets, a 6th market deck is added, made up of the 18 "Concentrated Energy" cards and the "Single-Dose Capsule" cards. Place this deck face up; its top card is always part of the market.

Preparing Reference Cards, Tokens, and Other Elements

Separate the reference cards so they can help you during the game. Give each player one copy of each of the following reference cards: "Character Turn"/"Villain Turn," "Races," and "Wish Card/Room of Spirit and Time."

Set aside the unclaimed Dragon Balls, the various Tokens that may be used during the game, and the Steal Dice.

Races

The Characters and Ally cards have their Race printed on them. Some Market cards are exclusive to certain Races. Each Race has a particularity described on its corresponding reference card. The particularities are as follows:

  • Android: Cannot heal. Can repair.
  • Alien: Can buy cards exclusive to other Races (except those exclusive to Saiyans).
  • Animal: -1 to the maximum number of Allies, Equipment, and Training. When it heals, it recovers 1 additional point of Health.
  • Demon: -1 to the maximum number of Allies. When it eliminates an Enemy, it heals 1 point of Health.
  • God: Can immediately equip Training it buys.
  • Human: +1 to the maximum number of Allies.
  • Konatsu: +1 to the maximum number of Equipment.
  • Monster: Can immediately use a Technique it buys.
  • Namekian: When playing an Energy Technique, may reduce its Time by 1 by paying 2 Energy.
  • Saiyan: +1 to the maximum number of Training.
  • Triclops: Can buy Techniques exclusive to other Races.

Locations

Optionally, Location cards can be used for games. Each Location presents a special feature described on the card. This feature modifies the game to a greater or lesser degree, favoring or penalizing the Characters.

Note: The game's Location can be chosen however desired, whether picking it or choosing at random among all Locations to increase variety in games.

Character Board

The Character Board is divided into five zones:

  • Top Bar:

    • Time Track: This tracker has four positions, 1 to 4, for placing Energy Technique cards. This type of Technique has Time as one of its characteristics, and it determines its activation.
  • Left Column:

    • Maximum Health: Shows the maximum Damage that can be inflicted on a Character before they are defeated. Place a Damage Token on the Character Board for each point of Damage inflicted on the Character (Maximum Health can be modified by the effects of some cards).
    • Armor: The Armor value shows by how much inflicted Damage on that Character is reduced. PIERCING or UNAVOIDABLE Damage cannot be reduced using Armor, nor can Damage a Character suffers themselves from an effect or cost (the Armor value can be modified by the effects of some cards).
    • Starting Cards: Indicates the cards that must be taken to form the Character's starting deck. This refers to the cards common to all Characters and the cards specific to the Character being used.
    • Special Ability: Some Characters have passive abilities or ones that can be used a limited number of times (indicated by a number next to the capsule icon).

    Example: Master Roshi has 1 Special Ability Token, so he can only use his ability once during the entire game.

  • Center Column:

    • Character Image: Image of the Character the Board belongs to. The Turn Order Token and the controlled Dragon Ball Tokens are placed on it.
  • Right Column:

    • Character Name: The name of the Character the board belongs to.
    • Race: Race directly affects some game mechanics. Consult the "Races" reference card and its corresponding section of the manual.
    • Character Level: The Character's Power Level. The sum of these Levels must be equal to or less than the Villain's.
    • Market Card Cost Modifiers: Each type of Market card (Allies, Techniques, Energy, Equipment, and Training) has its own modifier.
      • If the modifier is positive, it increases the Energy cost by that amount to buy a Market card of that type.
      • If the modifier is negative, it reduces the Energy cost by that amount to buy a Market card of that type.
      • If it is 0, the Energy cost is the one shown on the Market card.
      • If it is "-", the Character cannot buy that type of Market card.

    Example: Master Roshi buys Ally cards paying one less Energy, but buys Equipment or Training cards paying one more Energy.

    • Energy cost to take control of an unclaimed Dragon Ball (see "Getting Dragon Balls" further ahead).

Note: Ally cards do not have a delimited or marked zone within the Character Board. To make table organization easier, it is recommended to place these cards to one side of the Character Board, if possible on the opposite side from where Market cards are placed, to avoid mixing cards up.

Villain Board

The Villain Board is divided into four zones:

  • Top Bar:

    • Time Track: This Tracker has four positions, 1 to 4, for placing Energy Technique cards. This type of technique has Time as one of its characteristics, and it determines its activation.
  • Left Column:

    • Setup: Specific steps to follow to set up the game against the Villain.
    • Victory: Indicates the Villain's Victory Conditions.
    • Death Effect: Effect triggered when a Character is eliminated, and in other additional situations if indicated by the Villain.
    • Extreme Mode: Optional variant to increase the Villain's difficulty.
  • Center Column:

    • Name: The name of the Villain the board belongs to.
    • Villain Level: The Villain's power level, used to choose our Characters for the game.
    • Image: Image of the Villain the board belongs to, on which the Dragon Ball Tokens it controls are placed.
  • Right Column:

    • Villain's Maximum Health: Shows the maximum Damage that can be inflicted on a Villain before it is eliminated. Place a Damage Token on the Villain Board for each point of Damage inflicted on it (Maximum Health can be modified by the effects of some cards).

    Note: A Villain's Maximum Health varies according to the difficulty level you wish to play it at — Easy, Medium, or Hard. All variants are specified on the Villain Board.

    • Armor: The Armor value shows by how much inflicted Damage on that Villain is reduced. PIERCING or UNAVOIDABLE Damage cannot be reduced using Armor, nor can Damage the Villain suffers itself from an effect or cost (the Armor value can be modified by the effects of some cards).

    Note: A Villain's Armor can vary according to difficulty level: Easy, Medium, or Hard. It is specified on the Villain Board for all variants. In some cases, the Armor icon is accompanied by the Damage Reduction icon.

Character Card Types

Allies

Ally cards are those with a pink-bordered text box. When an Ally is played, it is placed next to the Character Board. Each Character can have a maximum of 3 Ally cards in play at the same time.

If you have 3 Allies in play and want to play a fourth, you must destroy (remove from the game) one of the ones in play in order to play the new Ally.

Allies help us by receiving Damage, carrying Dragon Balls, or with their special abilities, which can be used once per turn by exhausting the card, or once per game by destroying the card and returning it to the game box.

All Ally cards share the same format:

  • Ally purchase cost. The cost to buy the Market card is shown inside the Dragon Ball Radar icon. This icon means the card must be acquired by giving up Dragon Balls you possess — in this example, you give up 3 Dragon Balls to the unclaimed area.
  • Health value (Damage it withstands). Damage that can be inflicted on this Ally before it is eliminated. A "-" value counts as 1 Health.
  • Armor value. The Armor value shows by how much Damage inflicted on this Ally is reduced (has no effect against PIERCING or UNAVOIDABLE Damage, nor against Damage one inflicts on oneself from an effect or cost).
  • Card name. The Ally's name appears as the heading of the text box. There can be different versions of the same Ally in play.
  • Ally's Race. The Race the Ally belongs to, according to its origin.
  • Ally's Power. The Ally's Power Level is used for various game mechanics; it indicates how powerful an Ally is.
  • Exhaust effect. Describes the special effect this Ally produces when its card is exhausted; an exhausted card cannot be exhausted again without first being readied.
  • Destroy effect. Describes this Ally's special effect when the card is destroyed. A destroyed card is returned to the game box.

Techniques

Technique cards are those with a blue-bordered text box, and can be of two types: Energy or Physical. All Technique cards share the same format:

  • Technique purchase cost. The cost to buy the Market card is shown inside the Dragon Ball Radar icon.
  • Damage. The Damage the technique inflicts.
  • Time. Position on the Character Board's Time Track where it must be placed (Energy Techniques only).
  • Subtype: Energy or Physical.
  • Card name. The Technique's name appears as the heading of the text box.
  • Technique's special ability. Additional effects listed within the text box, describing aspects to keep in mind when using the Technique.
  • Number of Boosters that can be added to a technique. Indicates how many boosters (Energy cards) can be added to a prepared Energy Technique. They are placed below a Technique so that the boosting Energy card's effect can be read.

Note: Energy Techniques are played from hand to be placed in the corresponding position on the Character Board's Time Track. At that moment it is considered prepared.

Energy

Energy cards are those with a green-bordered text box. Energy cards let us buy new Market cards, but can also be used in combination with Technique cards as boosters (see previous section). Once used, Energy cards go to the discard pile.

All Energy cards share the same format:

  • Energy purchase cost. The cost to buy the Market card is shown inside the Dragon Ball Radar icon.
  • Energy value granted. The amount of Energy this card provides when making a purchase.
  • Card name. The Energy's name appears as the heading of the text box.
  • Booster benefit. Additional effect the card has when used as a booster for an Energy Technique.

Note: Some Energy cards have a special ability. This ability is not related to boosters.

Example: "Combat Energy" has an Energy value of 2 for making a purchase. However, to buy Training-type cards (only for this card type), its Energy value is 3, as described by its special ability in the text box.

Equipment

Equipment cards are those with an orange-bordered text box. When a piece of Equipment is played, it is placed at the bottom left of the Character Board. Each Character can have a maximum of 3 Equipment cards in play at the same time.

If you have 3 Equipment cards in play and want to play a different one, you must destroy (remove from the game) one of the Equipment cards on the table to be able to play the new piece of equipment.

A Character cannot have 2 Equipment cards with the same name.

Equipment cards provide us with armor, weapons, and other kinds of items that can heal us or help us in various aspects of our fight against Enemies.

All Equipment cards share the same format:

  • Equipment purchase cost. The cost to buy the Market card is shown inside the Dragon Ball Radar icon.
  • Card name. The Equipment's name appears as the heading of the text box.
  • Benefit it provides. Advantages provided to the Character who has the card equipped.
  • Exhaust effect (present on some cards). Describes the special effect this Equipment produces when its card is exhausted; an exhausted card cannot be exhausted again without first being readied.
  • Destroy effect (present on some cards). Describes this Equipment's special effect when the card is destroyed. A destroyed card is returned to the game box.

Note: Some Equipment cards may include keywords such as "Armor" (only one card that grants Armor can be used at a time). Some cards have restrictions on which Characters or Races can use them.

Example: The Pistol is exclusive to humans. No non-human Character can use this Equipment.

Training

Training cards are those with a yellow-bordered text box. When a Training card is played, it is placed at the bottom right of the Character Board. Each Character can have a maximum of 3 Training cards in play at the same time.

If you have 3 Training cards in play and want to play a different one, you must destroy (remove from the game) one of the Training cards on the table to be able to play the new card.

A Character cannot have 2 Training cards with the same name.

All Training cards share the same format:

  • Training purchase cost. The cost to buy the Market card is shown inside the Dragon Ball Radar icon.
  • Card name. The Training's name appears as the heading of the text box.
  • Benefit it provides. Some Training cards provide permanent benefits while a Character has them in play, without needing to exhaust or destroy them.
  • Exhaust effect (present on some cards). Describes the special effect this Training produces when its card is exhausted; an exhausted card cannot be exhausted again without first being readied.
  • Destroy effect (present on some cards). Describes this Training's special effect when the card is destroyed. A destroyed card is returned to the game box.

Note: Some Training cards have some kind of special characteristic, a requirement that must be met to have the card equipped, or some kind of restriction, including restrictions on which Characters or Races can use them.

Villain Card Types

Attacks

Attack cards are those that can inflict Damage on Characters or their Allies. They are the equivalent of Characters' Technique cards. All Attack cards share the same format:

  • Card name. The name of the attack or event appears at the bottom of the card.
  • Villain Phase it belongs to (if the Villain has Phases). Some Villains have Phases through which they evolve; this text indicates which Phase the Villain is in.
  • Attack type: Energy or Physical.
  • Time (turns it takes for the effect to occur). Position on the Villain Board's Time Track where it must be placed (Energy Attacks only).
  • Attack effect (text in black). Explains how to proceed when resolving the attack. If not specified, the players determine the attack's target.
  • Action the Character can take during their turn to avoid that attack. Some attacks or their effects can be avoided if one of the Characters meets the requirement of the text shown in red during a Character's turn. If it asks to remove a card of a specific type, that card must be in play in order to avoid the attack.

Note: Physical Attacks, like Physical Techniques, resolve immediately.

Energy Attacks behave like Energy Techniques: each turn, Technique cards reduce their Time by 1. So they will advance from the Time Track position they are in, moving to the left. The first time they begin the turn in "Time position 1," after resolving "At the start of your turn" effects, the technique is used, its effect resolved, and it is discarded.

Minions

Minion cards are those with a pink box at the top. They are the equivalent of Ally cards for the Villain. All Minion cards share the same format:

  • Card name. The Minion's name appears in the pink box at the top.
  • Villain Phase it belongs to (if the Villain has Phases). This Minion can appear in the indicated Villain Phase.
  • Health value (Damage it withstands). Damage that can be inflicted on this Minion before it is eliminated.
  • Armor value. The Armor value shows by how much Damage inflicted on this Minion is reduced (has no effect against PIERCING or UNAVOIDABLE Damage, nor against Damage one inflicts on oneself from an effect or cost).
  • Minion's ability. The Minion's ability is stated in the text box, and is the effect it produces each time it is activated.

Note: Some Minion cards will also include one or more keywords:

  • Guardian: Their job is to protect the Villain, so Damage from attacks aimed at the Villain is instead inflicted on the Minion with this trait; if an effect would have affected the Villain, it does not apply, since it was stopped by the Minion. If there are leftover Damage points after eliminating the Minion with this trait, those Damage points are lost and cannot be used to damage any other Enemy in play. This ability cannot protect other Minions, only the Villain.
  • Search: Minions with this trait specialize in searching for Dragon Balls to obey and serve the Villain. Each time a Minion with this trait activates, it will find and take control of an unclaimed Dragon Ball. If all Dragon Balls are already controlled, it has no effect.

How to Play

As with other games using the Deckbuilding mechanic, the cards a player has in hand during their turn are used to buy other cards and to attack the Villain or a Minion, and some of these cards will have special abilities and can be put into play to gain their benefits later in the game.

Victory Conditions

Each Villain will have different Victory Conditions that must be known before starting the game (specified on the Villain Board). These can be having all the Dragon Balls, having defeated all the Characters, having no Allies left in the Market, etc.

The Characters' Victory Condition is to defeat the Villain by removing all its Health points, unless the Villain's specific rules indicate another condition.

Turn Order

Turn Order is variable and is determined by the Turn Order Deck. At the start of the game and after each Character/Villain turn, draw a card from the Turn Order Deck. Then reveal it and place it in the Turn Order Deck's discard pile. If a defeated Character's card is revealed, that turn is played as if a Wildcard card had come up (where the players choose which Character plays their Turn), unless the Villain's mechanic alters this rule.

When the Turn Order Deck runs out and the Character or Villain corresponding to that last deck card has activated, the round ends. To begin the next round, shuffle all the Turn Order cards beforehand and place them face down to rebuild the Turn Order Deck.

Note: The unfortunate case could arise where the Villain plays up to 4 turns in a row! This can happen if the Villain's two cards are revealed as the last two Turn Order cards of one Round and the first two Turn Order cards of the next Round, or more, if the Villain has more than 2 Turn Order cards.

Player Turn

The player's turn consists of 7 Phases, which take place in the following order:

  1. Resolve "At the start of your turn" effects. Some cards have effects that resolve at the start of your turn; this is the moment at which they must be resolved, before any other effect that may occur during a Character's turn. If more than one card in play must resolve its effect at this moment, the player controlling the Character those cards belong to decides the order of resolution.

  2. Energy Techniques Phase. Use Techniques prepared at Time 1. Then reduce the Time of prepared Techniques by 1, as described in the "Time Track" section.

    Note: If a player has any kind of modifier at the moment of using a Technique, it is applied.

    Example: Goku transformed the previous turn into "Super Saiyan 1" and destroys an Energy to GAIN: +2 to inflicted Damage and Damage Reduction 1 until his next Actions phase. Since that phase has not yet arrived, Goku benefits from the Bonuses. Therefore, the Damage inflicted by an Energy Technique in this phase of his turn is increased by 2 points of Damage.

  3. You may discard a card from any Market. You may choose and discard a card from any Market. The discarded card goes to the bottom of the corresponding deck and is replaced with the top card.

  4. You may give control of any number of your Dragon Balls to another Character or Ally. You may give up Dragon Balls under your control (whether controlled by your Character or by one of their Allies) to any Character or Ally in play.

    Note: If a Character or Ally is defeated or eliminated while controlling one or more Dragon Balls, all of them automatically pass to being controlled by the Villain. This is why it can be beneficial to give control of Dragon Balls to another Ally or Character in play (whether your own or another Character's). You cannot give up Dragon Balls controlled by a Character (or one of their Allies) other than the one active on that turn.

  5. Actions Phase (in any order and any number of times):

    a) Exhaust a card. Exhaust a card to activate the "exhaust" effect in its text box (except cards that activate their text at specific moments outside this phase).

    b) Buy cards. Pay the Energy point cost of a Market card. The cost is modified for each Character according to the type of market being bought from (these modifications appear in the right-hand column of the Character Board as described in this manual). Other game effects may also modify this cost. The Market automatically restocks after a card is bought, placing the top card of the corresponding deck.

    Note: Cards bought from the Market during the turn go to the discard pile, as do the Energy cards used to make the purchase.

    c) A Character can only buy one unclaimed Dragon Ball per turn (using the Energy cost shown on the active Character's Board). An additional Dragon Ball can be bought by using the "Dragon Radar."

Note: If the player needs to draw cards and the Character Deck is exhausted, the discard pile is shuffled and used to form a new Character Deck.

Villain Turn

  1. Resolve "At the start of the turn" effects. Some cards have effects that resolve at the start of the turn; this is the moment at which they must be resolved, before any other effect that may occur during the Villain's turn. If more than one card in play must resolve its effect at this moment, the players choose the order of activation.

  2. Energy Techniques Phase. Use Techniques prepared at Time 1. Then reduce the Time of prepared Techniques by 1, as described in the "Time Track" section.

  3. All Minions give control of their Dragon Balls to their Villain. Minions hand over any Dragon Balls they have to the Villain.

  4. Minion activation phase. All Minions activate, exhausting the card after use. If there is more than one, the players choose the order of activation.

  5. Villain activation phase. The top card of the Villain Deck is played. If it is a Minion, it is placed next to the Villain Board, but does not activate this turn since its activation phase has already passed. If a card does not specify the target of the Attack, the players choose who receives the Damage, whether Ally or Character. If it is an Energy Technique, it is placed in its corresponding position on the Time Track. If that position is occupied, it is placed in the first free position among those following. Finally, exhausted Minions are readied.

Time Track

Each Turn, Technique cards reduce their Time by 1. So they will advance from the position on the Time Track they occupy, moving to the left. The first time they begin the turn in "Time position 1," after resolving "At the start of your turn" effects, the Technique is used, its effect resolved, and it is discarded.

Example: "Sokidan" has Time 2. So when prepared it occupies position 2 on the Character Board's Time Track. One turn later, it advances to Time position 1. On the following turn, starting in position 1, after resolving "At the start of your Turn" effects, the Technique is used and its effect resolved (draw a card and discard a card). After this, the card is discarded.

Preparing an Energy Technique in an Occupied Time Position

If you want to prepare a Technique and the Time position it should occupy is already occupied by another Technique (regardless of whether it was prepared this turn or an earlier turn), the Technique you want to prepare can still be placed, but its preparation Time is increased by a maximum of 1. That is, using a Time position one higher, but you cannot increase its preparation Time by 2 or more.

Example: "Sokidan," which has Time 2, is prepared and placed in its position on the Time Track. We want to prepare "Kikoho," which is also Time 2, so we can do so by increasing its preparation Time by 1 and placing it at Time position 3. If we wanted to bring down another "Kikoho" from hand and prepare it, we could not, since slots 2 and 3 would already be in use. You can only increase a Technique's preparation Time by a maximum of 1.

Boosting an Energy Technique

Energy Techniques that are prepared (occupying one of the positions on the Character Board's Time Track) can improve their effectiveness by adding new effects through boosters, which is done using Energy cards. A booster can be added to a Technique at any time during your Actions phase, as long as the Technique is prepared (placed in any position on the Time Track).

Boosters are Energy cards placed below a Technique so that the Energy card's boosting effect can be read (a Basic Energy card produces no effect, and one with no icon cannot be placed as a booster). Once the Technique is used and its effects resolved, the effects of its boosters must also be resolved.

Booster effects vary — they can increase Damage inflicted, heal a Character, allow a card to be drawn, etc. Each Technique card indicates the maximum number of boosters that can be attached to it, via a number in the lower right corner (as seen previously in the description of the Technique card format).

Example: We have "Sokidan" prepared and place a Divine Energy card beneath it as a booster. When the Technique card executes (letting us draw a card and discard a card), we can additionally choose which player draws a card (which is the booster benefit of the Energy card played).

Physical Techniques

Physical Techniques are instant (they are not placed in any of the Time Track positions), which is why "-" appears for that characteristic on the card, meaning they deal their Damage the moment they are played.

Once used, Physical Techniques go to the discard pile.

Forming a Combo

These Techniques can be combined to form Combos with other Physical Technique cards.

When a Combo is formed, the effects and Damage of all the attacks are accumulated and applied at once, as if they were a single attack. In addition, some Physical Technique cards have effects that only activate if they are part of a Combo.

Example: If we have in hand "Punch and Kick" (basic attack, Damage 1), "Energy Arm" (Physical Damage, PIERCING 2), and "Tear Apart" (Physical Damage 1 and Combo effect: The enemy drops a Dragon Ball).

If the Enemy has Armor 1 we can do:

Three separate attacks:

  • "Punch and Kick": inflicts 1 point of Damage (reduced to 0 by the Enemy's Armor).
  • "Energy Arm": inflicts 2 points of PIERCING Damage (would not be reduced by Armor).
  • "Tear Apart": inflicts 1 point of Damage (reduced to 0 by the Enemy's Armor).

One single Combo attack with all 3 cards:

We would accumulate all the Damage points into the same attack: 1 point of Damage + 2 points of Damage + 1 point of Damage. We would accumulate the effects of the attacks into this single attack: all attacks become PIERCING (so no Damage point inflicted by this attack can be reduced by the Enemy's Armor). "Tear Apart"'s Combo effect activates and the enemy is forced to drop a Dragon Ball.

COMBO SUMMARY: A single attack is made on the Enemy, inflicting 4 points of PIERCING Damage (which cannot be reduced with Armor), and the Enemy is forced to drop a Dragon Ball because "Tear Apart"'s effect triggers when the card is part of a Combo.

Discarding Cards

Some cards have a "Discard" effect, whether of the card itself, a card from hand, or one of a specific type equipped/prepared next to the Character Board. When this happens, you may discard the indicated card to meet the requirement and fully resolve the effect. The discarded card must be placed in the discard pile.

Discarding Tokens

Another cost that appears on some cards is Discarding Tokens assigned to a card or even to the Character Board itself. This cost is paid to resolve the effect stated on the card, or one of the effects described on the card when it is a list of options to choose from.

Destroying Cards

Some cards, on the other hand, have a "Destroy" effect, whether of the card itself, a card from hand, or one of a specific type equipped/prepared next to the Character Board. When this happens, the player may remove the indicated card from the game to meet the requirement and thus resolve the effect, returning the card to the game box. This card cannot be used again for the rest of the game.

Note: If a card's text refers to destroying more than one card, this must be treated as the requirement for resolving the effect, requiring all the necessary cards to be destroyed in one single action during the turn. You cannot fulfill part of the requirement on one turn and complete it on another turn.

Starting cards cannot be destroyed by mandatory effects, nor can they be selected by the player to avoid destroying other cards (based on the above); however, they may be voluntarily selected to be destroyed.

Maximum Health

Maximum Health is the total amount of Damage a Character, Ally, Villain, or Minion can receive before being defeated or eliminated.

When the total Damage inflicted equals or exceeds the Maximum Health value, the Character, Ally, Villain, or Minion dies (and is therefore eliminated from the game). Eliminated Allies and Minions are returned to the game box.

Note: Characters or Allies that have been eliminated can be resurrected, and thus return directly to being in play, using the Dragon Balls.

Health Bonuses

There are also cards in the game that grant a Maximum Health Bonus, causing the Character, Ally, or Villain to increase their Maximum Health Level (the total amount of Damage they can receive before being defeated or eliminated). This Bonus is represented with Tokens indicating the amount by which their Maximum Health increases, and thus, the maximum Damage they can receive.

If the card that granted this Bonus stops being in play for any reason, its benefit is lost, and the Maximum Health limit decreases again.

Remaining Health

The Remaining Health of a Character, Ally, Villain, or Minion is the amount of Damage points still needed to be inflicted to match their Maximum Health and cause them to be defeated or eliminated from the game.

Recovering Health

Some cards allow a Character or Ally to heal Health points to themselves or to another Character or Ally, thereby removing that same amount of inflicted Damage represented by Tokens; the same applies to Repair for Androids.

Damage

When attacking an Enemy, it is inflicted as many Damage points as the attack indicates. All the Damage from the same attack is concentrated on a single Enemy, whether Character, Ally, Villain, or Minion. Damage can be caused by a physical or energy attack.

If an attack inflicts more Damage than the Enemy's Remaining Health (Damage that must be inflicted to match Maximum Health), the excess Damage is lost. If an Enemy has not yet received any Damage, its Remaining Health matches its Maximum Health.

Example: If Freezer inflicts 4 points of Damage and the attack is assigned to our Ally "Mai," who has not yet taken any Damage and therefore has 3 points of Remaining Health. Mai is eliminated, but the extra point of Damage is not used to damage another Ally or the Character.

Types of Damage

  • BASIC Damage: The most common type of Damage in attacks. An attack inflicts this type of Damage as long as it only specifies the Damage points it inflicts and whether it is Physical or Energy. This Damage can be reduced by the Enemy's Armor value.
  • PIERCING Damage: This type of Damage CANNOT be reduced by Armor, so the full amount of Damage points from the attack is always inflicted, unable to be reduced through the use of Armor.
  • UNAVOIDABLE Damage: This type of Damage cannot be reduced in any way, neither with Armor nor with Damage Reduction of any kind. Damage suffered as a consequence of a cost or another game effect, such as the result of a Steal attempt, is considered Unavoidable.

Armor and Damage Reduction

  • Armor: Represents the amount of Damage points it absorbs, preventing its bearer from suffering it. The Armor value is subtracted from the Damage points inflicted by an attack (whether Physical or Energy) to calculate the Damage the attack ultimately inflicts.

Note: You cannot have more than one Armor equipped. If you already have an Armor equipped, it must be discarded to equip the new Armor. Damage that constitutes a cost to obtain an effect cannot be reduced by any Armor.

Example: Krillin makes an attack that originally inflicts 4 points of (Physical) Damage on Freezer, but Freezer has Armor value 1. Freezer's Armor reduces the inflicted Damage by one point, so Freezer will ultimately receive 3 points of Damage.

  • Damage Reduction: Some card abilities can have as an effect a Reduction of Damage received by the Character, Ally, or Villain, due to their combat aptitudes. This modifier applies to any attack that does not cause Unavoidable Damage. Damage Reduction works the same way as Armor but also protects against Piercing Damage.

Example: Goku SS1 activates the Super Saiyan 1 ability, reducing Damage inflicted on him by 1 until his next turn. When Freezer's turn comes and the Minions activate, Guldo inflicts 1 point of PIERCING (Energy) Damage on each of his Enemies.

Because of the "Reduce Damage by 1" from the Super Saiyan ability (representing his combat aptitudes), the Damage is reduced to 0 despite being PIERCING Damage — this Damage could not have been reduced without the transformation. This is because, although Goku SS1 has Armor 1, he cannot use it to reduce PIERCING-type Damage.

Dragon Balls

Control of Dragon Balls can be taken in 4 different ways:

  1. Give up Dragon Balls: An Active player who controls 1 or more Dragon Balls, either with their Character or with one of their Allies, may decide that their Character or any of their Allies gives up control of one or more Dragon Balls to any other Character or Ally in play. This takes place before the turn's Actions Phase.

    Note: A Character in the "Room of Spirit and Time" is not considered to be in play for any purpose. They cannot give up nor be given Dragon Balls.

  2. Buy a Dragon Ball: A Character can use one of their turn's actions to buy a Dragon Ball; the Energy cost of that purchase is not the same for each Character and is shown on their own Character Board. This action can only be performed once per turn unless modified by game effects (such as having the "Dragon Ball Radar" equipped). To buy a Dragon Ball, in addition to the above, keep in mind that the one bought must always be an unclaimed one, not controlled by any Character, Ally, Villain, or Minion.

    Example: There are 2 unclaimed Dragon Balls in the game; Master Roshi would have to spend Energy cards with a total value of 4 to claim and take control of an available Dragon Ball. This action could only be performed once, unless he had the Radar, which could let him buy the remaining Dragon Ball.

  3. Attempt a Steal: When Dragon Balls are in the possession of a Villain or a Minion, a Character can, as an action on their turn, attempt a Steal. To do so, they must spend as much Energy as the number of Steal Dice they wish to roll — spending Energy of value 3, a Character rolls 3 Steal Dice. The maximum Energy that can be spent this way is 7, corresponding to rolling 7 dice. Each Steal Die can produce the following results:

    • Blank face (1): No effect.
    • Dragon Ball (2): The Character manages to steal a Dragon Ball.
    • Damage (2): The Character suffers one point of Damage.
    • Damage and Dragon Ball (1): The Character suffers one point of Damage and also manages to Steal a Dragon Ball.

    Once the Steal attempt dice are rolled, tally the results obtained and resolve the effects. The Character steals a Dragon Ball in the possession of the Villain or Minion for each result that contains a Dragon Ball. The Character suffers one point of UNAVOIDABLE Damage for each result that contains the icon representing Damage in the Steal.

  4. When a Character/Ally/Villain/Minion controlling 1 or more Dragon Balls is defeated or eliminated: When defeated or eliminated while controlling one or more Dragon Balls, these pass to being controlled by the Enemy who caused the elimination, whether through an attack or through Damage received during a Steal attempt.

Note: In the case where a Character/Ally is defeated or eliminated as the cost of an attack, they would drop the Dragon Balls they controlled, which would become unclaimed.

The Wish Card

The moment the Characters obtain all 7 Dragon Balls, the game pauses, and the player who controls the active Character may make a wish from among those shown on the card:

  • Resurrect a Character or an Ally who has been eliminated during the game.
  • Cause 15 points of UNAVOIDABLE Damage to a Villain or a Minion, causing 2 additional Damage points for each Level the Enemy has.
  • Buy a Market card without paying its cost and hand it to any Character (to their discard pile). A Character can acquire any card ignoring any requirement, even of Race, except if the requirement is for a Level different from the Character's.
  • Fully heal or Repair all Damage to a Character or Ally.
  • Return up to 3 eliminated Allies at random to the Ally deck.

Once the wish has been fulfilled, all Dragon Balls are removed from the Character's Board and become available again for everyone as unclaimed.

Note: Some Villains resolve effects when they control all 7 Dragon Balls; these effects are described for the corresponding Villains.

Using the Room of Spirit and Time

The Room of Spirit and Time is a type of Training with special characteristics:

  • If a Character decides to go to "the Room of Spirit and Time," they skip the Actions Phase that turn.
  • Place a Token on the Room of Spirit and Time card; for each turn they remain in it, place a new Token on the card.
  • The maximum number of Tokens that can be placed on the card is 4. So Training can be done for a maximum duration of 4 turns. On the fifth turn, the Character must automatically leave "the Room of Spirit and Time" if they have not already done so.

While a Character is in "the Room of Spirit and Time," they are considered, for all purposes, not to be in play. Therefore they cannot suffer Damage, nor perform any of the interactions Characters can perform during their turn.

Since they are not considered in play, if the other Characters are defeated during any of the turns the Character remains in "the Room of Spirit and Time," the game ends immediately.

When the Character decides to, or when the maximum number of turns this Training can last has elapsed, the Character interrupts or ends their Training in "the Room of Spirit and Time" on their next turn.

Doing so lets them claim the reward corresponding to how long their intensive Training lasted. Once the corresponding rewards have been claimed, the card is destroyed and returned to the game box. If you have obtained a card from this Training, it always goes to the discard pile.

Duo Cards

Duo Cards: These are Ally cards that appear in the Ally Market.

Solo: Place Energy cards from your hand in the Ally Market next to the duo card you want to buy (you can only place one), having cumulative value to cover the Energy cost over subsequent turns. Cards used this way are destroyed from the game after the purchase and returned to the game box.

Cooperative: It can be bought by the active Character, with each of the other Characters able to contribute 1 Energy card to support the purchase. Cards invested this way by the other Characters are destroyed from the game after the purchase.

Villains

Freezer

Setup

Form the Turn Order deck as usual.

Separate the cards: "Freezer's Transformations," "Final Form," "Freezer Arrives!!" and the Phase 1 cards from the rest of this Villain's cards.

When setting up the game, place the "Freezer's Transformations" card (which details the changes Freezer undergoes with each transformation, and serves as a reference card during the game) and "Phase 1" (to indicate Freezer starts the game in that Phase) next to Freezer's Board.

Freezer's deck is ordered by Phases. To do this, take all of this Villain's cards and separate them by the Phase indicated on each card. Freezer starts the game with one of his "Guard" Minions (Phase 1) in play, so you must place one Guard into play next to the Villain Board.

Each Phase is shuffled separately (including, as part of each Phase, Freezer's attack cards, the Minions belonging to that Phase, and the Transformation card). This forms 3 separate piles (one per Phase).

Once this is done, prepare Freezer's Deck by ordering the 3 piles formed by the phases and the two cards separated earlier as follows: Place the "Final Form" card face down so it is the last card in the deck. On top of it, place the Phase 3 cards. Next, place the Phase 2 cards on top. Then, place on top the cards that make up Freezer's Phase 1. And finally, place "Freezer Arrives!!" on top of the deck.

Game Difficulty Level: In Freezer's case, the chosen difficulty level for the game modifies his Maximum Health. Easy (40 Health points), Medium (50 Health points), and Hard (60 Health points).

If playing in Extreme Mode, the "Freezer's Army" card replaces the "Guard" card as the deployed starting card. Freezer's Army takes control of an unclaimed ball; if none remain, it automatically steals a ball from a player.

During the Game

At the start of the game: Each Character can play 1 turn before Freezer's ship arrives. However, since Freezer and his Guard are not yet present, they cannot be the target of any attack until the "Freezer Arrives!!" card is revealed.

When a Transformation card is revealed: Freezer transforms at that moment, changing phase and increasing his power, thereby benefiting from his new form's Bonuses from then on. Place the revealed transformation card over the one showing Freezer's previous form to indicate his current state.

The Death Effect: This is what happens after a Character is defeated, and each time a defeated Character's Turn Order card is revealed. Freezer takes control of an unclaimed Dragon Ball. If not possible, he inflicts 2 points of PIERCING Damage on an enemy who has Dragon Balls.

If Freezer's Deck runs out: A new one is not built. Freezer continues making attacks using the benefit associated with his "Final Form" card.

Victory

Freezer wins the game if he and his Minions control all 7 DRAGON BALLS, or if all Characters are defeated. In addition to every Villain's condition, if the Ally Market is empty.

TUTORIAL. SETTING UP A GAME AGAINST FREEZER: https://www.youtube.com/watch?v=_FovmO9Zjao&t=130s

Raditz

Setup

Form the Turn Order deck as usual.

Separate the cards "Kidnapped Victim," "Call for Help," and the 6 copies of the "Saibaman" card from the rest of this Villain's cards.

When setting up the game, place the 6 "Saibaman" cards near Raditz's Board, forming a deck. When they are summoned, place their cards next to the board as active Minions. Once a Saibaman is defeated, its card is returned to the Saibaman Deck; they can only be summoned again when indicated by one of Raditz's attack cards. There cannot be more than 6 in play at the same time.

To form Raditz's Deck: Take all of this Villain's cards and shuffle them; place the "Call for Help" card at the bottom of the deck so that it is last.

Raditz starts the game with a Kidnapped Victim, so before setting up the Ally Market, choose an Ally at random. This Ally is placed next to Raditz's Board to represent the Kidnapped Victim.

Game Difficulty Level: In Raditz's case, the chosen difficulty level for the game modifies his Maximum Health: Easy (40 Health points), Medium (50 Health points), and Hard (60 Health points).

If playing in Extreme Mode, place the "Raditz's Choice" card in play next to Raditz's Board.

During the Game

At the start of the game: Raditz controls 6 DRAGON BALLS. Raditz does NOT win the game if he controls all 7 DRAGON BALLS.

At the start of each of Raditz's turns (Villain "at the start of the turn" effects): Roll 2D6. If the result is less than the number of Tokens on the Ally card, Raditz kills the Kidnapped Victim and wins the game.

When Raditz is attacked: Each time an attack against Raditz inflicts 3 or more points of Damage, place a Token on the Ally card (Kidnapped Victim).

The Death Effect: This is what happens after a Character is defeated — place 2 TOKENS on the Ally (Kidnapped Victim).

Controversy: If playing Raditz in Extreme Mode, Raditz's target is always the Enemy who controls the most DRAGON BALLS. However, when one of the following cards from Raditz's Deck is revealed: "Double Sunday," "Boosted Ki Wave," or "Saturday Crush," the target of the attack is a Character, and it could be the case that the Enemy who controls the most DRAGON BALLS is an Ally. When this happens, the players must decide which card takes precedence and follow its instructions regarding the attack's target. If they cannot agree, follow the Grim Rule — that is, always take the option that most harms the players.

Victory

Raditz wins the game if the Kidnapped Victim is killed, if all Characters are defeated, or if "Call for Help" is revealed. In addition to every Villain's condition, if the Ally Market is empty.

TUTORIAL. SETTING UP A GAME AGAINST RADITZ: (video link not provided in the source document)

Androids 17 and 18

Setup

Form the Turn Order Deck as follows: Add the 3 Turn Order cards for the Androids (A17, A18, and combined) instead of the usual two for each Villain. Add the Character Turn Order cards and the wildcard (if needed) as usual.

Separate the cards: "Android 18's Wishes," "Despair," "A Different Future," "Android 17," and "Android 18" from the rest of these Villains' cards.

When setting up the game, place "Android 18's Wishes" near the Androids 17 and 18 Board.

Place the "Despair" card next to the Androids 17 and 18 Board. DESPAIR (DES) Tokens are placed on this card when needed.

A17 and A18 are two separate enemies: each has their own Health, and to win you must defeat both. Place the "Android 17" and "Android 18" cards next to the Villain Board to track Damage received by each separately.

To form the Androids 17 and 18 deck: Take all of this Villain's cards and shuffle them.

Game Difficulty Level: In the case of the Androids 17 and 18, the chosen difficulty level modifies the number of Allies in the Ally Market Deck: Easy (25 Allies), Medium (20 Allies), and Hard (15 Allies). When using the "Ruined City" location, remove only the first 5 Allies instead of the first 10 as that location indicates.

If playing in Extreme Mode, place the "Android 16" card next to the Androids 17 and 18 Board as a permanent Minion. Each time A16 activates, it causes one point of PIERCING (Physical) Damage to Goku if he is in play. Additionally, each time A17 or A18 take Damage from a technique, A16 causes one point of UNAVOIDABLE Damage to the attacker.

During the Game

The Turn Order cards: Tell us whether one of the enemies activates (which one, if the A17 or A18 Turn Order card is revealed) or both (combined Turn Order card).

The deck cards: Are divided in two (each half refers to one of the Androids), so when revealed, only the active Android's half is used (ignoring the other half), or the full card if both are active (as a result of revealing the combined Turn Order card).

When an Energy Technique is revealed: Place the Technique on the Villain's Time Track in the corresponding position, place the card beneath the Villain Board so that the half belonging to the Android who prepared the Technique is visible. Each Android performs its own attacks, so a Technique of one of the Androids can be placed in a Time Track position where there isn't an attack of theirs, even if there is one from the other Android. That is, each Time Track position can have a Technique prepared from each Android, but not two from the same Android. Techniques only reduce their preparation Time when the Android using them is the active Android. This is why one Android's Techniques do not reduce their preparation Time when the other Android activates.

When the Androids make an attack that inflicts X Damage points +DES: The Damage inflicted by that attack is increased by as many Damage points as there are DESPAIR (DES) TOKENS on the card with that same name.

When the Androids attack the Ally Market, these attacks will be of two types:

  • Avoidable: A Character in play can step in between the Enemy and the Ally in the Market that is the Androids' target, to receive the attack in its place, thereby suffering the Damage inflicted by that attack. When an attack of this type specifies that it Eliminates an Ally, the Damage it inflicts equals the total needed to eliminate the attacked Ally, ignoring the Damage it has already received (taking into account its Maximum Health, Armor, and Damage Reduction). An Ally in the Ally Market is not in play, so the abilities described on its card are not taken into account.
  • Unavoidable: The Ally in the Market receives the Damage normally.

Note: A purchase value of "-" is a wildcard, as you can treat it as the lowest or highest card value, at the players' choice.

The Death Effect: This is what happens after a Character is defeated — place 1 DESPAIR (DES) TOKEN on the "Despair" card.

"Android 18's Wishes": If Android 18 controls all 7 DRAGON BALLS, she makes a single wish from the card, using the order of priority.

Victory

Androids 17 and 18 win the game if the Ally Market is empty or if all Characters are eliminated.

Note: Additionally, you can play the "A Different Future" scenario, choosing the indicated Characters to play the game, adding the particularities described on the card to the game setup. This allows for greater variety in games.

TUTORIAL. SETTING UP A GAME AGAINST ANDROIDS 17 AND 18: (video link not provided in the source document)

Broly

Setup

Form the Turn Order deck as usual.

Separate the cards: "Broly's Power," "Phase 1," "Phase 2," and "Phase 3" from the rest of this Villain's cards. Place the Phase cards ordered in that order one on top of another, leaving "Phase 1" on top. Broly will start the game in that Phase. Place "Broly's Power" next to Broly's Board to use all these cards as reference cards.

To form Broly's Deck: Take the rest of the cards and place them together. It is not necessary to shuffle, since Broly's deck works differently from the rest of the Villains.

The chosen difficulty level for the game modifies his Maximum Health: Easy (160 Health points), Medium (180 Health points), and Hard (220 Health points).

If playing in Extreme Mode, place the "Paragus" Minion card in play next to Broly's Board.

During the Game

Broly's Power changes during the game, increasing the angrier he gets.

At the start of the game: Broly's power is 0.

When Broly is attacked: Each time an attack against Broly inflicts an amount of Damage points greater than his Power value (after applying Armor and Damage Reduction if any), Broly becomes enraged and his Power increases by 1 (place a Power TOKEN on Broly). In addition, place the Aggro TOKEN on the attacker.

Broly's Power can also increase or decrease as a result of the roll on the "attack cards" table.

Calming Broly: The Characters can perform an action during their turn to try to calm Broly and thereby reduce his Power (discarding 1 Power TOKEN from those on Broly). To do so, they must spend an amount of Energy depending on the Phase Broly is in:

Cost/PhasePhase 1Phase 2Phase 3
Energy cost to calm Broly5 Energy points7 Energy points9 Energy points

Additionally, if the Character who calms Broly, or one of the Allies accompanying them, has the Aggro TOKEN assigned, discard the TOKEN.

Phase Change: Broly has 3 Phases and always starts in Phase 1. As the game progresses, Broly becomes more powerful, changing Phase, inflicting more Damage points, and being harder to calm. This can happen for two different reasons:

  • When the Characters inflict Damage on Broly, he becomes increasingly more powerful. This is why, once Broly has taken more than 30 points of Damage, he transforms, moving to Phase 2. Once Broly has taken more than 100 points of Damage, he moves to Phase 3, transforming again.
  • When Broly's Power increases enough, Broly transforms and changes Phase. As long as his Power does not reach 5, he remains in Phase 1. The moment his Power reaches 5 (or more), Broly transforms and moves to Phase 2 (keeping the Damage points already inflicted on him). Once Broly's Power increases to 8 or more, Broly transforms again and reaches Phase 3 (again keeping the Damage points inflicted on him up to that point).

When Broly activates: Roll 2D6. Check the result on the "attack cards" table shown on the "Broly's Power" card. This determines how he acts. If the action text refers to "Activate the card...," find that card and place the prepared Technique in the corresponding position on the Time Track. If that Technique was already prepared, ignore the roll's result and roll the dice again.

When Broly attacks: The Damage from Broly's attacks depends on the Phase he is in (the base Damage of the Transformation is represented by a number inside a red star on the reference card for each Phase 1/3/5) and on his Power (number of Power TOKENS on the card). The attack inflicts the total of both modifiers.

Broly's target is the enemy with the Aggro TOKEN (aggression). If no one has that TOKEN assigned, the players choose Broly's target for this attack, as long as it is not otherwise specified. Afterward, discard the TOKEN.

Note: A purchase value of "-" is a wildcard, as you can treat it as the lowest or highest card value, at the players' choice.

Reference card. Phase Summary.

  • Maximum Health he can have in that Phase. If he is inflicted a greater amount of Damage points, Broly changes Phase.
  • Amount of Power at which Broly changes Phase. If his Power rises to 5 (it does not need to exceed it), Broly transforms and moves to the next Phase.
  • Base Damage of the transformation. The amount of base Damage (to which Broly's Power must be added) that he inflicts in this Phase.

The Death Effect: This is what happens when a Character is defeated — Broly reduces his Power by 1. Broly activates again after finishing his turn (getting an additional turn).

Controversy: When Broly activates, if the result obtained on the "attack cards" table roll is 5, "Furious Rage" resolves (the target of the attack is the Enemy who controls the most DRAGON BALLS). When this happens, if the Aggro TOKEN (aggression) is assigned to an Enemy, the players must decide the target of the attack among the possible ones according to both instructions. If they cannot agree, follow the Grim Rule — that is, always take the option that most harms the players.

Victory

Broly wins the game if the Ally Market is empty or if all Characters are defeated.

Implosion: If Broly's Power reaches 10 or more as a result of an attack, Broly implodes and the Characters win the game. If his Power rises to that level as a result of his own activation, the game continues as normal.

TUTORIAL. SETTING UP A GAME AGAINST BROLY: (video link not provided in the source document)

Androids 19 and 20

Setup

Place the cards: "Android 19," "Android 20," and "Android Activation" next to the Villain Board.

The Ally Market: Formed by shuffling all Ally cards and taking 25 random cards for the game.

During the Game

Android 19 and Android 20 are two separate enemies: each has their own Health, and to win you must eliminate both. Place the "Android 19" and "Android 20" cards next to the Villain Board to track Damage received by each separately.

If one of them is eliminated: The defeated Android's Turn Order card activates the surviving Android.

The Death Effect: When a Character is defeated, they capture all unclaimed Dragon Balls.

In Extreme Mode: Place the "Thirst for Revenge" card next to this board.

Android Activation: When either one's activation card comes up, read the Android Activation card and resolve it top to bottom. That is, first draw a card at random from one of the players' hands, and if it is an Energy, regenerate as much Health as the Energy value of that card and discard it; if it is not an Energy, return it to the player's hand.

While both Androids are in play: Android 20 receives Damage Reduction 1, and Android 19 gets Regeneration 1 (repairing 1 point of Damage).

Victory

Androids 19 and 20 win the game if the Ally Market is empty, if they possess all 7 Dragon Balls, or if all Characters are defeated.

TUTORIAL. SETTING UP A GAME AGAINST ANDROIDS 19 AND 20: (video link not provided in the source document)

Vegeta and Nappa

Setup

Place the cards: "Saiyan Armor," "Coldness," and "Ozaru Form" next to the Villain Board, and the 4 "Saibaman" cards forming a deck. When they are summoned, place their cards next to the board as active Minions. Once a Saibaman is defeated, its card is returned to the Saibaman Deck; they can only be summoned again when indicated by an attack card (there cannot be more than 4 in play at the same time).

The Ally Market: Place random Allies by taking the Ally cards, shuffling them, and drawing as many cards as the chosen difficulty indicates.

During the Game

The Death Effect: Place a Saibaman facing each Character in play (not per Ally).

Vegeta's Coldness: While Nappa is alive, he only gains Coldness. He keeps gaining Coldness after Nappa is eliminated, whether by the Characters or by Vegeta himself, in addition to the rest of the card's text.

Vegeta and Nappa's double activation cards: Nappa activates first, then Vegeta, so a card could come up where Nappa acts and then Vegeta, upon gaining Coldness, eliminates Nappa himself — in that case the order would be: Nappa's activation, Vegeta gains Coldness, Vegeta eliminates Nappa, and then Vegeta performs his card's activation since Nappa is no longer in play.

Vegeta is automatically defeated if: He suffers as much Damage from a single hit as the difficulty indicates, taking into account that Armor must be subtracted.

The number of Armor tokens: Is individual for each of them and is removed separately. Some attack cards break Armor; those cards remove a token directly, or by dealing an attack of 4 Damage or more (whether or not the Damage is received). They each have one from the Villain Board plus whatever the difficulty adds; when they run out of tokens their Armor is 0.

Victory

Vegeta and Nappa win the game if the Ally Market is empty, if they possess all 7 Dragon Balls, or if all Characters are defeated.

TUTORIAL. SETTING UP A GAME AGAINST VEGETA AND NAPPA: (video link not provided in the source document)

Glossary of Terms

  • Armor: The Armor value is subtracted from the attack value. You cannot have more than one Armor card; to take a new one, the previous one is destroyed.
  • Block: When a Character has the Block Training equipped and is the target of a Physical Technique, they may spend Energy to reduce the Damage by 1D3. The cost to block an attack is 1 per card played (in 1vs1 mode), 2 to block a Minion, or 3 to block the Villain. Example: A17 attacks Goku and deals 5 Damage points; Goku has the Block Training, so he spends 3 Energy (A17 is a Villain) and rolls 1D3 (if using 1D6: 1 and 2 = 1, 3 and 4 = 2, 5 and 6 = 3) — he rolls a 4 on the D6, i.e., a 2 on the 1D3, so he reduces Damage by 2 and only receives 3 Damage.
  • Search: An Ally/Minion with the word Search captures an unclaimed Dragon Ball each time it activates.
  • Power Clash / Reflect: Whoever performs it must have the "Power Clash" Training, must have a prepared Energy Technique, and the Villain's attack must not be Time 0 or 1 (it is assumed to be too fast to allow time to perform the power clash).
    • Procedure: Exhaust "Power Clash," and calculate the "power" of each attack:
      • The Villain's "power" is: the Damage of their attack + the Villain's Level (the one shown on their board, e.g., Freezer 1), + 1d6 (rolled once we have decided how much Energy we spend).
      • The player adds the Damage of their Technique — if it is boosted, count the Damage it would deal with the boosters (subtracting 1 for each Time Track position above 1; example: if Goku's Kamehameha has Damage 4 and is on the Track at position 2, it only adds 3, 4 -1 for being one position above 1) + the Character's Level + the number of Energy points they wish to spend (if we spend 2 "Concentrated Energy," we add 4).
      • Compare the results; in case of a tie, they cancel out. If the player wins, the Damage they inflict on the Villain equals the Damage of the attack + 1 for each Energy card the player spent in the power clash. If the player loses, the Villain deals the Damage of their attack +2.
  • Healing: Any Damage the Technique would deal is instead converted into Damage points that are removed (including Damage boosters).
  • Piercing Damage: This Damage value applies in full; Armor is not taken into account to reduce it.
  • Defeated: The term equivalent to eliminating a Character.
  • Army: A group of Minions; cards with the word Army are immune to "Eliminate a Minion" effects.
  • Eliminate: The attacked Ally/Character receives as much Damage as the total of their Maximum Health plus their Armor and their Damage Reduction. If Vegeta (Maximum Health 9 and Armor 1) is Eliminated, that means he received 10 Damage (9 Maximum Health and one of Armor), and if he were in Super Saiyan he would have received 11 (9 Maximum Health, one of Armor, and one of Damage Reduction) — Damage counters he already has are not taken into account. This calculation matters both for the Avoidable rule (against the Androids) and for the Power Clash rule.

Icon Summary

The final page of the manual is a visual reference sheet of the game's frequently used icons (Dragon Ball Radar, Time Track, Damage, Armor, Damage Reduction, Piercing, Unavoidable, and the various Token types), shown as images without accompanying text in the source document.

Bottom Bar:

  • Equipment: The Equipment zone is meant to hold, below it, the first Equipment card acquired or bought, placing further Equipment cards belonging to the Character toward the left.
  • Training: The Training zone is meant to hold, below it, the first Training card, placing further Training cards belonging to the Character toward the right.
Buy a Dragon Ball.

d) Play cards. Putting a card into play means, depending on the card type, placing it prepared next to the Character Board (where it remains until it must be discarded by some game effect) or playing it from hand and discarding it after use.

  • Ally: Placed into play until eliminated or destroyed by some game effect (maximum 3 per Character).
  • Physical Technique: Played from hand and placed in the discard pile once played.
  • Energy Technique: Placed on the Time Track in its corresponding position; at that moment it is considered prepared. Once the Character uses it, its effects are resolved, and it is discarded (along with all its boosters).
  • Energy: Can be added as boosters (placed on the table under the prepared Energy Technique you want to improve) until the Technique is used and discarded, or discarded from hand due to the effects of some abilities.
  • Equipment: Placed on the table until destroyed by some game effect (maximum 3 in play).
  • Training: Placed on the table until destroyed by some game effect (maximum 3 in play).

e) Perform card actions. Some cards (both Character Boards and other cards, including Villain cards) have actions specified in their text box; to do so, they need to discard a Token, Energy, exhaust the card, or even destroy it to be able to perform the actions shown on them.

Note: In some cases, card actions can be performed outside your own turn or during the Villain's turn.

f) Attempt a Steal (see "Getting Dragon Balls" further ahead). You may make a single Steal attempt per turn, spending 1 Energy per die.

  • Resolve "At the end of your turn" effects. Some cards have effects that resolve at the end of your turn; this is the moment at which they must be resolved. If more than one card in play must resolve its effect at this moment, the player controlling the Character those cards belong to decides the order of resolution.

  • Ready exhausted cards. Discard unplayed cards from your hand and draw to refill your hand. Exhausted cards are readied, and can be exhausted again at another point in the game. Discard the cards from your hand that you did not use this turn and draw up to your maximum hand size (this can vary due to game effects). That draw becomes your new hand.

  • Enemy: Generic term to refer to whoever is on the other side of the battle, encompassing: Characters-Allies, Villains-Minions-Armies as applicable.
  • Faced: The summoned Minion is assigned to a Character. While Faced, the Character can only attack that Minion (they cannot attack the Villain or other Minions), and the Minion makes all its attacks against that Character. A Character who does not have a Minion Faced against them can attack another Character's Faced Minion, as long as it is with ranged attacks. In doing so, that Minion becomes Faced with the Character who attacked it. A Character can step in when a Minion is about to deal Damage to another Character. In doing so, the Character who steps in receives all the Damage, and the Minion becomes Faced with them.
  • Avoidable: Only applies if the attack specifies it is Avoidable. A Character or Ally (with the protector trait) takes on the Damage dealt to an Ally in the Market. The amount of Damage the Character receives equals the Damage that Ally would have received. This Damage can be reduced by applying Armor or Damage Reduction.
  • Guardian: A Minion with the word Guardian prevents attacks from being directed at the Villain, forcing that Minion to be attacked first until defeated.
  • Fusion: The union of two Characters of the same Level (unless using the Potara Earrings). The resulting Maximum Health is the sum of the Maximum Health of each Character, and the Damage both Characters had at that moment is also added together. Each time the Turn Order card of one of the fused Characters comes up, both activate, giving a double turn. Energy is shared (either one's Energy can be used to buy a card, which goes to one of their discard piles), Physical Techniques can be used to form a Combo with either one's, Energy Techniques go down to each Character's Board, but only the one in the first slot of each activates, and their base Armor is added together. If one of the two Characters activates a Transformation (e.g. Super Saiyan 1), it applies to both — that is, the other Character's Energy attacks get the modifier as if they were transformed as well; likewise, if both are transformed, the effects are not added, only the stronger one applies. Each keeps their own Equipment, Allies, and Training independently, except that you cannot use two copies of the same Equipment in the same turn. If the Characters defuse, each returns to how they were before, and the Damage is split evenly between them. In Phase 1, only two Characters can fuse with the "Potara Earrings" Equipment; only one Character needs to have one of the earrings, not both. From the activation of the fusion onward, at the end of each turn, a Token is placed on the "Potara Earrings" card, and at the start of each turn (of either of the two Characters, since both play), 3 Energy + the number of Tokens on the "Potara Earrings" card must be paid, or the card is destroyed, the Fusion undone, and the turn is played only by the Character whose Turn Order card came up.
  • Unavoidable: Unavoidable Damage cannot be reduced in any way, neither with Armor nor with Damage Reduction.
  • Instant: An instant Energy Technique does not need to be prepared; its effect happens immediately, and it goes directly to the discard pile.
  • Protector: An Ally with the word "Protector" can redirect any attack aimed at the Character they protect toward themselves.
  • Damage Reduction: Some cards can produce a Reduction of the Damage received by the Character. This modifier works the same as Armor but also protects against Piercing Damage.
  • Resurrect: The Character returns to play with their Maximum Health and all their cards.
  • No Combo: Cannot be joined with other Physical Techniques.