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Dragon Ball Super: Universe Survival

Dragon Ball Super: Universe Survival Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Game Length
  • Setup
  • The Game Board
  • Warrior Cards
  • Warrior Transformation
    • How to Transform
    • When Transformed
  • Warrior Abilities
  • Combos During Combat
    • Symbols
    • Attacking Using Combos
    • Attacking Using the Value of Symbols
  • Card Combos
  • Defending and Dodging
  • Fusions: Kefla / Anilaza
  • Playing the Game
    • Combat Against an Opponent
  • Reinforcement Dice
  • End of the Game
  • Card Reference
    • Event Cards
    • Attack Cards
    • Attacking an Enemy: Summary Box
    • Defense Cards
    • Special Cards
  • List of Warriors Ranked by Endurance

Goal of the Game

The Tournament of Power is a Battle Royale gathering the best Warriors of 8 universes. The stakes are high: when a universe loses all of its Warriors, it is entirely destroyed.

The winner will be the player who, at the end of 45 minutes (or after 5 or 10 turns), has the most Warriors on the game board. You must therefore eliminate as many Warriors from the opposing teams as possible to win the game.

Game Length

Choose your game length:

  • 10 turns (about 60 minutes with 4 players): count 10 game turns (each player will then play 10 times).
  • 5 turns (about 30 minutes with 4 players): count 5 game turns (each player will then play 5 times).
  • 45 minutes: start the timer once the setup is complete. At the end of the 45 minutes of play, finish the current turn before ending the game.

During your turn, make only one combat unless an exception applies (Event, Attack, Defense or Special cards).

Setup

  • Shuffle the Attack, Defense, Special and Event cards, then place them around the board.
  • Place all the Warrior tokens next to the board, then roll a die to determine who will start choosing their first Warrior.
  • Each player must build a team of 6 Warriors. Roll a die to determine who starts choosing first. That player chooses a Warrior, takes its token and the corresponding card(s), then the player on their right does the same, and so on. Once every player's team of 6 Warriors is formed, remove the unused tokens from the game and shuffle the remaining Warrior cards into a pile: you will face these Warriors when you move onto the green spaces. The table on the last page will help you build the best possible team; the Warriors are ranked there by Endurance.
  • Particularity: you cannot choose Kefla or Anilaza as a starting Warrior. These Warriors are obtained during the game by fusing Kale + Caulifla and Koichiarator + Paparoni, using the Special "Fusion" cards.
  • Take the cards of the Warriors you have chosen. Some Warriors have several cards because they transform. Son Goku has 8 transformations, so he has 5 cards in total. Vegeta has 3 cards, Son Gohan, Caulifla, Cabba and Kale have 2 cards each, and all other Warriors have only one card (the transformation is on the back of the Warrior's card).
  • Position your Warrior tokens on the board's spaces in turn order, leaving one empty space between each Warrior of the same team.
  • Each player receives one Defense card, one Attack card and one Special card.
  • The youngest player begins the game.

The Game Board

The board diagram (on page 3 of the rulebook) is annotated with the following notes. Its arrows show an example movement path.

  • Movement: on your turn, move in the direction of your choice up to 4 spaces away. It is possible to pass over an allied or enemy token.
  • Yellow space: if you end your movement on a yellow space, draw a Defense card at the end of the turn.
  • Blue space: if you end your movement on a blue space, draw a Special card at the end of the turn.
  • Red space: if you end your movement on a red space, draw an Attack card at the end of the turn.
  • Green space: if you end your movement on a green space, fight an unplayed Warrior. Fight the first card in the pile of Warrior cards that has not been chosen by any player.
  • Occupied space: if you end your movement on a space occupied by an enemy token, fight that opponent. If you fail to eliminate them, place yourself on an adjacent space.
  • Reinforcement dice: when your Warrior attacks or defends, take 1 or 2 additional dice if 1 or 2 of your Warriors are located on cards adjacent to your Warrior.

Warrior Cards

The rulebook explains the parts of a Warrior card using an example card (Jiren). Each callout is listed below.

  • Power: the number of dice you roll to attempt an attack or defense combo. (Shown on the card with a dice icon.)
  • Technique: the number of times you may re-roll dice of your choice after your initial roll, in order to achieve one of the combos on your Warrior card or one of the combos on the Attack, Defense or Special cards you have in hand. (Shown on the card with a hand icon.)
  • Endurance: if you receive more damage than you have Endurance points, your Warrior is eliminated. (Shown on the card as a heart with a number.) You receive damage markers when you take an attack.
  • Combos: the 2 combos at the bottom right of the card are your Warrior's 2 best techniques. They inflict on your enemy the damage indicated next to each of the 2 attacks (on the example card, 32 and 45 damage to the opponent).
  • Symbols: each die face shows a symbol that allows one of your 2 combos to be made during an attack, a defense or a Dodge. If you fail to make a combo, add the values of each of your dice symbols and make your enemy lose that many Endurance points. The red star symbol and the blue circle symbol are each worth 0 points.
  • Ability: apply its effect when attacking or defending during combat. (On the example card, the ability reads: "Remove one attack die from the attacker. Solo: no reinforcement dice.")
  • Dodge: to dodge an attack, take the number of dice indicated by your Power and roll them as many times as your Technique allows, until you achieve the number of blue circle symbols indicated on your card.
  • Special combo: multiply the damage of your attack by 2 if all of your dice rolled show the same offensive symbol. This does not work for the red star and blue circle symbols. Jiren rolls three dice showing the same symbol, which inflicts 15 damage on his opponent. Multiplied by 2 because it is the same symbol three times, the attack inflicts 30 damage.

Warrior Transformation

How to Transform

If your Warrior is transformable (its transformed version is on the back of the card), roll a six-sided die before the start of combat and take the transformation corresponding to your die roll, so that your transformed Warrior, which is more powerful, attacks for the duration of one attack.

Exception: roll 2 dice for Son Goku and Vegeta.

If the transformation takes place, play your transformed Warrior with more powerful combos.

The Warrior you attack may also attempt to transform.

If your transformation fails and you have a Special card "Transformation", you may play it.

The example card shows the transformation values: the score to reach to transform (3+); the division of damage received when an opponent attacks you (2 hearts); and the damage received when you attack an opponent (-3 hearts).

When Transformed

  • You divide by 2 or 3 the damage received during your enemy's attack.
  • You lose 1 or more Endurance points as a result of using this transformation.

After the attack, your Warrior returns to its initial form.

Example: Cabba Super Saiyan receives an attack that inflicts 35 damage on the first roll (so he cannot defend). He divides 35 by 2 and takes 18 damage (rounded up).

Warrior Abilities

  • One extra re-roll: one extra re-roll (of the Warrior's technique) on dice of your choice.
  • Minus 1 or 2 re-rolls for the attacker: the Warrior attacking you has 1 or 2 fewer re-rolls.
  • Returns the opponent's ball: the defender returns the attacker's ball (any attack containing the ball symbol), except for those of invulnerable cards. The attacker may then attempt to dodge with dice or cards.
  • Counter-attack: after the enemy's attack, counter-attack directly during your turn.
  • One extra attack die: your Warrior attacks with one extra die.
  • Extra defense die: roll one extra defense die when your Warrior defends against the attack it receives.
  • No defense dice possible for the defender: the opponent must defend only with their cards and can no longer use their Dodge dice.
  • Plus 2 reinforcement dice: when you are in contact with another Warrior of your team, this Warrior has 2 reinforcement dice instead of 1 during its attack and its defense.
  • Sunset bite (Morsure du soleil): if your Warrior drops below 10 Endurance, it may flee up to 3 spaces away during a combat.
  • Shield: dodge balls that deal fewer than 20 damage without needing to roll your Dodge dice, except balls from invulnerable cards.

Combos During Combat

Symbols

Each face of the die bears a symbol corresponding to a value on your Warrior card. These symbols must be combined to make your combo, following all of your dice rolls.

The symbols are:

  • Feet: a green symbol. Allows attacking and using certain cards. Value on the example card: 3.
  • Fists: a purple symbol. Allows attacking and using certain cards. Value on the example card: 2.
  • Ball: an orange symbol. Allows attacking and using certain cards. Value on the example card: 1.
  • Force: a red symbol. Allows attacking and using certain cards. Value on the example card: 3.
  • Star: an orange star symbol. Replaces any other symbol.
  • Teleportation: a blue symbol. Allows you to avoid an attack and to make certain combos.

The player who attacks rolls the dice to create the combos indicated on their Warrior card, or on the combos of their cards in hand (Attack, Special or Defense), in order to make the enemy lose Endurance. When a Warrior has no more Endurance, it is eliminated from the tournament.

When attacking, you have several choices for inflicting damage on the enemy.

Attacking Using Combos

At the beginning of combat, look at your enemy's Warrior card and try to eliminate it from the tournament by achieving one of your dice combos, to make it lose all of its Endurance.

Roll the number of dice indicated by your Warrior's Power (dice icon), with as many re-rolls as your Technique points (hand icon).

Achieve one of the 2 combos of your Warrior to make your enemy lose a maximum of Endurance.

Attacking Using the Value of Symbols

If your combo fails, add the value of each symbol by referring to the card of the Warrior you are playing. This sum is the damage you inflict. The damage is multiplied by 2 if all of the symbols are identical.

Example: Monna attacks her opponent. With 4 Power (dice icon) and 2 Technique (hand icon), she has 2 re-rolls of the dice of her choice to make a combo with her 4 dice.

  • First roll: she gets fists, force, teleportation and teleportation. She decides to keep fists and force and to re-roll 2 dice to attempt the combo "Human Cannonball" (Boulet humain).
  • First re-roll (second roll): she gets teleportation, ball and force. She keeps fists, force and force. She now only needs one feet symbol to succeed in her combo.
  • Second and last re-roll: she gets a star. This symbol replaces any other symbol. She converts it into feet to succeed in her combo, and inflicts 20 damage on her opponent.

If she had failed and obtained a ball on her third roll, she could have added the values of her results and inflicted 9 damage on her opponent, because fists + force + force + ball equals 2 + 3 + 3 + 1 = 9 damage.

Card Combos

You may choose to use one of your Attack, Defense and Special cards in place of the combos of your Warrior card. To do so, make the combo of one of your cards (if that card requires a combo).

Defending and Dodging

Lightning attack (Attaque éclair): if the attacker has made a combo (on the Warrior card, Attack, Defense and Special cards, or by adding symbols) without using any of its re-rolls, the player who suffers the attack cannot defend, neither with cards nor with dice. In this case, that player takes the number of Damage tokens received during the attack (which they may divide if transformed).

  • From the enemy's 2nd dice roll against you, you may only use the combos of the Defense cards you have in hand. Roll the number of dice indicated by your Power (dice icon), and roll them as many times as your Technique (hand icon) allows.
  • From the enemy's 3rd dice roll against you, you may defend with your Attack, Defense and Special cards in hand, or with the Dodge combo (ball symbol) indicated on your Warrior card. Always roll the number of dice indicated by your Power and roll them as many times as your Technique allows.

If the Dodge succeeds, you receive no damage.

Example of Dodge: to dodge, C-18 must obtain 4 ball symbols in 2 rolls. She may also play an Esquive (Dodge) card. She must then make the combo of the card with her 5 dice and her 2 re-rolls.

Fusions: Kefla / Anilaza

When Kale and Caulifla are one space from each other, they can fuse into Kefla until the end of the game, using the Special "Fusion" card. The same applies to Koichiarator and Paparoni, who fuse to give birth to Anilaza.

Replace the 2 tokens with the fused token. If the fused Warrior is eliminated, you lose both of your characters.

Playing the Game

The youngest player begins. Play then continues clockwise.

On your turn:

  1. Turn over an Event card and immediately apply its effect. If needed, then play one of the cards you had in hand at the start of your turn.
  2. Choose one of your Warrior tokens and move it up to 4 spaces. If necessary, you may pass over spaces occupied by other Warrior tokens on the board (whether they belong to its team or to an opponent). The spaces are all connected to the spaces around them, and you may move in the direction of your choice. You are not obliged to move in a straight line; the goal is to reach a Warrior 4 spaces from yours in order to fight it.

Your token will then either:

  • Arrive on one of the empty red, yellow or blue spaces. Then draw a card of the colour corresponding to the space:
    • Red space: draw an Attack card.
    • Yellow space: draw a Defense card.
    • Blue space: draw a Special card.
  • Arrive on a green space. The player on your right draws a Warrior from the pile of those that are not in play, and that Warrior defends against the attack of your Warrior. In this case, transform yourself if you can. Observe carefully the enemy's active special ability according to its form, and compare yours in order to play correctly. Make the dice combos of your Warrior or of your cards. The Warrior on the green space may defend with dice (a Dodge) if you make your combo in 3 rolls or more. The Warrior on the green space may also attempt to transform.
    • In case of victory, draw 1 card from the category of your choice among Defense, Attack and Special cards.
  • Arrive on one of the spaces occupied by a Warrior token. In this case, begin combat against it.

Combat Against an Opponent

Only the Warrior whose turn it is may attack. The Warrior being attacked may only defend (unless it has a "Counter-attack" ability).

During your turn, make only one combat, unless an exception applies (Event, Attack, Defense or Special cards).

  1. Take the number of dice corresponding to your Warrior (Power), and try to make your enemy lose as many Endurance points as possible, using the 2 combos of your Warrior card or the cards you have in hand.
  2. Look at the active ability of the 2 Warriors involved, then choose the attack that will make the enemy lose the most Endurance (one of the 2 combos of your Warrior card, or one of your cards in hand).
  3. Defense: if the attacker made at least one re-roll, the defender may try to defend with its cards. If the attacker made at least 2 re-rolls, the defender may defend with its cards or with a Dodge roll of dice (Esquive).

Warning: a Warrior can be eliminated when it is attacked, if it takes more damage than its Endurance points. If the attacker manages to make you lose all of your Endurance points (through one of the 2 combos of its Warrior card, the addition of symbols, an Attack card, a Defense card or a Special card), your Warrior is eliminated, and the attacker draws a card of the colour of the space on which the eliminated Warrior was located. Only a Rescue card (Sauvetage) can save an eliminated Warrior.

  1. Move after combat: if you have not eliminated your enemy after the combat, place yourself on an empty space next to it, then draw the card of the corresponding colour. After a combat, you may neither go to a green space nor onto another Warrior token. In addition, if the attacked Warrior has the "Counter-attack" ability, it attacks you immediately after your attack.
  2. Card limit: during a turn, you may play as many cards as you wish, as long as they do not lead you to make more than 2 combats per turn. You may therefore use only one card that adds extra combats per turn. You may not have more than 5 cards in hand. If needed, discard at the start of your turn.

Reinforcement Dice

You may obtain one (or two) extra dice for your attack or your defense if you have one (or two) Warriors of your team in contact with your Warrior that attacks another player.

For example, if your Warrior has a Power of 4 and another Warrior from your team is on a space just next to it, your attacking Warrior rolls 1 extra die, that is 5 instead of 4. If there are 2 reinforcement Warriors, the attacking Warrior has 2 reinforcement dice, that is 6 dice in total (the maximum), instead of 4.

Example: Dyspo and Kunshi are in the same team. Dyspo attacks Vegeta, so he may roll one extra attack die thanks to Kunshi beside him. Likewise, if Vegeta decides to attack Dyspo or Kunshi, the attacked Warrior has one extra Defense die.

End of the Game

The winner will be the player who, after 45 minutes, or after 10 turns, or after 5 turns, has the greatest number of Warriors on the game board.

In case of a tie between 2 players, the winner is the one who wins the last combat between 2 of their Warriors. Each player chooses one of their Warriors still in play, and they fight until one of the 2 Warriors is eliminated at the end of the game turns.

In case of a tie between more than 2 players, play one last game turn.

Card Reference

You may hold up to 5 cards. During your turn, you may play as many cards as you have in hand, but only one that adds combats to you.

Event Cards

These cards induce unexpected events that spice up each turn with effects that may favour or penalise the player.

  • To draw: at the start of each player's turn, before their movement.
  • To play: immediately after drawing it.
  • Duration: its effect stops at the end of the turn of the player who drew the card. Discard it under the Event card pile once used.

Attack Cards

These cards concentrate very powerful attacks that all Warriors can use. You unlock them by making the combo indicated on the card, which you place in the place of the attacks of your Warrior card. You may use the effect indicated on the card by rolling the number of dice indicated by your Power and rolling them as many times as your Technique allows.

  • To draw: when you stop on a red space.
  • To play: at any time during your attack, you may choose to play an Attack card in place of the attacks of your Warrior card, if your dice score allows it.
  • Duration: its effect is immediate. Discard it under the Attack card pile once used (if you succeeded in the combo).
  • Specificity: if the combo of your card fails, you may add the value of your dice symbols and make your enemy lose these Endurance points. Then keep the Attack card.

The rulebook's example card is Laser Return. The box at the top of an Attack card specifies how the opponent can defend (on the example card: "Defense: cards and dice"). A note on the page states that all Attack cards require a combo to be used.

Attacking an Enemy: Summary Box

When you attack an enemy, you have the choice between:

  • making one of the 2 combos of your Warrior card;
  • adding the symbols of your dice, directly or after several rolls;
  • trying your special technique (several times the same symbol); or
  • making a combo of one of your Attack or Special cards.

The defense to use for the Warrior receiving the attack is indicated at the top of the card.

  • "No defense possible": you immediately lose the damage points of the attack, which are placed with Damage tokens on your Warrior. When a Warrior has more damage than Endurance points, it is eliminated from the game. Only Defense and Special cards marked "In case of elimination of your Warrior" can bring it back into the game. (Elsewhere, the rulebook refers to a Rescue card (Sauvetage) for saving an eliminated Warrior.)
  • "Defense with cards or dice": use your Dodge dice or the cards in your hand to try to parry the attack.
  • "Defense: invulnerable card only": you may only defend with a card containing the word "invulnerable" (invulnérable).

Defense Cards

These cards concentrate powerful defense techniques that all players can use with their Warriors. They protect you from the attacks received, to prevent your Warriors from being eliminated. You may use the effect indicated on the card by rolling the number of dice indicated by your Power and rolling them as many times as your Technique allows.

  • To draw: when you stop on a yellow space.

  • To play: depending on the card:

    • in response to an attack from enemy cards or dice;
    • in response to a ball attack only;
    • during your turn;
    • after the elimination of your Warrior.

    These cases are specified on the card, in the box at the top of the illustration.

  • Duration: its effect is immediate. Discard it under the Defense card pile if the combo succeeds. If the combo of your Defense card fails, you take the damage of the attack received, but you may keep your card.

A callout on the page notes that some Defense cards require making a combo to be used. The example card is Teleportation (Téléportation).

Warning: you may not play more than one "Counter-attack" (Contre-attaque) card per turn.

Special Cards

These are "Transformation" cards for your character, and very specific attack or defense cards. You may use the effect indicated on the card by rolling the number of dice indicated by your Power and rolling them as many times as your Technique allows. These cards concentrate particular defense and attack techniques from Dragon Ball Super that all Warriors can use.

  • To draw: when you stop on a blue space.
  • To play: depending on the card:
    • at the start of your turn;
    • in response to an enemy card or dice attack;
    • in response to a ball attack;
    • if you missed your 1st dice roll for a transformation card, you have a second roll to attempt to transform;
    • in order to fuse.
  • Duration: its effect is immediate. Discard it under the Special card pile once used.
  • Specificity: you may only use one Special card per turn.

Transformation cards serve only to retry a transformation that you have just failed with your Warrior's die roll. You may retry your transformation on one die roll; if you fail again, you lose the card.

Example: the player has failed their transformation with Son Goku, or is not satisfied with the result obtained. They then play their Final Transformation card, on which is written "on a 5+, reaches its final level". They roll a 4: they lose the card and do not transform.

Note on the example: the card illustrated on the page is titled Transformation maximale ("Maximum Transformation"), while the example text names it Dernière transformation ("Final Transformation"). Both names are printed in the source.

List of Warriors Ranked by Endurance

Build the most powerful team to ensure your victory.

The columns are: Warrior, Endurance (heart), Power (dice icon) and Technique (hand icon).

WarriorEndurancePowerTechnique
Jiren4253
Jiren pleine puissance4264
Anilaza3754
Son Goku3432
Son Goku Super Saïyen3442
Son Goku Super Saïyen 23452
Son Goku Super Saïyen 3

Note: the table is reproduced in the order printed in the source. The name "Vegeta" is printed with a rendering fault in one cell of the source (shown as "V■geta" in the scan); it is transcribed here as "Vegeta".

Example:
  • Healing: less than 5 damage per turn (your Warrior may remove up to 5 of the Damage tokens received).
  • Removes 1 attack die for the attacker: the opponent attacks with one die fewer.
  • Solo: you give no reinforcement dice to the other players of your team when you are acting as reinforcement (Vegeta, Jiren, Freezer).
  • 34
    5
    3
    Son Goku Super Saïyen Divin3453
    Son Goku Super Saïyen Blue3453
    Son Goku Super Saïyen Blue + Aura de Kaïo3463
    Son Goku Ultra Instinct -présage-3464
    Son Goku Ultra Instinct3464
    Vegeta3332
    Vegeta Super Saïyen3342
    Vegeta Super Saïyen 23353
    Vegeta Super Saïyen Blue3353
    Vegeta Super Saïyen Blue Évolution3364
    Toppo3253
    Toppo Dieu destruction3264
    Kefla3253
    Kefla Super Saïyen3264
    Kale3032
    Kale Super Saïyen 2 (enragée)3054
    Kale Super Saïyen 23063
    Hit3063
    Son Gohan2832
    Son Gohan Super Saïyen2842
    Son Gohan Super Saïyen 22852
    Son Gohan Ultime2853
    Freezer2742
    Golden Freezer2753
    C-172653
    Dyspo2553
    Caulifla2532
    Caulifla Super Saïyen2542
    Caulifla Super Saïyen 22552
    C-182452
    Piccolo2252
    Cabba2132
    Cabba Super Saïyen2142
    Koichiarator2142
    Pirina2042
    Saonel2042
    Brianne de Chateau2042
    Ribrianne2053
    Sanka Ku2042
    Kakunsa2053
    Su Roas2042
    Rozie2053
    Frost2043
    Jimeze1943
    Obuni1953
    Bergamo1843
    Lavender1742
    Basil1742
    Monna1742
    Maji Kayo1642
    Narirama1642
    Krillin1633
    Tenshinhan1532
    Damon1542
    Gamisaras1541
    Kunshi1543
    Tortue Géniale1332
    Tortue Géniale Pleine Puissance1332
    Napapa1442
    Magetta1442
    Kahseral1442
    Zirloin1432
    Tupper1442
    Viara1332
    Murichim1342
    Prum1342
    Rabanra1342
    Paparoni1342
    Zarbuto1342
    Katopesla1242
    Botamo1241
    Ganos1232
    Ganos transformé1242
    Zoiray1232
    Nink1231
    Rubalt1132
    Shantza1132
    Kettol1131
    Hermila1142
    Chappil1032
    The Preecho1031
    Vuon1031
    Nigrisshi1032
    Majora1032
    Darcoli1032
    Vikal1031
    Dr. Rota931
    Hyssop931
    Zium921
    Sorrel921
    Comfrey932
    Cocotte932
    Jilcol931
    Shosa932
    Oregano832
    Mechiorp831
    Murisarm832
    Roselle831
    Hopp831
    Jirasen832
    Caway832
    Lilibeu821