score entertainment’s Expanded format CURRENT RULINGS DOCUMENT
ALL THE LATEST RULINGS AND CLARIFICATIONS!
2300 East Randol Mill Road
Arlington, TX 76011
Phone: 817-983-0300 ● Fax: 817 - 983 - 0498
Rule - Active Date
The active date for any and all card clarifications will be based on that document’s version date. Hence, all rulings in the Current Rulings v1.5.0 document will be effective January 5th of the current year.
The Golden Rule
The rules text of a card always overrides the rules printed in the latest version of the DBZ CCG rulebook.
Battle Simulator Cards
Any cards that have the words “Battle Simulator” printed in block text are not useable in official Score Sanctioned Tournaments. However, any other cards that came inside the Battle Simulator portion ARE useable in your tournament decks.
Most Recent Printing Rule
If two or more cards share the same title, the text, the numbers, and all other symbols of that card are to read as they appear on the most recent printing (MRP) of that card with that title.
This does not apply to personality or Mastery cards.
As noted in the most recently published Tournament Manual, the following information covers when cards are viable for tournament play:
“All cards that have been previously produced by Score Entertainment for a particular card game will be considered viable for tournaments sponsored by SEVEN for that game 1 week (7 days) after the official release date of the product or expansion that a card was released in.”
The Nappa/Vegeta rule is no longer in effect. Use the following mandatory rule:
Double Power Rule
When starting a 2-player game (player A and player B), compare the beginning power stages of each Main Personality. If player A’s power rating at 5 above 0 is double or more than player B’s power rating at 5 above 0, then player A sets the Scouter on his/her Main Personality to 2 power stages above 0. Player B sets the Scouter on his/her Main Personality to full and player B goes first.
Banned / Restricted Card List
The following cards have been placed on the Banned or Restricted list in order to keep the play environment fun and challenging for everyone in tournaments.
The following cards are banned in all official Expanded Tournaments:
Dream Machine Battle
This Too Shall Pass
The Talking Ends Here
Chiaotzu’s Psychic Halt
Cosmic Backlash (1/15/04)
Feeding Frenzy (2/11/04)
Black Weakness Drill (2/25/04)
What the HECK??? (11/24/04)
The following cards should have the following game text on each: “Restricted to one per deck.” Thus, only one of each of these cards can be played in a tournament legal deck.
Goku’s Lucky Break
Vegeta’s Physical Stance
Nappa’s Physical Resistance
Nappa’s Energy Aura
Frieza’s Force Bubble
Saiyan Truce Card
Straining Destruction Move
Super Saiyan Effect
Teaching the Unteachable Forces Observation
Energy Lob (1/15/04)
Blue Lunge (2/11/04)
Hercule’s Amazing Techniques (2/11/04)
Krillin’s Concentration (2/11/04)
Orange Intense Power (2/11/04)
Orange Reflex (2/11/04)
Orange Uppercut (2/11/04)
Piccolo And Heroes Gather (2/11/04)
Red Whiplash (2/11/04)
Saiyan Power Block (2/11/04)
Sneaky Tricks (2/11/04)
Pure Defense (2/25/04)
Saiyan Excitement (6/16/04)
Goku’s Farewell (6/16/04)
Super Android 17’s Ki Focus (6/16/04)
Super Android 17’s Ki Intensity (6/16/04)
Saiyan Discovery (9/22/04)
Old School Beatdown (11/24/04)
Red Wishing Drill (11/24/04)
Deck Building Clarifications
The following are clarifications based the rules involved with building a deck for the DBZ card game. Other than the following, deck building rules from the most recent printing of the rulebook should be followed.
Unless otherwise stated by a card or rule, the typical deck size for a DBZ CCG is from 50 to 85 cards. This limit includes your Main Personality cards (all levels), a Mastery card (if using one), and a Sensei card (if using one).
If a card appears on the restricted list, or has the phrase limit 1 per deck, you can only have 1 copy of that card in your deck, regardless of the Named card rule.
Mastery cards cannot be discarded or removed from play by any means.
Effects created by Mastery cards, come from the Mastery itself, not the cards that they modify.
You must declare a Tokui-Waza in order to play a Mastery. The Martial Arts Style you declare Tokui-Waza for, must match the Mastery that you play.
You can only have one Mastery card per deck.
The only cards that count for or against a Tokui-Waza are cards that have a Martial Arts Style as the first word in the title. The Martial Arts Styles are: Red, Blue, Orange, Black, Saiyan, and Namekian.
Example: A player can have Dragon Balls, Non-Combat cards (without a style in the title), Move cards (cards with the word Move in the title), and Named/Freestyle cards in any Tokui-Waza deck.
NOTE: Namekian is a fighting style, while Namek
is not. This means that ANY deck can have Namek Dragon Balls in it, or even Namek Dragon Ball Wish
, even a Red Tokui-Waza deck.
Players cannot include cards in their deck that have a Martial Arts Style in the title (i.e. Blue, Saiyan, etc…) other than the one Martial Arts Style they have selected.
Example: Player A has Dragon Ball 3, Straining Ankle Smash Move, Senzu Bean, and Tien’s Physical Attack in a Black Tokui-Waza deck, and those cards won’t count against it.
You must have at least 1 non-Mastery Martial Arts Style card in your deck in order to declare a Tokui-Waza with that style.
A Main Personality may have up to 4 duplicates of any of his Named card in his deck, instead of the normal limit of 3, which applies to all other Named cards that do not match your Main Personality.
The Ally rule has changed regarding Allies in your deck. You can only play with Level 1-2 Allies in your deck, regardless of your MP’s highest level. This means that a Level 1-3 MP can only use Level 1-2 Allies, and a Level 1-6 MP can only use Level 1-2 Allies. All other Ally rules remain the same. (11/24/04)
You may only have one card from each of the following groups in your deck: (11/24/04)
Time is a Warrior’s Tool or Epic Battle of Saiyans
Vegeta’s Physical Stance or Nappa’s Physical Resistance or Masterful Defense
Nappa’s Energy Aura or General Rilldo’s Force Field
You may only have a total of three of the following cards in your deck: (11/24/04)
Heroes - Confrontation or Champions of Earth
Villains - Android 18’s Stare Down or Meanacing Evil
Game Play Clarifications
The following are clarifications based on actions you can take within the Sequence of Play and timing rules that clarify when these actions can be executed.
When To Discard Cards
Once you resolve all of the effects on a card, or it’s stopped if it’s an attack, you discard the card.
Any card effects that last for the remainder of ______ are considered floating effects. So, when a card is played the effect is resolved and "floats" until the end of Combat. Since the effect is resolved by creating a floating effect, if that was the last effect on the card, it is discarded (except for Personality Cards).
Unless otherwise specified, energy attacks do 4 life cards of damage, and cost 2 power stages to perform. If paying the power stage cost of any energy attack would reduce a player’s Main Personality/Ally power rating below 0, then the player cannot perform the attack.
If a player’s Main Personality/Ally reaches 0 power stages when taking physical damage/drain/stages, and still has more damage to take, the remaining damage is converted to life card damage. One life card is discarded from the Life Deck for every stage of damage that remains, unless otherwise specified.
A player can discard a card from their hand to perform a Final Physical Attack (FPA). This acts like a normal physical attack, but does not have any modifiers or special effects within the FPA. Just compare the Main Personality/Ally‘s power stages on the Physical Attack Table and deal the resulting damage (apply modifiers from Drills or other cards and effects). A player who decides to make a Final Physical Attack must pass in all of the remaining phases of Combat and is unable to attack or defend for the remainder of the Combat.
Anger and Main Personality Levels
Players track their Main Personality’s Anger Level using the Warrior Sword. When the Main Personality reaches 5 or more anger on the Warrior Sword, that Main Personality advances to its next level immediately, and sets his Scouter at his highest power stage. All levels of a Main Personality must be placed in play in numerical order.
Once the Main Personality has progressed a level, players reset the Warrior Sword to 0, and set that personality to its highest power stage. If your Main Personality’s anger is being raised 2 levels and he only needs 1 Anger to progress to the next level, the extra anger does not carry over.
If a Main Personality advances up a level during Combat, that Main Personality can use the card power indicated in the card rules text of the higher-level personality card during that Combat.
Lowering anger and reducing anger are the same concept. When you “set” a player’s anger to a certain number, this gets around effects that don’t allow a character’s anger to be lowered/reduced.
Specific Combat Rulings
Whenever your Main Personality reaches 5 or more anger and he is at his highest personality level, set your anger level to 0 and raise your Main Personality at his highest power stage. You do not discard any of your drills in play when this happens.
An “attack” is defined as a physical attack or an energy attack. Everything else, such as using Non-Combat and Combat cards during Combat, “take the place of an attack.”
The “defender” refers to the player who is attacked at the beginning of Combat. The “defender” draws 3 cards after Combat has been declared (during Phase (a)). The “defender” does not draw any more cards after this (with the exception of card powers or other effects) for the remainder of Combat.
The “attacker” refers to the player whose turn it is when he decides to attack the “defender.” As the “attacker,” a player can decide to pass, or can attack the defending player in one these ways - (all of the above take up this attack phase):
Use a card from his hand,
Use one of the card effects from Non-Combat cards in play under his control,
Use a card power indicated in the power text on a personality card,
Make a Final Physical Attack.
The defending player can pass, or do one of these things, BUT only if it stops some or all of the damage. Cards that stop attacks, that you are going to use to stop an attack(s), can only be played during your Defender Defends phase (this phase).
A starburst icon on a card does not necessarily mean that card is a defensive card, the same holds true for the sword icon; it doesn’t necessarily mean that it is an attacking card.
Use a card to stop an attack/damage,
Use a card power indicated in the power text on a Main Personality card to stop the attack/damage.
Once both players have consecutively passed, Combat is over for the turn
Any card that has the ability to end Combat may only be played/used during the Attacker Attacks phase of Combat unless the card ends, skips, or stops Combat prior to Combat starting.
: Saiyan Truce Card
, Nappa’s Blinding Stare, Human Technology, Blue Leaving, or the effects of Earth Dragon Ball 7, which are Combat and Non-Combat cards may only be played/used during the Attacker Attacks phase and no longer as a defense. Whereas cards like Teaching the Unteachable Forces Observation, or the effects of Earth Dragon Ball 4 are played/used prior to the Combat phase of the turn.
Use the following chart to determine the order in which damage and all types of effects resolve during Combat.
The attacker uses a Non-Combat card or personality power, or plays a Physical Combat, Energy Combat, or Combat card from his hand, or passes (if the attacker passes, proceed to Phase (f) Fight Back).
The attacker pays costs, if any, associated with that card or power and announces if he is using any Empower effect on the card.
Example. “Energy attack doing 8 life cards of damage. Costs 3 power stages to perform.”
The cost for this attack is 3 power stages, which is paid at this time.
Resolve all secondary effects on the card or power (secondary effects are those effects not directly associated with an attack. This does not include effects within the same sentence as the attack and effects with the clause “If successful” attached to it. An effect in the same sentence as an attack is considered an “If successful” effect.).
“Energy attack Raise your anger 2 levels. Lower opponent’s anger 2 levels. Limit 1 per deck. Remove from the game after use.”
The raising of your anger and lowering of your opponent’s anger are the secondary effects of this attack, and are resolved at this time.
If a card that does not have an attack was used in place of an attack
, all of the effects on that card are considered secondary effects.
If an Ally can take over Combat for the Main Personality, the Defender must announce which personality is in Control of Combat until this attack is resolved.
The defender plays a card from his hand or uses a Non-Combat card or personality power to defend against that attack.
Resolve all secondary effects from the defender’s card or personality power (all effects from Non-Combat/Combat cards that are used as a defense are secondary effects).
If the attack was not stopped, the defender may now activate any Defense Shields.
If the attack is not stopped at this time, the attack is considered successful (an attack is considered successful even if it deals no damage).
Determine the Base Damage, if any, from the attack (Base Damage is damage that is calculated by consulting the Physical Attack Table for physical attacks, unless it is already stated on the physical attack; or Base Damage is the amount of damage an energy attack would do as stated on the card; all of which do not include modifiers from the attack or other effects generated by Drills or any other cards).
: “Energy attack doing +2 power stages of damage. Raise your anger 1 level.”
The Base Damage for this attack is 4 life cards of damage.
Add and/or subtract any modifiers, from the attack, Drills, personality powers, etc., to the Base Damage.
Determine if the Ally currently in control of Combat can capture a Dragon Ball by using the Personality Captures rule and decide if that Ally will either deal damage or capture a Dragon Ball.
Any power stages of damage from the attack are dealt.
Any life cards of damage from the attack are dealt and the Defender may use Endurance at this time.
If the attack does 5 or more life cards of damage, the attacker may capture an opponent’s Dragon Ball.
Any “If successful” effects that the attacker has are resolved. If there are multiple “If successful” effects, the attacker gets to decide the order in which those effects happen.