This is the way the card will be set up.

Card Number

Card Name

Type (If it’s a personality card this will be the lowest to highest power level)

Card Power

 

Any questions, comments, corrections or suggestions e-mail me at nascarnick88@aol.com

 

Sorry but I will not put in the character or character quote in this spoiler or any other that I will do (To time and space consuming) Please don’t e-mail me about that. Thanks

 

 


Saiyan Saga


 

1 Star Cards (Common)

 

#1

Orange Standing Fist Punch

Physical Combat

Physical Attack. Raise card user's anger level 1.

 

#2

Orange One Knuckle Punch

Physical Combat

Physical Attack doing +1 stage of damage if successful. Raise card user's anger level 1.

 

#3

Orange Two Knuckle Punch

Physical Combat

Physical Attack doing +1 stage of damage if successful. Raise card user's anger level 1.

 

#4

Orange Leg Sweep

Physical Combat

Physical Attack. Raise card user's anger level 1.

 

#5

Orange Arm Bar

Physical Combat

Physical Attack doing +3 stages of damage if successful. Raise card user's anger level 1.

 

#6

Red Lunge Punch

Physical Combat

Physical attack. Raise card user's anger level 1.

 

#7

Red Reverse Punch 

Physical Combat

Physical Attack doing +3 stages of damage if successful. Raise card user's anger level 1.

 

#8

Red Knife Hand

Physical Combat

Physical Attack doing +3 stages of damage if successful. Raise card user's anger level 1.

 

#9

Red Palm Heel Strike

Physical Combat

Physical Attack doing +3 stages of damage if successful. Raise card user's anger level 1.

 

#10

Red Elbow Strike

Physical Combat

Physical attack. Raise card user's anger level 1.

 

#11

Blue Forward Foot Sweep

 

Physical Combat

Physical Attack doing +4 stages of damage. If successful, this attack stops any energy attack from an opponent in his next phase. Lower foe's anger level 1.

 

#12

Blue Hip Spring Throw

Physical Combat

Physical Attack doing +2 stages of damage if successful. Stops a foe's physical attack on their next round. Lower foe's anger level by 1.

 

#13

Blue Round Throw

Physical Combat

Physical Attack doing +5 stages of damage if successful or stops an energy attack. Lower foe's anger level by 1.

 

#14

Blue Shoulder Wheel

Physical Combat

Physical Attack doing +1 stage of damage if successful. Raises your anger level by 1 and lowers foe's anger level by 1.

 

#15

Earth Dragon Ball 1

Non-Combat

Instantly power up to full and draw a card.

 

#16

Earth Dragon Ball 2

Non-Combat

All foes have their power ratings changed to 2 stages higher than 0.

 

#17

Hidden Power Level

Physical Combat

Physical attack. Before physical damage is assessed, change the power stage to the personality's maximum. They've been hiding their true level for just this attack.

 

#18

Saiyan Arm Throw

Physical Combat

Villains, Goku, and Gohan only. Physical attack, plus it stops a single named foe from making a physical attack on his next phase.

 

#19

Saiyan Full Spin Kick

Physical Combat

Villains, Goku, and Gohan only. Physical attack, plus it stops a single named foe from making an energy attack on his next phase.

 

#20

Saiyan Pressure Punch

Physical Combat

Villains, Goku, and Gohan only. Physical attack doing +3 stages of physical damage if successful.

 

#21

Saiyan Neck Hold

Physical Combat

Villains, Goku, and Gohan only. Physical attack, plus it stops a single named foe from making a physical attack on his next phase. It costs 2 power stages to perform.

 

#22

Power Up!

Non-Combat

Powers up 5 stages for a personality, going no higher than their maximum stage. Take the top discarded card and place at the bottom of your life deck.

 

#23

Burning Rage!

Non-Combat

Increase your anger level by 2. Take the bottom 2 cards from your discard pile and place them at the bottom of your life deck. Discard this card from the game after use.

 

#24

Goku's Surprise Attack

Physical Combat

Physical attack striking out for 5 stages of physical damage on a selected foe.

 

#25

Goku's Physical Attack

Physical Combat

Physical attack, plus draw the bottom card from the discard pile into your hand. If used by Goku, it stays on the table to be used one more time in this combat.

 

#26

Gohan's Physical Attack

Physical Combat

Physical attack. Gohan gains 1 anger level. Increases Gohan's power rating by 5 stages.

 

#27

Tien's Physical Attack

Physical Combat

Physical attack doing 5 life card draws if successful.

 

#28

Vegeta's Physical Stance

Physical Combat

No physical attacks will work against Vegeta this combat. Remove from game after use.

 

#29

Yajirobe's Physical Attack

Physical Combat

Physical attack doing 2 draws from the life deck if not stopped. Remove from game after use.

 

#30

Fall 7 Times, Get Up 8 Times

Non-Combat

The first successful physical attack on you is stopped. Discard this card from the game after use.

 

#31

Fortify Your Spirit

Non-Combat

The first successful energy attack on you is stopped. Discard this card from the game after use.

 

#32

The Untroubled Mind is Focused

Non-Combat

Remove someone else's drill card or ally from the game. Discard this card from the game after use.

 

#33

It's the Little Things That Matter

Non-Combat

Stop 1 successful energy or physical life card draw from happening. Discard this card from the game after use.

 

#34

Straining Off-Balancing Move

Physical Combat

Physical attack forcing the defender to lose 1 life card and the attacker 3 stages of power. Limit 1 per deck.

 

#35

Straining, Penetrating Attack Move

Physical Combat

Physical attack forcing the defender to lose 3 life cards and the attacker 3 stages of power. Limit 1 per deck.

 

#36

Straining Fake Left Move

Energy Combat

Defensive move preventing up to 3 energy life cards from being discarded and draining the user 4 stages.

 

#37

Straining Tripping Move

Physical Combat

Physical attack forcing the defender to lose 2 life cards and the attacker 4 stages of power. Limit 1 per deck.

 

#38

Straining Arm Drag Move

Physical Combat

Physical attack forcing the defender to lose 1 life card and the attack is over for the attacker.

 

#39

Straining Ankle Smash Move

Energy Combat

Play this card right after the attacker plays a card and pays their energy costs. The defender does 4 stages of power drain on the attacker, no matter what he is doing to the defender.

 

#40

Straining Energy Defense Move

Energy Combat

Stops an energy attack, but you have to discard another card to use this one.

 

#41

Straining Head Lock Move

Physical Combat

Stops a physical attack, but you have to discard another card to use this one.

 

#42

Straining Rolling Escape Move

Energy Combat

Stops an energy attack, but the user cannot make any attacks for the rest of this combat.

 

#43

Senzu Bean

Non-Combat

This card is played and then is taken out of the game. It moves the power stage of the main personality to the highest rating.

 

#44

Goku Body Throw!

Physical Combat

Physical attack causing 1 life card in damage, no matter what Goku's power level is.

 

#45

Saiyan City Destruction

Non-Combat

One villain opts to destroy a city instead of combat on his next turn and places the top 2 cards of the discard pile at the bottom of the life deck. Discard from the game after use.

 

#46

Goku Anger Attack

Physical Combat

This physical attack does double the normal damage if successful.

 

#47

Raditz Total Defense

Physical Combat

Stops any physical attack, but costs 1 power stage to perform.

 

#48

Goku's Touch

Non-Combat

After a successful physical attack, take a foe's Dragon Ball. Discard this card after use.

 

#49

Orange Wrist Flex Takedown

Physical Combat

Stops the foes' physical attack played this round. Raise card user's anger level 1.

 

#50

Orange Shoulder Throw

Physical Combat

Stops an opponent's physical attack this round. Raise card user's anger level 1.

 

#51

Orange Hip Throw

Physical Combat

Physical Attack doing +2 stages of damage if successful. Raise card user's anger level 1.

 

#52

Orange Neck Restraints

Energy Combat

Stops an opponent's energy attack. Foe's anger level decreases by 1.

 

#53

Orange Holding After Takedown

Physical Combat

Stops opponent's physical attack this round. Foe's anger level decreases by 1.

 

#54

Red Knee Strike

Physical Combat

Stops the foe's physical attack. Raise card user's anger level 1.

 

#55

Red Front Kick

Physical Combat

Physical Attack doing +1 stage of damage if successful. Raise card user's anger level 1.

 

#56

Red Side Kick

Energy Combat

Stop foe's energy attack this round.

 

#57

Red Round Kick

Physical Combat

Physical Attack doing +3 stages of damage if successful. Foe's Anger level decreases by 1.

 

#59

Blue Big Outside Drop

Physical Combat

Stops a physical attack. Raise card user's anger level 1.

 

#60

Blue One-Arm Shoulder Throw

Physical Combat

Stops the foe's physical attack. Lower foe's anger level 1.

 

3 Star Cards (Uncommon)

 

#61

Blue Body Drop Throw

Physical Combat

Stops a physical attack. Lower foe's anger level by 1.

 

#62

Blue Inner Leg Throw

Physical Combat

Stops a physical attack. Lower foe's anger level by 1.

 

#63

Blue Big Whirl Throw

Energy Combat

Stops an energy attack. Lower foe's anger level by 1.

 

#64

Blue Ground Holding

Physical Combat

Stops a physical attack. Lowers foe's anger level by 1.

 

#65

Black Fore Fist Punch

Energy Combat

Energy Attack doing 6 life card draws of damage and lowering foe's power 3 stages or to 0, which ever happens first.

 

#66

Black Knife Hand Strike

Energy Combat

Energy Attack doing 4 life card draws of damage or stopping any energy attack.

 

#67

Black Elbow Strike

Physical Combat

Stops a foe's physical attack. Raise card user's anger level 1.

 

#68

Black Front Kick

Energy Combat

Energy Attack doing 5 life card draws in damage and costing 4 stages of power to perform. Raise card user's anger level 2.

 

#69

Black Side Kick

Physical Combat

Stops a foe's physical attack. Raise card user's anger level 2.

 

#70

Black Turning Kick

Energy Combat

Energy Attack doing 5 life card draws of damage or stops a physical attack. Raise card user's anger level 1.

 

#71

Black Back Kick

Energy Combat

Energy Attack doing 6 life card draws of damage and costing 5 power stages to perform. Raise card user's anger level 1.

 

#72

Black Axe Heel Kick

Energy Combat

Stops a foe's energy attack. Raise card user's anger level 1.

 

#73

Black Rear Spin Kick

Energy Combat

Stops a foe's energy attack. Raise card user's anger level 1.

 

#74

Black Jump Turn Kick

Energy Combat

Energy Attack. Raise card user's anger level 1.

 

#75

Earth Dragon Ball 3

Non-Combat

Draw three cards if you wish, and place the top discarded card at the bottom of your life deck.

 

#76

Earth Dragon Ball 4

Non-Combat

End the very next combat you are forced into before you sustain damage. Your anger level increases 2.

 

#77

Earth Dragon Ball 5

Non-Combat

Power up to full. Your anger level shifts up 2. Draw 2 cards if you wish and place the top 2 discarded cards at the bottom of your life deck.

 

#78

Roshi Training

Non-Combat

Heroes only. The top 3 discarded cards are placed at the bottom of your life deck.

 

#79

King Kai Training

Non-Combat

Heroes only. 2 cards of your choice are placed at the bottom of your life deck.

 

#80

Saiyan Training

Non-Combat

Not useable by heroes except for Goku. 2 discarded cards of the user's choice are placed at the bottom of the life deck.

 

#81

Saiyan Armor

Non-Combat

Armor prevents 1 life card discard from any successful energy attack that would have normally forced 1 or more discards. Limit one per deck.

 

#82

Tien (level 1)

100-1000

Multi-Form allows two physical attacks, one after another, or a defense against a physical attack preventing 4 stages of successful damage.

 

#83

Tien (level 2)

500-1400

Solar Flare Energy Attack. If it is not blocked, it stuns the foe, so he must skip his next opportunity to attack back.

 

#84

Yamcha (level 1)

100-1000

Spirit Ball Energy Attack does 2 life card draws of damage.

 

#85

Yamcha (level 2)

500-1400

Solar Flare Energy Attack. If it is not blocked, it stuns the foe, so he must skip his next opportunity to attack back.

 

#86

Chi-Chi (level 1)

100-1000

Mother's Defense. Once per combat, this can block a single physical attack directed at Gohan or Goku so they are not hurt.

 

#87

Bulma (level 1)

100-1000

Scientific Defense. Reduces the damage done by an energy attack by 2 life card draws.

 

#88

King Kai Uniform

Non-Combat

The uniform prevents 1 life card discard from any successful physical attack that would have normally forced 1 or more discards. Limit one per deck.

 

#89

Dream Chamber Training

Non-Combat

Heroes only. 2 cards of the user's choice are placed at the bottom of your life deck. Discard from the game after use.

 

#90

Mother's Touch

Combat

This stops the damage caused by a physical or energy attack. After use, discard this card from the game.

 

#91

Saiyan Energy Throw

Energy Combat

Villains, Goku, and Gohan only. Creates an energy attack doing 7 life card draws at a cost of 4 stages of power drain. Discard from the game after use.

 

#92

Saiyan Energy Defense

Energy Combat

Villains, Goku, and Gohan only. Stops an energy attack this round.

 

#93

Saiyan Mental Energy Attack

Energy Combat

Villains, Goku, and Gohan only. Creates an energy attack inflicting 6 life card draws.

 

#94

Saiyan Energy Blast

Energy Combat

Villains, Goku, and Gohan only. Energy attack, plus it stops a single named foe from making a physical attack on his next phase at a cost of 3 stages of power drain.

 

#95

Saiyan Energy Aura

Energy Combat

Villains, Goku, and Gohan only. Stops an energy attack and stops energy attacks in the next phase.

 

#96

Saiyan Sweeping Defense

Physical Combat

Villains, Goku, and Gohan only. Stops a physical attack and stops physical attacks in the next phase.

 

#97

Power Up More

Non-Combat

Powers up 6 stages for a personality, going no higher than maximum stage.

 

#98

Power Up the Most

Non-Combat

Powers up to the personality's highest stage. Select 2 discarded cards and place them at the bottom of your life deck.

 

#99

Blazing Anger

Non-Combat

Increase your anger level by 2. Take the top 2 cards from your discard pile and place them at the bottom of your life deck.

 

#100

Vegeta's Surprise Defense

Combat

Stop one physical or energy attack from doing damage. Discard this card from the game after one use

 

#101

Goku Honor Duel

Non-Combat

Goku uses the bottom 3 cards of the discard deck for the next combat instead of the cards from his life deck. If there are not enough cards, don't use this ability. Discard from the game after use.

 

#102

Raditz Honor Duel

Non-Combat

Raditz uses the bottom 3 cards of the discard deck for the next combat instead of the cards from his life deck. If there are not enough cards, don't use this ability. Discard from the game after use.

 

#103

Piccolo Honor Duel

Non-Combat

Piccolo uses the bottom 3 cards of the discard deck for the next combat instead of the cards from his life deck. If there are not enough cards, don't use this ability. Discard from the game after use.

 

#104

Chiaotzu (level 1)

100-1000

Power Blast Energy Attack costs 1 power stage to perform.

 

#105

Chiaotzu (level 2)

500-1400

Death Blast Energy Attack does 6 life cards of damage, but kills Chiaotzu in the process.

 

#106

Yajirobe (level 1)

100-1000

Physical Attack

 

#107

Yajirobe (level 2)

500-1400

Energy attack needs 3 power stages to perform.

 

#108

Goku's Energy Defense

Energy Combat

Prevents 3 life cards from being discarded from a successful energy attack. If used by Goku, it stays on the table to be used one more time in this combat.

 

#109

Piccolo's Energy Attack

Energy Combat

Does 6 life card draws of damage and costs 5 stages of power drain to perform.

 

#110

Piccolo's Physical Defense

Physical Combat

Stops a successful physical attack from doing damage and raises Piccolo's power rating by 4, up to his maximum stage.

 

#111

Gohan's Energy Defense

Energy Combat

Prevents an energy attack. Gains Gohan 1 anger level.

 

#112

Krillin's Physical Defense

Combat

When Krillin is forced to discard from his life deck, he may take that first card into his hand. If used by Krillin, this card stays on the table to be used one more time in this combat.

 

#113

Krillin's Energy Attack

Energy Combat

Energy attack doing 2 draws from the life card deck if not stopped. If used by Krillin, this card stays on the table to be used one more time in this combat.

 

#114

Tien's Energy Defense

Energy Combat

Prevents a foe's energy attack.

 

#115

Yamcha's Energy Attack

Energy Combat

Energy attack doing 2 life card draws of damage, costs 3 power stages to perform.

 

#116

Yamcha's Physical Defense

Physical Combat

Prevents 3 life cards from being taken in a successful physical attack.

 

#117

Raditz Energy Wall

Combat

Forces a Hero opponent in this combat to discard 1 life card from his deck. Discard this card from the game after use.

 

#118

Raditz Physical Defense

Combat

Forces a Hero opponent in this combat to take his anger level down 2. Discard this card from the game after use.

 

#119

Vegeta's Energy Blast

Combat

A Saiyan power-up allowing this Saiyan to power up to full at the beginning of this combat round. Discard this card from the game after use.

 

#120

Nappa's Energy Aura

Energy Combat

No energy attacks will work against Nappa this combat. Remove from game after use.

 

#121

Nappa's Physical Resistance

Physical Combat

No physical attacks will work against Nappa this combat. Remove from game after use.

 

#122

Yajirobe's Energy Attack

Energy Combat

Energy attack forcing 1 draw from the life deck if not stopped. Remove from game after use.

 

#123

Chiaotzu's Energy Manipulation

Energy Combat

Energy attack forcing 3 draws from the life deck. Remove from the game after use. Card limited to 1 per deck.

 

#124

Red Penetrating Defense Drill

Non-Combat

Stops 2 stages of power from being drained by any physical attack.

 

#125

Blue Off-Balancing Opponent Drill

Non-Combat

Creates +1 stage damage for each successful physical attack made by this personality.

 

#126

Orange Lifting Drill

Non-Combat

Sweeps everyone else's drills from the playing table, but not this personality's drills. Limit 1 per deck.

 

#127

Black Takedown Drill

Non-Combat

Allows the attacker to draw a card into his hand in every phase he makes an attack.

 

#128

Red Knee Pick Drill

Non-Combat

Allows the attacker to draw an extra card at the beginning of a combat.

 

#129

Blue Deceiving Drill

Non-Combat

At the beginning of every combat where the personality is the defender, raise the power level of this card owner 3 stages, up to the maximum.

 

#130

Orange Tripping Drill

Non-Combat

Prevents 1 life card from being taken away by any successful energy attack on this card's owner.

 

#131

Black Bear Hug Drill

Non-Combat

Creates a +2 stage drain with each successful physical attack made by this card's attacker.

 

#132

Red Rolling Drill

Non-Combat

Prevents 1 life card draw from a successful energy attack.

 

#133

Blue Reversal Drill

Non-Combat

Do the exact same physical attack you defended against during your defending round of combat, once per combat.

 

#134

Orange Off-Balancing Drill

Non-Combat

Stop the first physical attack made on you in a combat.

 

#135

Black Arm Bar Drill

Non-Combat

Stops the first energy attack made on you in a combat. Can't be used with any Orange drills in play anywhere on the table.

 

#136

Black Free-Style Drill

Non-Combat

Draw a card from the bottom of your discard pile after receiving a successful energy attack. Cannot be used with any other Black Drill cards in play anywhere on the table.

 

#137

Orange Spontaneous Drill

Non-Combat

Draw a card from the bottom of your discard pile after suffering a successful physical attack.

 

#138

Blue Cradle Drill

Non-Combat

For every life card you lose in combat, your foe loses 1 power stage, down to (0).

 

#139

Red Wrist Control Drill

Non-Combat

For every 3 stages of power you lose, your foe loses 1 power stage, down to (0).

 

#140

Red Reading Drill

Non-Combat

Foreknowledge allows the personality to take 1 less life card discard, once for the entire set of combat rounds.

 

#141

Blue Enemies Drill

Non-Combat

Allows the personality to defend well against physical attacks and prevents 1 life card discard per combat, if the foe has an ally.

 

#142

Orange Energy Drill

Non-Combat

Allows the defender to take 1 less life card discard from every energy attack. Cannot be used with other Orange Drills in play on the table.

 

#143

Black Physical Drill

Non-Combat

Allows the defender to take 1 less life card discard from every physical attack. Can't be used with other Black drills in play on the table.

 

#144

Red Coordination Drill

Non-Combat

Allows the defender to draw an extra card at the beginning of any combat if he desires.

 

#145

Blue Breakfall Drill

Non-Combat

Allows the defender to take 2 less stages of power drain from any physical attack.

 

#146

Orange Body Shifting Drill

Non-Combat

Allows the attacker to pay 1 stage instead of 2 on any energy attack.

 

#147

Black Striking Drill

Non-Combat

Allows the attacker to do 2 extra stages of power damage with every successful physical attack.

 

#148

Red Pressure-Point Drill

Non-Combat

Allows the attacker to do 1 extra life card of damage with every successful energy attack. Cannot be used with other Red Drills in play on the table.

 

#149

Meditation Drill

Non-Combat

Allows the player to shuffle their life deck or discards just before any announced combat.

 

#150

Blue Neck Restraint Drill

Non-Combat

Allows the attacker to inflict +3 stages of damage from any successful physical attack. Cannot be used with any other Blue drills in play on the table.

 

#151

Orange Joint Restraint Drill

Non-Combat

Allows the attacker to inflict +4 stages of damage from any successful physical attack.

 

#152

Black Defender Drill

Non-Combat

Allows the defender to take 1 less life card draw from damage on any successful energy attack.

 

#153

Goku Energy Blast

Energy Combat

Energy defense stopping a foe's physical attack. Discard from the game after use.

 

#154

Piccolo Sidestep

Energy Combat

Stops this energy attack. Discard from the game after use.

 

#155

Piccolo Defense Drill

Non-Combat

Prevents 1 life card from being discarded from a successful energy attack.

 

#156

Ally's Sacrifice

Combat

All the damage you would have taken in this combat destroys one of your allies instead.

 

#157

Eyes of the Dragon

Non-Combat

After a successful energy attack, this card owner can pick a Dragon Ball out of his deck and capture a Dragon Ball from the damaged foe. Limit 1 per deck.

 

4 Star Cards (Personality)

 

#158

Goku (level 1)

500-1400

Kamehameha Energy Attack does 3 life card draws and only costs 1 power stage to perform.

 

#159

Goku (level 2)

3200-7700

Kaio-Ken Power Level Booster. Physical attack draining 4 power stages, no matter what Goku's power is. Do not consult table.

 

#160

Goku (level 3)

8000-12500

Prevent 2 life card draws from being discarded from a successful energy attack.

 

#161

Piccolo (level 1)

500-1400

Screw Blast Energy Attack inflicts 2 life card draws of damage.

 

#162

Piccolo (level 2)

1500-3200

Special Energy Beam Cannon. This energy blast only takes 1 power stage to use and does 2 life card draws of damage.

 

#163

Piccolo (level 3)

3200-7700

Multi-Form allows two physical attacks, one after another, or a defense against a physical attack preventing 4 stages of successful damage.

 

#164

Gohan (level 1)

100-1000

When defending and facing an energy attack, he can raise his anger level once per combat with this power.

 

#165

Gohan (level 2)

500-1400

Once during the game, he can turn into Kong Gohan, inflicting 8 stages of physical damage in his first round of combat.

 

#166

Gohan (level 3)

1500-3200

Kamehameha Energy Attack does 3 life card draws and only costs 1 power stage to perform.

 

#167

Krillin (level 1)

100-1000

Power Ball Energy Attack inflicts 2 life card draws of damage.

 

#168

Krillin (level 2)

500-1400

Destructo-Disk Energy Attack doing 3 life card draws of damage.

 

#

Krillin (level 3)

1500-3200

Take 1 card from the discard pile and place it at the bottom of your life deck.

 

#170

Raditz (level 1

1100-2000

Saiyan Energy Deflection forces only 2 discards from a successful energy attack, no matter how powerful.

 

#171

Raditz (level 2)

2000-3800

Saiyan Energy Blast does 3 life card draws of damage and costs only 1 power stage to perform.

 

#172

Raditz (level 3)

4200-8700

Use the Saiyan Energy Blast (from Level 2 personality card) or Saiyan Energy Deflection (from Level 1 personality card)

 

#173

Vegeta (level 1)

2000-3800

Saiyan Energy Deflection forces only 2 discards from a successful energy attack, no matter how powerful.

 

#174

Vegeta (level 2)

4200-8700

Saiyan Energy Blast does 3 life card draws of damage and costs only 1 power stage to perform.

 

#175

Vegeta (level 3)

9000-18000

Captures one Dragon Ball, once per game, after he makes a successful energy attack. This ends the combat step.

 

#176

Nappa (level 1)

2000-3800

Saiyan Energy Deflection forces only 2 discards from a successful energy attack, no matter how powerful.

 

#177

Nappa (level 2)

4200-8700

Special Physical Attack inflicting 6 stages of power drain, no matter what the foe's power stage rating is.

 

#178

Nappa (level 3)

9000-13500

Only takes 2 stages of power drain, no matter how strong the physical attack.

 

High Tech Cards

 

#179

Goku (level 1)

500-1400

Physical attack: Do not consult the chart and do 4 stages of damage to the foe.

 

#180

Piccolo (level 1)

100-1000

When defending in combat, take the bottom discard as well in your three card draw.

 

#181

Gohan (level 1)

100-1000

Energy Attack: Costs 1 stage and does 3 life card draws of damage.

 

#182

Krillin (level 1)

100-1000

Draw another card when starting an attack.

 

#183

Raditz (level 1)

1100-2000

Raise Raditz' anger level one.

 

#184

Vegeta (level 1)

2000-3800

Ignore a successful energy attack.

 

#185

Nappa (level 1)

2000-3800

When starting a battle, power up 2 more stages.

 

5 Star Cards (Rare)

 

#186

Earth Dragon Ball 6

Non-Combat

This card ends a combat and the user is powered up to full. Shift all opponents' anger levels down 2.

 

#187

Earth Dragon Ball 7

Non-Combat

Play this card during combat to end the battle. Pick 3 cards out of your discard pile and place them at the top of your life deck. All opponents' anger levels shift down 2.

 

#188

Earth Dragon Ball Capture

Physical Combat

Capture an opponent's Dragon Ball.

 

#189

Earth Dragon Ball Combat

Energy Combat

Energy Attack. After you make a successful energy attack, capture an Earth Dragon Ball from your opponent.

 

#190

Enraged

Non-Combat

Increase your anger level by 2. Select 2 cards from your discard pile and place them at the bottom of your life deck. Discard this card from the game after one use.

 

#191

A Beginner's Heart is Dedicated

Non-Combat

Increase the anger of a level 1 or 2 personality by 1 and discard this card from the game.

 

#192

Teaching the Unteachable Forces Observation

Non-Combat

Force another player to skip their combat step. Discard this from the game after use.

 

#193

Respect the Spirit

Non-Combat

The spirit of the Earth heals you. Place 2 discarded cards at the bottom of your life deck. Discard from the game after use.

 

#194

Unselfish Behavior is Best

Non-Combat

The efforts of your allies stop this combat. You must have an ally out on the table to use this card. Discard from the game after use.

 

#195

Hero Advantage

Non-Combat

Allows a hero to draw his cards from the top of the discard deck in the next combat. If there are not enough cards, the drill does not work. Discard from the game after use.

 

#196

Saiyan Honor Quest

Non-Combat

In the next combat, draw cards from the bottom of the discard pile instead of the Life Deck. Discard after one use.

 

#197

Saiyan Battle Terms

Non-Combat

Remove a Non-Combat Card or ally from in front of another player from the game. Discard this card from the game after use.

 

#198

Saiyan Appraisal Maneuver

Non-Combat

Name a Non-Combat card and foes with any in their decks must discard them from the game. Discard this card from the game after use.

 

#199

Dream Fighting

Combat

This combat ends and the defender places the bottom discarded card back at the bottom of his life deck. Discard this card from the game after use.

 

#200

Cutting the Tail

Combat

Reduce the defending main personality's anger level to (0). Discard this card from the game after use.

 

#201

The Tail Grows Back

Combat

Increase the personality's power stage to its maximum level. Discard this card from the game after use.

 

#202

Goku's Lucky Break

Non-Combat

Draw an unused Dragon Ball from your life deck and place it down. Shuffle the life deck afterwards.

 

#203

Saiyan Truce Card

Combat

Stops this combat. The turn ends, and the player may hold all his extra cards until his next turn. Discard from the game after use.

 

#204

Battle Pausing

Combat

The attacker draws 2 cards from his discard pile. The defender raises 5 stages if possible.

 

#205

Grabbing the Tail

Combat

Reduce the foe's power level by 4 stages, or to (0), whichever happens first. Discard this card from the game after use.

 

#206

Nappa's Blinding Stare

Combat

The attacker is temporarily blinded and this combat stops. Discard this card from the game after use.

 

#207

Power Gifting

Non-Combat

One ally gives your main personality power on a stage for stage basis, reducing their total and boosting your main personality's. Discard from the game after use.

 

#208

Terrible Wounds

Non-Combat

Place this on a foe's personality card. Reset the personality's anger to (0). It cannot go up until after he forces another player to discard a life card. Discard this from the game after use. Limit 1 per deck.

 

#209

Broken Scouter

Non-Combat

Your power level was miscounted. Raise it to full power. Discard this from the game after use.

 

#210

Raditz Flying Kick

Physical Combat

Physical attack doing triple the usual damage if successful.

 

#211

Tien Mind Reading Trick

Non-Combat

This card stays on the table. If Tien is in play, all villains must show their hands face up at all times.

 

#212

Piccolo's Flight

Non-Combat

Stops a successful physical or energy attack.

 

#213

Plant Two Saibaimen

Non-Combat

A villain may plant this card instead of combat. On his next turn, he takes his highest level Saibaimen and puts it into play as an ally. Discard this card from the game after use.

 

#214

Gohan's Father Save

Combat

If Gohan is Goku's ally, he stops the foe's combat turn. Discard after use.

 

#215

Krillin's Drill

Non-Combat

Does an extra life card of damage with each successful attack. More than 1 of these drills can be out at the same time.

 

#216

Krillin's Energy Disk

Energy Combat

Energy attack doing 4 life cards of damage at a cost of 1 stage.

 

#217

Ribs Broken

Energy Combat

Discard an ally from the game to make an energy attack. The foe takes 5 life cards of damage.

 

#218

Unexpected Allies

Combat

Pull an ally card from the discards or the life deck, play it and set its power stages at full.

 

#219

Raditz Energy Burst

Energy Combat

Energy attack doing 2 draws from the life card deck if not stopped and costing no power stages to perform.

 

#220

Vegeta's Stance

Energy Combat

Prevents all but 1 life card draw from a successful energy attack. Discard from the game after use.

 

#221

Vegeta's Quickness Drill

Non-Combat

At the beginning of each combat, draw 1 card from the bottom of the discard pile to use.

 

#222

Bulma Finds a Dragon Ball

Non-Combat

When the Bulma ally is in play, use this card to capture a Dragon Ball. Discard from the game after use.

 

#223

Bulma Finds a Drill

Non-Combat

When the Bulma ally is in play, pick a drill from the life deck or the discards and put it into play.

 

#224

Baba Witch Viewing Drill

Non-Combat

Forces every Villain opponent to constantly show his hand of cards face up at all times.

 

#225

Baba's Energy Blast

Non-Combat

Does 3 life card discards in damage at any time to a foe. Discard this card from the game after 1 use.

 

#226

T-Rex Defense

Non-Combat

The beast takes all damage from physical atacks for the card user, but the first energy attack kills it. Discard from the game after 1 use.

 

#227

T-Rex Offense

Non-Combat

In every battle where the card owner is attacking, it does 1 life card in damage per combat until an energy attack kills it.

 

#228

Vegeta's Plans

Non-Combat

Get a Dragon Ball card from the life deck and put it into play. Remove from game after one use.

 

#229

Ally Wins

Combat

This card does 1 life card in damage to a foe for every ally the card user has. Discard from the game after use.

 

#230

Chiaotzu's Drill

Physical Combat

Allows the user to duck and miss the first stage of damage in a physical attack.

 

#231

Goku's Mixing Drill

Non-Combat

Allows multiple colors of drills to be used at the same time.

 

#232

Red Life Attack Drill

Non-Combat

Drill does an extra life card of damage whenever successful damage is done.

 

#233

Blue Life Defense Drill

Non-Combat

Drill prevents 1 life card of damage from being taken whenever a successful attack happens on the card owner.

 

#234

Orange Focusing Drill

Non-Combat

Prevents anything from happening to a personality's drills until he advances to his next level.

 

#235

Black Shadow Drill

Non-Combat

Allows the card owner to take 2 less stages of power drain from a successful physical attack.

 

#236

Saiyan Power Drill

Non-Combat

In all physical attacks the card owner does an extra 2 stages of power draining damage.

 

#237

Goku's Capturing Drill

Non-Combat

Prevents any Dragon Ball from being captured from this drill user.

 

#238

King Kai's Calming

Non-Combat

Played at the end of a turn, it forces a foe back from level 3 to level 2. Limit 1 per deck.

 

#239

Roshi's Calming

Non-Combat

Played at the end of a turn, it forces a foe back from level 2 to level 1. Limit 1 per deck.

 

#240

Vegeta's Trick

Non-Combat

Find the foe's first Dragon Ball in his life deck and place it at the bottom of his deck. Limit 1 per deck.

 

#241

Vegeta's Dragon Ball Capture

Non-Combat

Capture 2 of a foe's Dragon Balls and place them at the bottom of his life deck. Limit 1 per deck.

 

#242

Dream Machine Battle

Combat

This battle never happened. Start all over with new cards and reset all damage to beginning levels. Limit 1 per deck.

 

#243

Saibaimen (level 1)

1100-2000

Saiyan Energy Deflection forces only 2 discards from a successful energy attack, no matter how powerful.

 

#244

Saibaimen (level 2)

2000-3800

Saiyan Energy Deflection forces only 2 discards from a successful energy attack, no matter how powerful.

 

#245

Saibaimen (level 3)

4200-8700

Saiyan Energy Deflection -forces only 2 discards from a successful energy attack, no matter how powerful.

 

#246

Saibaimen (level 4)

9000-18000

If there is more than one Saibaimen in play, this one can make a physical attack that inflicts 5 life cards damage.

 

6 Star Cards (Ultra Rare)

 

#247

Goku's Truce

Combat

Stops a successful energy or physical attack.

 

#248

Goku's Plan

Energy Combat

Energy attack doing 5 life cards of damage for no power cost.

 

#249

Medic Kit

Non-Combat

Place the top 3 discard cards at the bottom of the life card deck. Limit 1 per deck.

 

#250

Chiaotzu's Physical Defense

Combat

Stop all heroes from losing 1 life card for this entire combat. Multiples of this card cannot be used together. Remove from the game after use.