This is the way the card will be set up.
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
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.
#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.