Dragon Ball Z Collectible Card Game Card List v.1.0
Released on June 03, 2002
by Soren Kanzaki ([email protected])

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Table of Contents:
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Section 1: Overview
Section 2: Version History
Section 3: Card List
Section 4: Credits
Section 5: Copyright / Authorization
Section 6: Miscellaneous

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Section 1: Overview
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   Dragon Ball Z.  Known for flashy, high powered ki attacks, enemies (and
heroes) that seem to distinctly lack understanding of the word 'die', and, of
course, the fact that mostly everyone can fly.  One of the longest running
anime series (if you include the Dragon Ball series that preceded it and the
Dragon Ball GT series that followed).

   And, like so many popular anime, it spawned its own card game.

   In tribute to the strength of Akira Toriyama's vision (which transformed
a popular Chinese mythological tale into a mammoth of merchandising, sequels,
and more), as well as the multitude of collectable card games, here's the
low-down on the cards of the Dragon Ball Z Collectible Card Game.

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Section 2: Version History
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   0.9 (6/03/02): First version.

   1.0 (6/23/02): Added 2 Authorizations.

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Section 3: Card List
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   Before we begin, a word about the way the game stores your card
inventory.  The cards are stored in memory in alternating bytes (don't have a
clue what the empty bytes in-between are for) starting at memory address
2008f4e.  Usually, the game will cap the number of copies of any individual
card at 16.

Legend:
#: Card Name (Star Rating) [Number next to Star Rating] <Tokui-Waza>
Type
Description

OR

#: Card Name (Star Rating) [Number next to Star Rating]
Personality
Power / Constant Combat Power
Lowest - Highest Power Rating; Power Rating Step (difference between power
stages)
Card Level, PUR

Tokui-Waza types:
<R> = Red
<O> = Orange
<B> = Black
<U> = Blue
<N> = Namekian
<S> = Saiyan

1: Just Kidding (1) [127]
Energy Combat
Energy attack.  If successful, also remove an opponent's drill of your choice
from the game.  Remove from the game after use.

2: No, Really Drill? (3) [128]
Non-Combat
As long as this card is in play, all Dragon Balls in play or brought into
play lose their powers for the rest of the game: even if this card is
discarded.

3: Good Advice (3) [129]
Energy Combat
Energy attack doing 8 life cards of damage.  Lower opponent's anger 3 levels.
Limit one per deck.  Remove from the game after use.

4: The Luck of Trunks (5) [130]
Energy Combat
Energy attack doing 6 life cards of damage.  Lower opponent's anger 2 levels.
Limit one per deck.  Remove from the game after use.

5: Trunks Makes Himself Clear (5) [131]
Energy Combat
Energy attack.  Raise your anger 2 levels.  Lower opponent's anger 2 levels.
Limit one per deck.  Remove from the game after use.

6: Orange Planet Destruction (1) [1] <O>
Energy Combat
Energy attack doing 5 life cards of damage.  Lower opponent's anger 1 level.

7: Saiyan Concussion Punch (1) [10] <S>
Energy Combat
Saiyan Heritage only.  Energy attack doing 5 life cards of damage.  Lower
opponent's anger 2 levels.

8: Kami As Your Ally (5) [100]
Non-Combat
All of your opponents search their discard piles and Life Decks for 'Kami
Fades' and remove them from the game.  Remove from the game after use.

9: Hero Teamwork Drill (5) [101]
Non-Combat
Heroes only.  Opponents can play only 1 Dragon Ball on their turn.

10: Villain's Teamwork Drill (5) [102]
Non-Combat
Villains only.  Opponents can play only 1 Dragon Ball on their turn.

11: Yamcha's Good Wishes (5) [108]
Non-Combat
Stops a physical attack and stops all physical attacks for the remainder of
Combat.  Remove from the game after use.

12: Kami Fades (5) [113]
Non-Combat
Remove all Earth Dragon Balls in play and in all Life Decks from the game.

13: Piccolo's Stomp (5) [115]
Energy Combat
Heroes only.  Energy attack doing 5 life cards of damage.  This attack cannot
be stopped, prevented, or redirected by Main Personality Powers.  If
'Piccolo's Flight' is in play, it does 7 life cards of damage instead.

14: The Plan (5) [118]
Non-Combat
All opponents must discard their allies in play.  Remove from the game after
use.

15: Mommy's Coming Dear (5) [119]
Non-Combat
Heroes only.  Stops all attacks for the remainder of Combat.  Remove from the
game after use.  Limit one per deck.  If 'Dragon Ball 7' is in play, discard
this card, instead of removing it from the game.

16: Bulma's Scouter (5) [120]
Non-Combat
Heroes only.  Pick a Dragon Ball from your Life Deck and play it. Remove from
the game after use.  Limit one per deck.

17: Empowerment! (1) [13]
Non-Combat
Heroes only.  Raise your anger 1 level.  If your Main Personality is Piccolo
or Nail, raise your anger 2 levels instead.  Remove from the game after use.

18: Tien's Jolting Aura (1) [16]
Energy Combat
Heroes only.  Energy attack.  If Tien is in play anywhere, you may draw
another card.

19: Vegeta's Jolting Slash (1) [17]
Energy Combat
Energy attack.  Stop all physical attacks performed against villains for the
remainder of Combat.  Lower your opponent's anger 2 levels.  Remove from the
game after use.

20: Saiyan Concentration (1) [18] <S>
Non-Combat
Saiyan Heritage only.  Remove opponent's drill card from the game.  Lower
opponent's anger 2 levels.

21: Orange Kamehameha Attack (1) [2] <O>
Energy Combat
Energy attack doing 6 life cards of damage.  Lower opponent's anger 1 level.

22: Straining Defense Move (1) [23]
Combat
For every 2 of your life cards that you now remove from the game, you may
remove from the game 1 opponent drill of your choice.

23: Straining Focusing Move (1) [25]
Energy Combat
Stops all energy attacks for the rest of this combat.  Costs 2 life cards to
use.

24: A Hospital Stay (1) [26]
Non-Combat
Power up your main personality to its highest stage.  Raise your anger 1
level.  Remove from the game after use.  Limit one per deck.

25: Orange Thumbs Up (1) [27] <O>
Energy Combat
Stops an opponent's energy attack.  Lower opponent's anger 1 level.

26: Orange Fist Detonation (1) [28] <O>
Physical Combat
Stops an opponent's physical attack.  Lower opponent's anger 1 level.

27: Time is a Warrior's Tool (1) [30]
Combat
Stops all attacks from an opponent in this combat.  Limit one per deck.

28: Frieza Smiles (3) [49]
Combat
Stops all energy attacks, or stops all physical attacks for the remainder of
Combat, if you played as your first card this Combat.

29: Goku's Energy Absorption (3) [54]
Energy Combat
Stops an energy attack.  Take two cards from your discard pile and put them
at the bottom of your life card deck.  Limit one per deck.  Remove from the
game after use.

30: Yamcha's Skillful Defense (3) [59]
Energy Combat
Stops a physical or energy attack.  Remove from the game after use.

31: Yajirobe's Gifting Drill (3) [63]
Non-Combat
All attacks performed against you do 1 less power stage or 1 less life card
of damage.

32: Orange Destruction Drill (3) [67] <O>
Non-Combat
At the beginning of every turn, discard 1 opponent's non-combat/non-Dragon
Ball card in play.  Limit one per deck.

33: Black Zarbon Transformation Drill (3) [68] <B>
Non-Combat
Increases your power up rating by 1.

34: Blue Allies Drill (3) [70] <U>
Non-Combat
Search your life deck for 1 level-one ally and place it in your hand after
every successful physical attack against an opponent you make.

35: Black Energy Stamina Drill (3) [72] <B>
Non-Combat
All of your energy attacks cost 1 power stage for you to perform.

36: Red Implosion Drill (3) [73] <R>
Non-Combat
Do +2 life cards of damage with each successful energy attack.

37: Jeice's Style Drill (3) [75]
Non-Combat
Stops the first energy attack made against you in a combat.

38: Dende Healing Drill (3) [77]
Non-Combat
Increases your power up rating [PUR] by 3 when Dende is anywhere in play.

39: Black Driving Leg Thrust (3) [84] <B>
Physical Combat
Physical attack doing 4 life cards of damage.  (Do not consult the Physical
Attack Table.)

40: Straining Neck Move (3) [86]
Physical Combat
Physical attack costing 1 life card to use.  If successful, also discard all
of the opponent's drill cards on the table.

41: Krillin's Concentration (3) [87]
Non-Combat
Search your life deck for 1 combat card and put it into your hand.

42: Hero Enraged! (3) [88]
Non-Combat
Heroes only.  Raise your anger 2 levels.  Take any 2 cards from your discard
pile and place them at the bottom of your deck.  Remove from the game after
use.  Limit one per deck.

43: Blue Stance (5) [98] <U>
Energy Combat
Energy attack doing 5 life cards of damage.  Raise your anger 2 levels.
Lower opponent's anger 1 level.

44: Blue Energy Outburst (5) [99] <U>
Energy Combat
Energy attack doing 5 life cards of damage.  Raise your anger 1 level.  Lower
opponent's anger 2 levels.

45: Vegeta's Surprise Defense (3) [100]
Combat
Stop one physical attack or energy attack from doing any damage.  Discard
this card from game after one use.

46: Blue Forward Foot Sweep (1) [11] <U>
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.

47: Piccolo's Physical Defense (3) [110]
Physical Combat
Stops a successful physical attack from doing damage and raises Piccolo's
power rating by 4, up to his maximum stage.

48: Gohan's Energy Defense (3) [111]
Energy Combat
Stops an energy attack.  Raise your anger 1 level.

49: Nappa's Energy Aura (3) [120]
Energy Combat
Stops an energy attack, and stop all energy attacks performed against you for
the remainder of Combat.  Remove from the game after use.

50: Nappa's Physical Resistance (3) [121]
Physical Combat
Stops a physical attack, and stop all physical attacks performed against you
for the remainder of Combat.  Remove from the game after use.

51: Orange Lifting Drill (3) [126] <O>
Non-Combat
Once per Combat, in place of an attack, during your turn, discard all of your
opponents' Drills.  Limit one per deck.

52: Red Knee Pick Drill (3) [128] <R>
Non-Combat
When entering Combat as the attacker, you may draw a card.

53: Blue Round Throw (1) [13] <U>
Physical Combat
Physical attack doing +5 stages of damage if successful or stops an energy
attack.  Lower foe's anger level by 1.

54: Black Bear Hug Drill (3) [131] <B>
Non-Combat
All of your physical attacks do +2 power stages of damage.

55: Orange Standing Fist Punch (1) [1] <O>
Physical Combat
Physical Attack.  Raise card user's anger level 1.

56: Orange Off-Balancing Drill (3) [134] <O>
Non-Combat
Stop the first physical attack made on you in a combat.

57: Black Arm Bar Drill (3) [135] <B>
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.

58: Blue Cradle Drill (3) [138] <U>
Non-Combat
For every life card you lose in combat, your foe loses 1 power stage, down to
[0].

59: Red Coordination Drill (3) [144] <R>
Non-Combat
When entering Combat as the defender, you may also draw a card.

60: Earth Dragon Ball 1 (1) [15]
Non-Combat
Instantly power up to full and draw a card.

61: Orange Joint Restraint Drill (3) [151] <O>
Non-Combat
All of your physical attacks do +4 power stages of damage.

62: Earth Dragon Ball 2 (1) [16]
Non-Combat
All foes have their power ratings changed to 2 stages higher than 0.

63: Hidden Power Level (1) [17]
Physical Combat
Physical attack.  Raise your Main Personality to its highest power stage.

64: Earth Dragon Ball 6 (5) [186]
Non-Combat
This card ends a combat and the user is powered up to full.  Shift all
opponent's anger levels down 2.

65: Earth Dragon Ball 7 (5) [187]
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 opponent's
anger levels shift down 2.

66: Earth Dragon Ball Capture (5) [188]
Combat
Capture an opponent's Dragon Ball.

67: Enraged! (5) [190]
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.

68: Saiyan Battle Terms (5) [197] <S>
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.

69: Saiyan Appraisal Maneuver (5) [198] <S>
Non-Combat
Remove from the game all copies of 1 randomly selected Non-Combat card from
your opponent's Life Deck.  Discard this card from the game after use.

70: Saiyan Pressure Punch (1) [20] <S>
Physical Combat
Saiyan Heritage only.  Physical Attack doing +3 stages of physical damage if
successful.

71: Goku's Lucky Break (5) [202]
Non-Combat
Search your Life Deck for any 1 Dragon Ball, and put it into play.

72: Saiyan Truce Card (5) [203] <S>
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.

73: Battle Pausing (5) [204]
Combat
Draw the top 2 cards from your discard pile.  Your opponent's Main
Personality gains 5 power stages.  Remove from game after use.

74: Terrible Wounds (50) [208]
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 one per deck.

75: Raditz Flying Kick (5) [210]
Physical Combat
Physical attack doing triple the usual damage if successful.

76: Piccolo's Flight (5) [212]
Non-Combat
Stops a successful physical or energy attack.

77: Krillin's Drill (5) [215]
Non-Combat
Does an extra life card of damage with each successful attack.

78: Unexpected Allies (5) [218]
Combat
Search your Life Deck or discard pile for an ally and put in into play at its
highest power stage.

79: Vegeta's Quickness Drill (5) [221]
Non-Combat
At the beginning of each combat, draw 1 card from the bottom of the discard
pile to use.

80: Baba's Energy Blast (5) [225]
Non-Combat
Your opponent discards 3 cards from his Life Deck.  Remove from the game
after use.

81: Vegeta's Plans (5) [228]
Non-Combat
Get a Dragon Ball card from the life deck and put it into play.  Remove from
game after one use.

82: Ally Wins! (5) [229]
Combat
Your opponent discards one life card for every ally you have in play.  Remove
from the game after use.

83: Burning Rage! (1) [23]
Non-Combat
Increase your anger level by 2.  Take the bottom 2 cards of your discard pile
and place them at the bottom of your life deck.  Discard this card from the
game after use.

84: Orange Focusing Drill (5) [234] <O>
Non-Combat
All of your other Drills may not be discarded or removed from the game while
this Drill is in play.

85: Goku's Capturing Drill (5) [237]
Non-Combat
Your Dragon Balls may not be captured while this Drill is in play.

86: King Kai's Calming (5) [238]
Non-Combat
Use when needed at the end of any turn.  If your opponent's Main Personality
is at Level 3, lower his Main Personality one personality level.  Limit one
per deck.

87: Goku's Surprise Attack (1) [24]
Physical Combat
Physical attack doing 5 power stages of damage.

88: Goku's Truce (6) [247]
Combat
Stops a successful energy or physical attack.

89: Goku's Plan (6) [248]
Energy Combat
Energy attack doing 5 life cards of damage for no power cost.

90: Medic Kit (6) [249]
Non-Combat
Place the top 3 discard cards at the bottom of the life card deck.  Limit one
per deck.

91: Goku's Physical Attack (1) [25]
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
combat.  Remove from game after use.

92: Gohan's Physical Attack (1) [26]
Physical Combat
Physical attack.  Gohan gains 1 anger level.  Increases Gohan's power rating
by 5 stages.

93: Tien's Physical Attack (1) [27]
Physical Combat
Physical attack doing 5 life card draws if successful.

94: Vegeta's Physical Stance (1) [28]
Physical Combat
Stops a physical attack, and stop all physical attacks performed against you
for the remainder of Combat.  Remove from the game after use.

95: The Untroubled Mind is Focused (1) [32]
Non-Combat
Remove someone else's drill card or ally from the game.  Discard this card
from the game after use.

96: Senzu Bean (1) [43]
Non-Combat
When you place this card in play, immediately raise your Main Personality to
its highest power stage.  Remove from the game after use.

97: Goku Anger Attack (1) [46]
Physical Combat
This physical attack does double the normal damage if successful.

98: Orange Wrist Flex Takedown (1) [49] <O>
Physical Combat
Stops the foes' physical attack played this round.  Raise card user's anger
level 1.

99: Orange Arm Bar (1) [5] <O>
Physical Combat
Physical attack doing +3 stages of damage if successful.  Raise card user's
anger level 1.

100: Orange Shoulder Throw (1) [50] <O>
Physical Combat
Stops an opponent's physical attack this round.  Raise card user's anger
level 1.

101: Orange Neck Restraints (1) [52] <O>
Energy Combat
Stops an opponent's energy attack.  Foe's anger level decreases by 1.

102: Orange Holding After Takedown (1) [53] <O>
Physical Combat
Stops opponent's physical attack this round.  Foe's anger level decreases by
1.

103: Red Knee Strike (1) [54] <R>
Physical Combat
Stops the foe's physical attack.  Raise card user's anger level 1.

104: Red Side Kick (1) [56] <R>
Energy Combat
Stop foe's energy attack this round.

105: Red Back Kick (1) [58] <R>
Physical Combat
Physical attack doing +3 stages of damage if successful.  Stops all energy
attacks for the rest of this combat.  Foe's anger level decreases by 1.

106: Blue Big Outside Drop (1) [59] <U>
Physical Combat
Stops a physical attack.  Raise card user's anger level 1.

107: Blue One-Arm Shoulder Throw (1) [60] <U>
Physical Combat
Stops the foe's physical attack.  Lower foe's anger level 1.

108: Blue Body Drop Throw (3) [61] <U>
Physical Combat
Stops a physical attack.  Lower foe's anger level by 1.

109: Blue Inner Leg Throw (3) [62] <U>
Physical Combat
Stops a physical attack.  Lower foe's anger level by 1.

110: Blue Big Whirl Throw (3) [63] <U>
Energy Combat
Stops an energy attack.  Lower foe's anger level by 1.

111: Blue Ground Holding (3) [64] <U>
Physical Combat
Stops a physical attack.  Lower foe's anger level by 1.

112: Black Fore Fist Punch (3) [65] <B>
Energy Combat
Energy attack doing 6 life cards of damage.  If successful, your opponent
loses 3 power stages, to a minimum of 0.

113: Black Knife Hand Strike (3) [66] <B>
Energy Combat
Energy attack doing 4 life cards draws of damage or stopping any energy
attack.

114: Black Elbow Strike (3) [67] <B>
Physical Combat
Stops a foe's physical attack.  Raise card user's anger level 1.

115: Black Side Kick (3) [69] <B>
Physical Combat
Stops a foe's physical attack.  Raise card user's anger level 2.

116: Red Reverse Punch (1) [7] <R>
Physical Combat
Physical attack doing +3 stages of damage if successful.  Raise card user's
anger level 1.

117: Black Turning Kick (3) [70] <B>
Energy Combat
Energy attack doing 5 life card draws of damage or stops a physical attack.
Raise card user's anger level 1.

118: Black Axe Heel Kick (3) [72] <B>
Energy Combat
Stops a foe's energy attack.  Raise card user's anger level 1.

119: Black Rear Spin Kick (3) [73] <B>
Energy Combat
Stops a foe's energy attack.  Raise card user's anger level 1.

120: Earth Dragon Ball 3 (3) [75]
Non-Combat
Draw 3 cards and then place the top card of your discard pile at the bottom
of your Life Deck.

121: Earth Dragon Ball 4 (3) [76]
Non-Combat
End the very next combat you are forced into before you sustain damage.  Your
anger level increases 2.

122: Earth Dragon Ball 5 (3) [77]
Non-Combat
Raise any one of your Personalities to its highest power stage.  Raise your
anger 2 levels.  Draw 2 cards.  Then place the top 2 cards of your discard
pile at the bottom of your Life Deck.

123: Red Knife Hand (1) [8] <R>
Physical Combat
Physical attack doing +3 stages of damage if successful.  Raise card user's
anger level 1.

124: Red Palm Heel Strike (1) [9] <R>
Physical Combat
Physical attack doing +3 stages of damage if successful.  Raise card user's
anger level 1.

125: Mother's Touch (3) [90]
Combat
Stops a physical or energy attack.  Remove from the game after use.

126: Saiyan Energy Throw (3) [91] <S>
Energy Combat
Saiyan Heritage 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.

127: Saiyan Energy Defense (3) [92] <S>
Energy Combat
Saiyan Heritage only.  Stops an energy attack.

128: Saiyan Mental Energy Attack (3) [93] <S>
Energy Combat
Saiyan Heritage only.  Creates an energy attack inflicting 6 life card draws.

129: Saiyan Energy Aura (3) [95] <S>
Energy Combat
Saiyan Heritage only.  Stops an energy attack and stops your opponent's
energy attack during his next Attacker Attacks phase.

130: Saiyan Sweeping Defense (3) [96] <S>
Physical Combat
Saiyan Heritage only.  Stops a physical attack and stops your opponent's
physical attack during his next Attacker Attacks phase.

131: Power Up the Most! (3) [98]
Non-Combat
Powers up to the personality's highest stage.  Select 2 discarded cards and
place them at the bottom of your life deck.

132: Blazing Anger! (3) [99]
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.

133: Orange Energy Blast (1) [1] <O>
Energy Combat
Energy attack doing 5 life cards damage.

134: Namekian Wrist Grab (1) [26] <N>
Physical Combat
Piccolo and Nail only.  Physical attack doing 6 life cards of damage.  Costs
2 power stages to perform.

135: Roshi's Calming (5) [239]
Non-Combat
Use when needed at the end of any turn.  If your opponent's Main Personality
is at Level 2, lower his Main Personality one personality level.  Limit one
per deck.

136: Goku's Training (3) [60]
Physical Combat
Physical attack doing +2 power stages of damage.  If successful, draw the
bottom card from your discard pile.  Remove from the game after use.

137: Earth Dragon Ball Combat (5) [115]
Physical Combat
Physical attack.  If successful, also capture any Earth Dragon Ball from your
opponent.  Limit 2 per deck.  Remove from the game after use.

138: Black Water Confusion Drill (1) [30]
Non-Combat
No Dragon Balls can be played while this Drill is in play.  Limit one per
deck.  This card is not considered a Black fighting style card.

139: Frieza's Featherlight Touch (5) [117]
Non-Combat
Villains only.  Capture an opponent's Dragon Ball.  Remove from the game
after use.  Limit one per deck.

140: What Was I Thinking? (5) [118]
Non-Combat
When entering Combat as the defender, search your Life Deck for an ally and
put it into play at its highest power stage.  This ally takes control of this
Combat.

141: Hero's Lucky Break (5) [119]
Non-Combat
Name a Non-Combat/non-Dragon Ball card.  Search your Life Deck for a copy of
that card and put it into play.  Limit one per deck.

142: A Hero's Heart Is Strong (5) [121]
Non-Combat
All players remove all cards in their discard pile from the game.  Remove
from the after use.

143: An Amusing Trick (5) [122]
Non-Combat
Villains only.  Place all opponent's allies at the bottom of their Life
Decks.  Raise any personality to its highest power.

144: Drills Are For The Weak (5) [123]
Combat
Discard all opponent's Drills in play.  Remove from the game after use.
Limit one per deck.

145: Hero's Way (5) [124]
Non-Combat
At the beginning of each player's next turn, that player searches his discard
pile for all allies and put them into his hand.

146: Don't You Just Hate That (5) [125]
Non-Combat
Remove two of your opponent's Non-Combat/non-Dragon Ball cards in play from
the game.  Remove from the game after use.  Limit one per deck.

147: Vegeta Scans The City (5) [126]
Non-Combat
Lower any opponent's Main Personality that is level 2 or higher by 1 level.
This can be used when needed to stop a Most Power Personality victory.
Remove from the game after use.  Limit one per deck.

148: Goku's Battle Ready (5) [127]
Physical Combat
Physical attack doing 7 power stages of damage.  Your opponent cannot take
life cards of damage from this attack.  Lower opponent's anger to 0.

149: Gohan Spots The Imposter Drill (5) [128]
Non-Combat
Choose an opponent.  This opponent may not play any allies while this Drill
is in play.  Limit one per deck.

150: Piccolo and Heroes Gather (5) [129]
Non-Combat
Discard 2 cards, then search your Life Deck for 2 Combat cards, show them to
your opponent, and place them in your hand.

151: Orange Power Shifting Drill (1) [13] <O>
Non-Combat
When you perform an energy attack, you may choose for it to do the same
amount of power stages of damage to any personality, instead of dealing life
cards of damage.

152: Krillin's Heat Seeking Blast (5) [130]
Energy Combat
Energy attack.  This attack cannot be stopped or prevented.  Remove from the
game after use.

153: Chi-Chi Searches (5) [131]
Physical Combat
Physical attack.  If successful also search your discard pile and Life Deck
for any ally and put it into play at 6 power stages above 0.

154: Nail Takes Extra Effort (5) [132]
Non-Combat
Use at the beginning of your Combat Step.  For the remainder of Combat all of
your physical attacks do +1 power stage of damage for every Earth Dragon Ball
in play.  Remove from the game after use.

155: Roshi's Thoughts (5) [133]
Non-Combat
Put the top 2 cards of your discard pile at the bottom of your Life Deck.
Take the top 2 cards of your opponent's discard pile and remove them from the
game.

156: King Kai's Thoughts (5) [134]
Non-Combat
Heroes only.  For the remainder of this Combat all successful physical
attacks performed by your Main Personality do +3 power stages of damage.
Remove from the game after use.

157: Earth Dragon Ball Wish (5) [135]
Non-Combat
Ends Combat.  Choose any 3 cards from your discard pile and shuffle them back
into your Life Deck.  Remove from the game after use.  Limit one per deck.

158: Blue Betrayal (3) [54] <U>
Physical Combat
Physical attack.  If you declared a Tokui-Waza, remove an opponent's Non-
Combat or Ally in play from the game.

159: Nail's Combat Drill (5) [137]
Non-Combat
Piccolo and Nail only.  After receiving damage from a successful attack
performed against you, your Main Personality gains 1 power stage for every
life card of damage you received.

160: Orange Energy Dan Drill (5) [138] <O>
Non-Combat
Once per Combat, after you perform a successful energy attack, search through
the defender's Life Deck for any card and discard it.

161: Orange Junction Energy Blast (5) [139] <O>
Energy Combat
Energy attack.  This attack does +1 life card of damage for each ally that
you have in play.

162: Orange Surprise Blast (1) [14] <O>
Energy Combat
Energy attack.  If successful, you may remove one of the defender's Drills in
play from the game.  Remove from the game after use.

163: Black Smoothness Drill (5) [140] <B>
Non-Combat
You may now keep up to 2 cards in your hand at the end of each turn.

164: Black Physical Focus (5) [141] <B>
Physical Combat
Physical attack.  When you perform this attack, pay any amount of power
stages from your Main Personality.  For each power stage paid, do +1 power
stage of damage.

165: Red Evasion Drill (5) [142] <R>
Non-Combat
When this Drill comes into play, choose an opponent.  While this Drill is in
play, all energy attacks cost +1 power stage for this opponent to perform.

166: Red King Cold Observation (5) [143] <R>
Combat
Your Main Personality pays 5 power stages to discard all allies and Non-
Combat/non-Dragon Ball cards from play.  Lower you Main Personality's power
stage to 0.  Raise your anger 1 level.  Limit one per deck.

167: Orange Straight Jab (1) [16] <O>
Physical Combat
Physical attack doing +4 power stages of damage.  Costs 1 power stage to
perform.

168: Black Defensive Aura (1) [17] <B>
Combat
Stops an opponent's physical or energy attack.  Costs 1 power stage to
perform.

169: Black Flying Kick (1) [18] <B>
Physical Combat
Physical attack doing +2 power stages of damage.  Remove the top 3 cards in
your opponent's discard pile from the game.

170: Black Finger Block (1) [19] <B>
Physical Combat
Stops an opponent's physical attack.  Your Main Personality gains 3 power
stages.

171: Red Kienzan Discs (1) [2] <R>
Energy Combat
Energy attack.  If 'Earth Dragon Ball 3' is in play, this attack cannot be
stopped.

172: Black Defensive Burst (1) [20] <B>
Physical Combat
Physical attack doing 3 life cards of damage.  If successful, your opponent
cannot perform physical attacks for the remainder of Combat.

173: Black Overpowering Attack (1) [21] <B>
Physical Combat
Physical attack doing +6 power stages of damage.  You may not perform any
physical attacks for the remainder of Combat.

174: Red Gravity Drill (1) [23] <R>
Non-Combat
Discard your hand to stop a physical or energy attack.  You must have at
least one card in your hand to use this Drill.

175: Red Energy Shield (1) [24] <R>
Energy Combat
Stops an energy attack.  Raise any personality to their highest power stage.
Remove from the game after use.

176: Gohan's Peaceful Stance (3) [49]
Non-Combat
Raise all personalities in play to their highest power stage.  Choose 2 cards
from your discard pile, and put them on the bottom of your Life Deck.  Remove
from the game after use.

177: Spice Prepares an Energy Blast (1) [27]
Energy Combat
Energy attack doing 7 life cards of damage.  If successful, also raise your
anger 1 level and you may not perform any more energy attacks for the
remainder of Combat.

178: Vinegar's Revenge (1) [29]
Combat
Choose one opponent.  That opponent cannot gain their power stages until the
beginning of your next turn.  Remove from the game after use.

179: Black Anger Stance (3) [45] <B>
Physical Combat
Physical attack doing X power stages of damage.  X is equal to the total
anger of all players.

180: Garlic Jr.'s Kyokaika Technique (1) [31]
Physical Combat
Physical attack doing 7 power stages of damage.  Remove from the game after
use.  Unless you Main Personality is Garlic Jr., limit one per deck.

181: Garlic Jr.'s Energy Blast (1) [32]
Energy Combat
Energy attack.  If successful, also lower an opponent's anger 2 levels.  If
'Earth Dragon Ball 5' is in play, this attack cannot be stopped.

182: Krillin Takes a Shot (1) [35]
Physical Combat
Physical attack doing 5 power stages of damage.  If Gohan is anywhere in
play, it does 6 power stages of damage instead.

183: Frieza's Finger Tip Energy Blast (1) [36]
Energy Combat
Energy attack.  If successful, also lower an opponent's anger level to 0.
Remove from the game after use.

184: King Cold Smiles (1) [37]
Non-Combat
When your opponent's anger level reaches 5 or more, set their anger level to
3 instead of gaining a personality level.  Use when needed.  Remove from the
game after use.

185: King Cold's End (1) [38]
Non-Combat
Villains only.  When you have 10 or less life cards in your Life Deck,
shuffle up to 7 cards from the top of your discard pile back into your Life
Deck.  Limit one per deck.  Remove from the game after use.

186: Goku's Ready (1) [39]
Non-Combat
Search your Life Deck for one card, set it aside face-down, and place it in
your hand at the beginning of your opponent's next turn.  Limit one per deck.

187: Captain Ginyu Frog (1) [4]
Combat
Reduce a villain 1 personality level if possible.  Limit one per deck.
Remove from the game after use.

188: Blue Driving Face Off (3) [41] <U>
Physical Combat
Physical attack doing +3 power stages of damage.  Lower your opponent's anger
1 level.

189: Chiaotzu's Psychic Halt (3) [44]
Combat
Your opponent may only defend for the remainder of Combat.  Remove from the
game after use.  Limit one per deck.

190: Black Head Strike (3) [45] <B>
Physical Combat
Physical attack doing +2 life cards of damage.  If Chiaotzu is anywhere in
play it does +3 life cards of damage instead.

191: Black Hug Maneuver (3) [46] <B>
Physical Combat
Physical attack.  Raise your anger 2 levels.  If 'Earth Dragon Ball 6' is in
play raise your anger 3 levels instead.

192: Black Driving Palm Strike (3) [47] <B>
Physical Combat
Physical attack doing 2 power stages of damage.  Raise your anger 1 level.
Lower your opponent's anger 1 level.

193: Dodoria's Waiting Game (3) [48]
Physical Combat
Physical attack doing +2 life cards of damage.  If 'Earth Dragon Ball 7' is
in play it does +4 life cards of damage instead.

194: Frieza's Aura Shot (3) [49]
Energy Combat
Energy attack doing 6 life cards of damage.  If 'Vegeta's Quickness Drill' is
anywhere in play the attack does 7 life cards of damage instead.

195: Krillin's Kamehameha Outburst (1) [5]
Energy Combat
Energy attack doing 5 life cards of damage.  Lower opponent's anger 2 levels.

196: Saiyan Knee Strike (3) [50] <S>
Physical Combat
Saiyan Heritage only.  Physical attack.  If successful, your opponent
discards a card at random from his hand.

197: Frieza's Powering Rage (3) [51]
Non-Combat
Villains only.  Any villain personality gains 5 power stages.

198: Namekian Fighting (3) [52] <N>
Non-Combat
Piccolo and Nail only.  Remove one of your allies from the game to raise your
anger 2 levels.  Remove from the game after use.

199: Captain Ginyu Moves to Attack! (3) [53]
Physical Combat
Physical attack doing +3 life cards of damage.  Raise your anger 1 level.
Remove from the game after use.

200: Captain Ginyu's Energy Attack (3) [54]
Energy Combat
Energy attack.  Costs 3 power stages to perform.  Raise your anger 2 levels.
Remove from the game after use.

201: Namekian Attack Drill (3) [55] <N>
Non-Combat
Piccolo and Nail only.  You may do +2 power stages of damage with all
physical attacks.

202: Frieza's Tail Hold (3) [56]
Physical Combat
Physical attack.  If successful, also remove an ally of your choice from the
game.  Remove from the game after use.

203: Frieza's Irritation Grows (3) [57]
Physical Combat
Physical attack.  If successful, also raise your anger 1 level for every
'Frieza's Irritation Grows' in your discard pile.

204: Scorning Aura Shot (3) [58]
Energy Combat
Energy attack.  Lower an opponent's anger 1 level.

205: Frieza is Ready (3) [59]
Non-Combat
Villains only.  Use when needed.  When your Main Personality takes life cards
of damage, your opponent discards twice as many life cards.  Limit one per
deck.

206: Straining Outburst Move (1) [6]
Physical Combat
Physical attack doing 5 life cards of damage.  Costs 2 power stages to
perform.

207: Namekian Physical Drill (3) [60] <N>
Non-Combat
Raise your Main Personality's Power Up Rating (PUR) by 1 while this Drill is
in play.  Do +1 power stage of damage with every physical attack.

208: Namekian Energy Drill (3) [61] <N>
Non-Combat
After every successful energy attack your perform, you may discard a card
from your hand and shuffle it into your Life Deck, and then draw a card.

209: Burter's Power Stance (3) [62]
Non-Combat
Raise any villain Main Personality to its highest power stage.  Set all of
his allies to five power stages above 0.  Remove from the game after use.

210: Red Shattering Leap (3) [63] <R>
Physical Combat
Physical attack doing +4 power stages of damage.  This card stays in play to
be used one more time this Combat.  Remove from the game after use.

211: Gohan's Earth Quest (3) [64]
Non-Combat
Choose 'Earth Dragon Ball 1' or 'Earth Dragon Ball 2' from your Life Deck and
put it into play.  This Dragon Ball loses its power for the remainder of the
game.

212: Krillin's Earth Quest (3) [65]
Non-Combat
Choose 'Earth Dragon Ball 2' or 'Earth Dragon Ball 3' from your Life Deck and
put it into play.  This Dragon Ball loses its power for the remainder of the
game.

213: Namekian Head Strike (3) [66] <N>
Physical Combat
Heroes only.  Physical attack.  If successful, also capture a Dragon Ball
from your opponent.  Lower your opponent's anger 2 levels.  Remove from the
game after use.

214: Red Knee Eruption (3) [67] <R>
Physical Combat
Physical attack.  If successful, also remove 1 of your opponent's Drills in
play from the game.

215: Red Face Upheaval (3) [68] <R>
Physical Combat
Physical attack.  If successful, also choose and remove 1 Non-Combat/non-
Dragon Ball card in play from the game.  Raise your anger 1 level.

216: Orange Special Beam Cannon (3) [69] <O>
Energy Combat
Energy attack doing 1 life card of damage for each of the attacking
personality's power stages above 0.  Costs 3 power stages to perform.

217: Namekian Glare Attack (1) [7] <N>
Energy Combat
Heroes only.  Energy attack.  Lower your opponent's anger 2 levels.

218: Orange Resistance (3) [70] <O>
Energy Combat
Stops an energy attack.  During your next attack phase, either pass or this
card allows your Main Personality to perform an energy attack.

219: Orange One Knuckle Punch (1) [2] <O>
Physical Combat
Physical Attack doing +1 stage of damage if successful.  Raise card user's
anger level 1.

220: Black Energy Web (3) [72] <B>
Energy Combat
Energy attack doing 6 life cards of damage.  If successful, also stops an
opponent from performing any energy attacks for the remainder of Combat.

221: Black Energy Blasts (3) [73] <B>
Energy Combat
Energy attack doing 4 power stages of damage.  Costs 2 power stages to
perform.  If successful, also gain 4 power stages.

222: Black Energy Deflection Drill (3) [74] <B>
Non-Combat
You may play an energy attack from your hand and pay its costs in order to
stop an energy attack, and then your opponent discards 1 life card.

223: Red Power Rush (3) [75] <R>
Physical Combat
Physical attack doing +3 power stages of damage.  This attack cannot be
stopped or prevented by Physical Combat cards.  Raise your anger 1 level.
Remove from the game after use.

224: Red Lightning Slash (3) [76] <R>
Physical Combat
Physical attack.  If successful, you may discard all of the defender's allies
or Drills in play instead of dealing damage.  Raise your anger 1 level.

225: Red Energy Blast (3) [77] <R>
Energy Combat
Energy attack.  Remove one of the defender's allies or Drills in play from
the game.  Raise your anger 1 level.

226: Red Eye Laser Assault (3) [78] <R>
Physical Combat
Physical attack doing +3 power stages of damage.  Costs 4 power stages to
perform.  Raise your anger 2 levels.

227: Saiyan Glare (1) [35] <S>
Energy Combat
Energy attack.  If you declared Tokui-Waza, lower your opponent's anger 2
levels.

228: Namekian Braced Attack (1) [8] <N>
Physical Combat
Piccolo and Nail only.  You may have up to 8 copies of this card in your life
deck.  Physical attack.  If successful, gain 4 power stages.

229: Red Power Drain (1) [32] <R>
Combat
All physical attacks performed against you for the remainder of Combat cost
+2 power stages to perform.

230: Trunks Slash (3) [81]
Physical Combat
Physical attack.  If successful, also lower your opponent's anger 3 levels.

231: Trunks High Strike (3) [82]
Physical Combat
Physical attack.  If successful, also gain 5 power stages.

232: Trunks Cuts Down (3) [83]
Physical Combat
Physical attack doing 5 life cards of damage.  If successful, also remove any
opponent's ally in play from the game.  Limit 1 per deck.  Remove from the
game after use.

233: Trunks Energy Sphere (3) [84]
Combat
Stops the effect of any Combat card.  Use when needed.

234: Trunks Effortless Drill (3) [85]
Non-Combat
'Straining Move' cards cannot be stopped or prevented.

235: Trunks Planning Drill (3) [86]
Non-Combat
When entering Combat as the defender, your Main Personality gains 2 power
stages.

236: Trunks Sword Position 1 (3) [87]
Physical Combat
Physical attack.  Raise your anger 1 level.  Lower your opponent's anger 1
level.

237: Trunks Sword Position 2 (3) [88]
Physical Combat
Physical attack.  If successful, also remove the top 2 cards in your
opponent's discard pile from the game.

238: Trunks Sword Position 3 (3) [89]
Energy Combat
Energy attack.  If successful, also choose a card from your discard pile and
place it on top of your Life Deck.

239: Namekian Thrust (1) [9] <N>
Physical Combat
Piccolo and Nail only.  You may have up to 8 copies of this card in your life
deck.  Physical attack doing +2 power stages of damage.

240: Trunks Sword Position 4 (3) [90]
Physical Combat
Physical attack doing +4 power stages of damage.

241: Expectant Trunks (3) [91]
Non-Combat
Use when entering Combat.  Search your discard pile for any one Combat,
Physical Combat, or Energy Combat card, show your opponent, and place it in
your hand.

242: Trunks Draws Steel (3) [92]
Physical Combat
Physical attack or stops a physical attack.

243: Trunks Stands Ready (3) [93]
Non-Combat
Stops all 'Constant Combat Powers' from working for the remainder of this
Combat.  Remove from the game after use.

244: Double Saiyans (3) [94]
Combat
Raise your Main Personality to his highest power stage.  Raise your
opponent's Main Personality to his highest power stages.

245: Blue Softening Stance (3) [95] <U>
Combat
Lower an opponent's anger 2 levels and reduce their power stages by 2.

246: Blue Awakening (3) [96] <U>
Combat
Lower and opponent's anger 2 levels and place the top 3 cards of your discard
pile at the bottom of your Life Deck.

247: Blue Leaving (3) [97] <U>
Combat
This card ends Combat and both players skip the Discard step at the end of
this turn.  Remove from the game after use.

248: Trunks Strikes (3) [98]
Physical Combat
Physical attack doing 5 power stages of damage or 3 life cards of damage.

249: Orange Two Knuckle Punch (1) [3] <O>
Physical Combat
Physical attack doing +1 stage of damage if successful.  Raise card user's
anger level 1.

250: Red Style Mastery (5) [144] <R>
Mastery
Once per Combat, in place of making an attack, you may remove the top card in
your discard pile from the game to raise your anger level 1.  If it is a Red
Style card raise your anger 2 levels instead.

251: Black Style Mastery (5) [145] <B>
Mastery
All of your successful attacks do +1 life card and +1 power stage of damage.
Black Style attacks do +2 life cards and +2 power stages of damage instead.

252: Orange Style Mastery (5) [146] <O>
Mastery
All energy attacks performed by your Main Personality do +1 life card of
damage if successful or cost 1 less power stage to perform to a minimum of 1.
Orange Style energy attacks do +1 life card of damage if successful and cost
1 less power stage to perform to a minimum of 1 instead.

253: Namekian Style Mastery (5) [147] <N>
Mastery
When entering any Combat, you may draw the bottom card from your discard pile
into your hand: if that card is a Namekian Style card, raise your Main
Personality to its highest power stage.

254: Saiyan Style Mastery (5) [148] <S>
Mastery
Draw a card when entering any Combat.  If that card is a Saiyan Style card,
you may show it to your opponent and your opponent loses 4 power stages to a
minimum of 0.

255: Blue Style Mastery (5) [149] <U>
Mastery
Your opponent must now reach 6 anger to gain a personality level.  All
successful Blue Style attacks also lower your opponent's anger 1 level.

256: Chi-Chi (3) [86]
Personality
Power: Mother's Defense.  Once per combat, this can block a single physical
attack directed at Gohan or Goku so they are not hurt.
100 - 1,000; 100
Level 1, PUR 1

257: Bulma (3) [87]
Personality
Power: Scientific Defense.  Reduces the damage done by an energy attack by 2
life card draws.
100 - 1,000; 100
Level 1, PUR 1

258: Chi-Chi (3) [41]
Personality
Power: Physical attack.  If successful, it also does +4 power stages of
damage if Goku is present.
500 - 1,400; 100
Level 2, PUR 2

259: Bulma (3) [42]
Personality
Power: Bulma may capture a Dragon Ball from her opponent if she does damage
in an energy attack.
500 - 1,400; 100
Level 2, PUR 2

260: Dende the Unlikely Hero (3) [48]
Personality
Power: At the end of a combat, put any single ally from your discard pile
into play, at 4 stages above zero.
500 - 1,400; 100
Level 1, PUR 2

261: Captain Ginyu (3) [106]
Personality
Power: Defense Shield: Stops the first unstopped energy attack in Combat.
82,000 - 100,000; 2,000
Level 1, PUR 1

262: Captain Ginyu the Leader (3) [107]
Personality
Constant Combat Power: When defending against a physical attack, choose any
personality in play and use their power stage to determine damage.
87,000 - 150,000; 7,000
Level 2, PUR 1

263: Captain Ginyu Changes (3) [108]
Personality
Power: Physical attack.  If successful, also stop all opponent's physical
attacks for the remainder of Combat.
90,000 - 180,000; 10,000
Level 3, PUR 2

264: Dodoria (3) [109]
Personality
Power: Physical attack.  If successful, also stop all your opponent's energy
attacks for the remainder of Combat.
80,000 - 125,000; 5,000
Level 1, PUR 1

265: Dodoria in Flight (3) [110]
Personality
Power: Energy attack.  Does 1 life card of damage if it is stopped.
90,000 - 180,000; 10,000
Level 2, PUR 1

266: Dodoria the Mocking (3) [111]
Personality
Constant Combat Power: Do +1 power stage of damage and +2 life cards of
damage with every successful attack.
25,000 - 250,000; 25,000
Level 3, PUR 2

267: Krillin (5) [154]
Personality
Power: Energy attack.  Lower your opponent's anger 1 level.  Raise your anger
1 level.
50,000 - 100,000; 5,000
Level 1, PUR 3

268: Krillin Enraged (5) [155]
Personality
Power: Destructo-Disk Energy attack doing 5 life cards of damage.
25,000 - 250,000; 25,000
Level 2, PUR 4

269: Krillin, the Warrior (5) [156]
Personality
Power: Physical attack.  When determining damage for this attack, treat
Krillin as if he were at 350,000.
125,000 - 350,000; 25,000
Level 3, PUR 5

270: Trunks, the Hero (5) [150]
Personality
Constant Combat Power: During your opponent's turn, all damage (power stages
and life cards) from physical attacks performed against Trunks, the Hero is
reduced to 1 power stage of damage.
650,000 - 1,550,000; 100,000
Level 4, PUR 4

271: Vegeta, Saiyan Prince (5) [151]
Personality
Constant Combat Power: During your opponent's turn, all damage (power stages
and life cards) from physical attacks performed against Vegeta, Saiyan Prince
is reduced to 1 power stage of damage.
200,000 - 1,100,000; 100,000
Level 4, PUR 4

272: Gohan Empowered (5) [152]
Personality
Power: When defending in Combat, you may also draw the bottom card of your
discard pile into your hand.
325,000 - 550,000; 25,000
Level 4, PUR 5

273: Piccolo Enraged (5) [153]
Personality
Constant Combat Power: When Nail or Dende are anywhere in play, all of your
physical attacks do +3 power stages of damage.
425,000 - 650,000; 25,000
Level 4, PUR 5

274: Frieza, the Revived (3) [100]
Personality
Constant Combat Power: When defending in Combat after taking life cards of
damage from an energy attack, place the top card of your discard pile at the
bottom of your Life Deck.
850,000 - 1,300,000; 50,000
Level 4, PUR 3

275: Garlic Jr. the Void Master (3) [101]
Personality
Constant Combat Power: Allies' physical attacks and their personality powers
have no effect on Garlic Jr. in Combat.
375,000 - 600,000; 25,000
Level 4, PUR 3

276: Spice, the Punisher (3) [102]
Personality
Constant Combat Power: Do +1 life card of damage with every successful
physical attack.
320,000 - 500,000; 20,000
Level 4, PUR 3

277: Vinegar, the Attacker (3) [103]
Personality
Constant Combat Power: After every successful energy attack you perform, put
the bottom card from your discard pile on the bottom of your Life Deck.
310,000 - 400,000; 10,000
Level 4, PUR 3

278: Frieza the Monster (4) [161]
Personality
Constant Combat Power: Frieza does +1 power stages and +1 life card of damage
with every energy attack.
125,000 - 350,000; 25,000
Level 1, PUR 1

279: Frieza the Conqueror (4) [162]
Personality
Constant Combat Power: Frieza does +2 power stages of damage with every
physical attack and +2 life cards of damage with every energy attack.
450,000 - 900,000; 50,000
Level 2, PUR 2

280: Frieza the Cyborg (4) [163]
Personality
Constant Combat Power: Frieza does +2 power stages and +2 life cards of
damage with every attack.
300,000 - 1,200,000; 100,000
Level 3, PUR 3

281: Goku, the Leader (4) [164]
Personality
Power: After defending in Combat if your opponent has not dealt you damage in
this combat, you may search your Life Deck for an ally and put it into play
at 3 power stages above 0.
550,000 - 1,000,000; 50,000
Level 1, PUR 1

282: Goku, the Defender (4) [165]
Personality
Power: Raise your anger 2 levels at the end of any Combat where Goku has
suffered 5 or more life cards of damage.
300,000 - 1,200,000; 100,000
Level 2, PUR 2

283: Goku, the Protector (4) [166]
Personality
Constant Combat Power: Defense Shield: Stop the first unstopped energy attack
in Combat.  You cannot have your anger lowered more than 1 level from any
card.
600,000 - 1,500,000; 100,000
Level 3, PUR 3

284: Piccolo, the Avenger (4) [167]
Personality
Power: Energy attack doing 6 life cards of damage.
120,000 - 300,000; 20,000
Level 1, PUR 2

285: Piccolo, Revived (4) [168]
Personality
Power: Physical attack.  If successful, also capture a Dragon Ball.
175,000 - 400,000; 25,000
Level 2, PUR 3

286: Piccolo, the Hero (4) [169]
Personality
Constant Combat Power: Your opponent loses 2 power stages whenever he stops a
physical attack you perform.
150,000 - 600,000; 50,000
Level 3, PUR 4

287: Gohan, the Furious (4) [170]
Personality
Power: Physical attack doing +4 power stages of damage.
20,000 - 200,000; 20,000
Level 1, PUR 2

288: Gohan, the Fighter (4) [171]
Personality
Power: Defense Shield: When defending in Combat, stop the first unstopped
attack performed on you.
120,000 - 300,000; 20,000
Level 2, PUR 3

289: Gohan, the Warrior (4) [172]
Personality
Constant Combat Power: When defending in Combat, raise your anger 1 level
after Gohan receives damage from an energy attack performed against him.
50,000 - 500,000; 50,000
Level 3, PUR 4

290: Vegeta, the Determined (4) [173]
Personality
Constant Combat Power: When defending in Combat, raise your anger 1 level
after Vegeta receives damage from a physical attack performed against him.
275,000 - 500,000; 25,000
Level 1, PUR 2

291: Vegeta, the Powerful (4) [174]
Personality
Power: Physical attack doing 8 power stages of damage.
350,000 - 800,000; 50,000
Level 2, PUR 3

292: Vegeta, in Training (4) [175]
Personality
Power: Energy attack doing 7 life cards of damage.  Costs no power stages to
perform.
750,000 - 975,000; 25,000
Level 3, PUR 3

293: Garlic Jr. (4) [176]
Personality
Constant Combat Power: All damage from energy attacks performed against
Garlic Jr. is reduced by 2 life cards.
120,000 - 300,000; 20,000
Level 1, PUR 2

294: Garlic Jr., the Master (4) [177]
Personality
Constant Combat Power: All damage from energy attacks performed against
Garlic Jr. is reduced by 3 life cards.
220,000 - 400,000; 20,000
Level 2, PUR 2

295: Garlic Jr., the Monster (4) [178]
Personality
Constant Combat Power: All damage from energy attacks performed against
Garlic Jr. is reduced to 1 life card.
275,000 - 500,000; 25,000
Level 3, PUR 2

296: Trunks (4) [185]
Personality
Power: Physical attack.  This must be your first attack in Combat.  Your
opponent must play/use 2 cards/effects that stop physical attacks in order to
stop this attack.
575,000 - 800,000; 25,000
Level 1, PUR 1

297: Trunks, the Swordsman (4) [186]
Personality
Constant Combat Power: All of your physical attacks do +2 Power stages of
damage.
700,000 - 1,150,000; 50,000
Level 2, PUR 2

298: Super Saiyan Trunks (4) [187]
Personality
Power: When entering Combat as a defender, choose and discard 1 card at
random from your opponent's hand.
500,000 - 1,400,000; 100,000
Level 3, PUR 3

299: King Cold (4) [188]
Personality
Power: When entering Combat, choose 1 card at random from your opponent's
hand and place it at the top of his Life Deck.
225,000 - 900,000; 75,000
Level 1, PUR 1

300: King Cold, the Destroyer (4) [189]
Personality
Constant Combat Power: Choose any personality in play.  You may use that
personality's power stage when determining damage from a physical attack.
100,000 - 1,000,000; 100,000
Level 2, PUR 2

301: King Cold, the Ruler (4) [190]
Personality
Power: After receiving damage from an energy attack you may draw the bottom
card from your discard pile and put it in your hand.
275,000 - 1,400,000; 125,000
Level 3, PUR 2

302: Frieza, the Master (4) [191]
Personality
Constant Combat Power: Each successful physical attack forces your opponent
to remove the top card from their discard pile from the game.
450,000 - 900,000; 50,000
Level 2, PUR 2

303: Goku (4) [192]
Personality
Power: If Goku takes no damage while defending in Combat, you may raise him
to his highest power stage at the end of Combat.
300,000 - 1,200,000; 100,000
Level 2, PUR 2

304: Piccolo (4) [193]
Personality
Power: Physical attack doing 6 life cards of damage.
175,000 - 400,000; 25,000
Level 2, PUR 3

305: Gohan (4) [194]
Personality
Constant Combat Power: Do +2 life cards of damage with every successful
energy attack.
120,000 - 300,000; 20,000
Level 2, PUR 3

306: Vegeta (4) [195]
Personality
Constant Combat Power: Each successful physical attack you perform allows you
to place the top card in your discard pile at the bottom of your Life Deck.
350,000 - 800,000; 50,000
Level 2, PUR 3

307: Garlic Jr., the Merciless (4) [196]
Personality
Power: When entering Combat as the defender, you may also draw the bottom
card from your discard pile into your hand.
220,000 - 400,000; 20,000
Level 2, PUR 2

308: Trunks, the Saiyan (4) [199]
Personality
Constant Combat Power: Reduce an opponent's anger by 1 level every time he
performs a successful energy attack on you.
700,000 - 1,150,000; 50,000
Level 2, PUR 2

309: King Cold, Galactic Ruler (4) [200]
Personality
Constant Combat Power: Your anger cannot be reduced.
100,000 - 1,000,000; 100,000
Level 2, PUR 2

310: Guldo (3) [45]
Personality
Power: Physical attack.  If successful, you may also take the bottom 2 cards
from your discard pile into your hand.
32,000 - 50,000; 2,000
Level 1, PUR 1

311: Guldo (3) [46]
Personality
Power: Energy attack.  This attack cannot be stopped by using combat card
defenses.
52,000 - 80,000; 3,000
Level 2, PUR 1

312: Guldo (3) [47]
Personality
Power: Physical attack.  This attack cannot be stopped by using combat card
defenses.
80,000 - 125,000; 5,000
Level 3, PUR 2

313: Nail The Namekian (5) [96]
Personality
Power: Energy attack doing 5 life cards of damage.  If this attack is
stopped, your opponent discards 3 life cards.
48,000 - 75,000; 3,000
Level 1, PUR 2

314: Nail the Namekian Hero (5) [110]
Personality
Power: Stops a physical attack and, in the process, causes 1 life card of
damage to your opponent.
60,000 - 150,000; 10,000
Level 3, PUR 4

315: Nail Inspired (5) [117]
Personality
Power: Take your top two discards and place them at the bottom of your life
deck.
55,000 - 100,000; 5,000
Level 2, PUR 3

316: Cell, the Master (7) [136]
Personality
Power: Energy attack doing 12 life cards of damage.  Costs 0 power stages to
perform.
3,200,000 - 4,100,000; 100,000
Level 5, PUR 4

317: Cell, the Destroyer (7) [137]
Personality
Power: Energy attack doing 9 life cards of damage.
1,800,000 - 3,600,000; 200,000
Level 4, PUR 4

318: Cell, Stage One (7) [188]
Personality
Power: Physical attack doing +4 stages of damage.
150,000 - 600,000; 50,000
Level 1, PUR 3

319: Cell, Stage Two (7) [189]
Personality
Power: When entering Combat, search your Life Deck for a Physical Combat or
Energy Combat card and put it in your hand.
500,000; 750,000; 1,000,000; 1,200,000; 1,400,000; 1,550,000; 1,700,000;
1,800,000; 1,900,000; 1,950,000
Level 2, PUR 3

320: Cell, Perfect (7) [190]
Personality
Power: Physical attack doing 7 life cards of damage.
1,300,000 - 3,100,000; 200,000
Level 3, PUR 3

321: Cell, The Perfect Warrior  (7) [200]
Personality
Power: Physical attack doing +5 power stages of damage.  If successful, raise
your anger 1 level.
1,300,000 - 3,100,000; 200,000
Level 3, PUR 3

322: Red Overbearing Attack (2) [1] <R>
Physical Combat
Physical attack doing +4 power stages of damage.  If you declare Tokui-Waza,
gain 2 anger.  Remove from the game after use.

323: Blue Happiness (2) [2] <U>
Non-Combat
Set opponent's anger to 0.  If you declare a Tokui-Waza, lower opponent 1
level if he is at level 2 or higher.  Remove from the game after use.

324: Orange Scatter Shot (2) [3] <O>
Energy Combat
Energy attack doing 5 life cards of damage.  If you declare a Tokui-Waza, the
card stays on the table to be used 1 more time.  Remove from the game after
use.

325: Namekian Dash (2) [4] <N>
Physical Combat
Physical attack doing +5 power stages of damage.  If you declare a Tokui-
Waza, raise a personality you have in play to their highest power stage then
shuffle the top 4 discards back into your Life Deck.  Remove from the game
after use.

326: Saiyan Cross Punch (2) [5] <S>
Physical Combat
Physical attack doing 5 power stages of damage.  If you declare Tokui-Waza,
it deals 10 power stages of damage instead.  Remove from the game after use.

327: Black Body Destruction (2) [6] <B>
Physical Combat
Physical attack doing +4 power stages of damage or stop a physical attack.
If you declare a Tokui-Waza, opponent discards a card at random from their
hand.  Remove from the game after use.

328: Gathering of Heroes (2) [7]
Combat
Power all your personalities to their highest power stage.  Search your Life
Deck or Discard Pile for an ally regardless of your main personality's level.
Remove from the game after use.

329: Warriors Clash (2) [8]
Physical Combat
Play this as your first attack in Combat.  Physical attack doing 3 power
stages of damage, +1 power stage of damage for every stage you are above 0.
Remove from the game after use.

330: Taunting Drill (2) [9]
Non-Combat
When entering Combat as a defender you may choose to draw 1 card for every
Dragon Ball that you have in play instead of drawing 3 cards.

331: Blue Foot Smash (1) [14] <U>
Physical Combat
Physical attack doing +2 power stages of damage.  If you declared Tokui-Waza,
lower your opponent's anger to 0.

332: Gohan's Ready (1) [18]
Physical Combat
Physical attack.  Raise your anger 1 level.  Lower your opponent's anger 3
levels.

333: Namekian Defensive Stance (1) [22] <N>
Physical Combat
Piccolo and Nail only.  Stops an energy attack.  You may have up to 8 copies
of this card in your Life Deck.

-------------------
Section 9: Credits
-------------------

   There are several people without whose publicly available resources this
document could have never been complied:

   GameFAQs (www.gamefaqs.com), for being the comprehensive game information
site.

--------------------------------------
Section 10: Copyright / Authorization
--------------------------------------

This document is the sole property of [email protected], and copyright
2002.  Unauthorized reproduction, either in print, electronic, or other
format is expressly prohibited without consent of the author.  Individuals
may download this document from the following authorized websites:

GameFAQs (www.gamefaqs.com)
www.cheats.de
www.neoseeker.com
www.ign.com
www.a2zcheats.com

Individuals may only use this document for personal purposes and are
expressly prohibited from transferring or reproducing this document in any
format without consent of the author.  This document cannot be altered and
then redistributed without consent of the author.  This document,
reproductions thereof, or excerpts, cannot be sold for money.

-------------------------
Section 11: Miscellaneous
-------------------------

I'm not really 100% sure why I decided to do this list, exactly.  It was a
lot of typing, but very little 'work', so to speak.  While I believe the list
is complete, there are a lot of cards that I think should be in there but,
for whatever reason (bug?  Programmer decision?) aren't.  The best examples
are Tien and Chiaozu (some cards refer to them, but you can't have them in
your decks as far as I can tell ...).  Goku's also, rather alarmingly,
missing a level 4 MP card, which makes him mighty weak ... his anger gaining
strategies are completely useless if he can't win a MPP Victory due to the
lack of a level 4 card.  Anyway, if there are corrections, please submit them
in e-mail.

I realize there are small variations within the terminology used from card to
card.  (e.g., "declared a Tokui-Waza" or "declared Tokui-Waza")  I've merely
re-typed what's on the card for the most part (I may have changed one to 1 in
several cases).