GBA GAME
CAPTAIN TSUBASU - EIKOU NO KISEKI
BY KONAMI
VERSION 1.0 (2002.03.07)
By Lewwin.
(
[email protected])
1. Introduction:
I just make a mint faq about the cards, tactics, supporter and reverse cards.
I'll make it short and easy to use. And I don't talk about the rules or guide of the game
because I don't have time to do so! So hope that someone would do us a favour and
write a complete faq about the game. For any amendment, feel free to contact me!
Enjoy!
2. 1 SUPPORTER CARDS
CARD NO. 405
BP. 6
NAME . Support + 2
EFFECT. Cost adds 2 (the little balls at the top left hand corner)
CARD NO. 406
BP. 5
NAME . Support + 1
EFFECT. Cost adds 1
2.2 TACTICS CARDS
CARD NO. 407
BP. 8
NAME. Long Throw
COST. 1
EFFECT Used for throw in, a 4-area pass.
CARD NO. 408
BP. 8
NAME. Killer Pass
COST. None, depends on the no. of areas you want to pass
EFFECT Off-side takes no effect. After the pass, can't be tackled by the opponent.
CARD NO. 409
BP. 7
NAME. Remove Reverse
COST. 1
EFFECT Remove one of the reverse card of the opponent.
Can't be used after keeping or passing the ball.
CARD NO. 410
BP. 7
NAME. Booing
COST. 2?(not sure)
EFFECT In one turn, all opponents' all abilities decrease by 1.
* this should be a SUPPORTER CARD instead
CARD NO. 411
BP. 7
NAME. Physical Up
COST. 0
EFFECT In one turn, one of the players' abilities all turn to 6.
* use it for weak players
CARD NO. 412
BP. 7
NAME. Gamble Pass
COST. 2
EFFECT. Pass the ball to one area in front of the opponent's gate, randomly.
Off-side takes no effect.
* use it when time is running out
CARD NO. 413
BP. 6
NAME. Force/Direct(don't know how to name this)
COST. 2(not sure)
EFFECT Use this card after the team member is moved. All the members left the particular area.
Then the ball keeper,(probably the opponent) can't move into that area.
* difficult to use and not very useful
CARD NO. 414
BP. 6
NAME. Accident
COST. 2
EFFECT. Use after the team member have moved an area.
The opponent member who is still in that area can't
move in one turn. Ball-keeper cannot use this card.
CARD NO. 415
BP. 6
NAME. Sharp-Eyes 2
COST. 2
EFFECT. In 1 turn, 2 of the opponent's members can't move.
Can't use this card on Gate-keeper and ball-keeper.
* esp. good when defending no. 441 and 453!
CARD NO. 416
BP. 6
NAME. Potenial Power
COST. 0
EFFECT. In one turn, one of the players' abilities turn to all 8.
* a great ability card in all situation
CARD NO. 417
BP. 6
NAME. Recovery
COST. 1
EFFECT. All team members can move now.
CARD NO. 418
BP. 6
NAME. Golden Combination
COST. 2
EFFECT. The ball-keeper(player's) and 1 team member which are in the same area,
can together move 2 areas, without any restrictions.
CARD NO. 419
BP. 5
NAME. Card Break
COST. 0
EFFECT. Discard one of the opponent's cards in hand, but you can't see the cards.
Can't be used after you'd moved your ball-keeper.
CARD NO. 420
BP. 5
NAME. Speed Dribble
COST. 1(not sure)
EFFECT. Ball-keeper move 2 areas straight forward.
But you may not pass if there is any other guys in those 2 areas.
CARD NO. 421
BP. 5
NAME. Pass 5
COST. 2
EFFECT. Pass the ball in any 5 areas.
CARD NO. 422
BP. 4
NAME. Super Dash
COST. 2?(not sure)
EFFECT. 2 team members who don't keep the ball, can move 2 areas each.
CARD NO. 423
BP. 4
NAME. Tactics Prohibited
COST. 2?(sorry!)
EFFECT. The opponent can't use TACTICS CARD in the next turn.
Can't be used after you'd moved your ball-keeper.
CARD NO. 424
BP. 4
NAME. Sharp-Eyes
COST. 1
EFFECT. In 1 turn, 1 of the opponent's members can't move.
Can't use this card on Gate-keeper and ball-keeper.
* esp. good when defending no. 441 and 453!
CARD NO. 425
BP. 4
NAME. Loud Supporting
COST. 1
EFFECT. In one turn, all team members' all abilities increased by 1.
*should be a SUPPORTER CARD
CARD NO. 426
BP. 4
NAME. Release/Relax(???)
COST. 1
EFFECT. Choose 1 team member, his abilities will turn back to his original levels.
* used on members which have been weaken by the opponents
CARD NO. 427
BP. 3
NAME. Charge
COST. 1(not sure)
EFFECT. Use after the team member have moved an area.
The opponent member who is still in that area will be forced
to leave that particular area. Ball-keeper cannot use this card.
CARD NO. 428
BP. 3
NAME. Dash 3
COST. 1?
EFFECT. 3 team members who don't keep the ball, can move 1 area each.
CARD NO. 429
BP. 3
NAME. Quick Free-kick(??)
COST. 2
EFFECT. Used for free-kicks only. Can pass the ball in 6 areas.
*but not shooting it!!
CARD NO. 430
BP. 3
NAME. Pass 4
COST. 2
EFFECT. Pass the ball in 4 areas.
CARD NO. 431
BP. 2
NAME. Survey
COST. 0
EFFECT. Watch all the opponent's cards in hand.
*but not discarding any :P
CARD NO. 432
BP. 2
NAME. Cross Pass
COST. 1
EFFECT. Diagonal pass in 4 areas.
CARD NO. 433
BP. 1
NAME. Dash 2
COST. 1
EFFECT. 2 team members who don't keep the ball, can move 1 area each.
CARD NO. 434
BP. 1
NAME. Pass 3
COST. 1
EFFECT. Pass the ball in 3 areas.
CARD NO. 435
BP. 1
NAME. Smooth Pass(??)
COST. 1
EFFECT. Off-side takes no effect.
CARD NO. 436
BP. 1
NAME. Green Cut Pass
COST. 1
EFFECT. Pass the ball and the opponent can't tackle in the next phase.
2.3 REVERSE CARDS
CARD NO. 437
BP. 8
NAME. Reverse Remove Counter
WAIT. 1
CONDITION. When the opponent use "Reverse Remove"(no. 409)
and target at this card.(set as reverse card first)
BONUS . You can remove all the opponent's reverse cards.
(can be used even when you're not allowed to use reverse cards)
CARD NO. 438
BP. 8
NAME. Thunder Beast Shoot
WAIT. 1
CONDITION. 3 areas shoot
BONUS . Shoot + 8. Defense members counts zero.
** after the shooting battle, all abilities of that particular member
will be decreased by 1.
* Strong but has trade-off
CARD NO. 439
BP. 8
NAME. Flying Drive Shoot
WAIT. 1
CONDITION. 3 areas shoot
BONUS . Shoot + 8. Defense members counts zero.
* surely better than no. 438
CARD NO. 440
BP. 8
NAME. Tornado Shoot
WAIT. 1
CONDITION. 4 areas shoot
BONUS . Shoot + 5. If the Gate Keeper catch the ball or punch
it out(ie. touch the ball), all the defense members used in the
shoot battle will have their Defense decreased by 1.
CARD NO. 441
BP. 8
NAME. Skylab Twin Shoot
WAIT. 1
CONDITION. 2 team members in the same one area.
BONUS . Shoot point equals to the ball-keeper, added by the higher shoot point in
those 2 members, and added by 2. Defense members counts zero.
eg. 2 members, with S=6 and S=4(the ball-keeper), the total shooting point
will be 4+6+2. if S=6 holds the ball, it will be 6+6+2.
CARD NO. 442
BP. 8
NAME. S. G. G. K. (Super Great Gate Keeper)
WAIT. 1
CONDITION. Any shoots outside the *Penalty Area.
BONUS . Defense + 7.
CARD NO. 443
BP. 8
NAME. Red Card
WAIT. 1
CONDITION. In tackle battle, you keep the ball, the result is a draw.
Can't be used in penalty area.
BONUS . The opponent(the attacker) will be removed from the match.
* difficult to use but surely rocks
CARD NO. 444
BP. 7
NAME. Thunder Natant(?)
WAIT. 1
CONDITION. In tackle battle. You keep the ball.
Can be used as OPEN card(don't know what this mean!?)
BONUS . The tackle battle will stop immediately. A dice is tossed, if "1",
the defener gets the ball; any other number(2 - 6), you keep he ball.
* best for members with low "K"
CARD NO. 445
BP. 7
NAME. Real Duel
WAIT. 1
CONDITION. In tackle battle, you keeping the ball.
BONUS . The opponent(defener)'s reverse card makes no effect.
Helping defenders count zero.
CARD NO. 446
BP. 7
NAME. Sky Dive Shoot
WAIT. 1
CONDITION. None.
BONUS . Each defense members will count as 1 point bonus to the total
shooting point. Dismiss after the shooting battle.
CARD NO. 447
BP. 7
NAME. Sky Wing Shoot
WAIT. 1
CONDITION. 3 area shoot
BONUS . Shoot +7
CARD NO. 448
BP. 7
NAME. Rewin Shoot(?? the guy's name?)
WAIT. 1
CONDITION. 2 area shoot
BONUS . Shoot + 3. If the Gate Keeper catch the ball or punch
it out(ie. touch the ball), Gate Keeper's Defense
decreased by 1. (EVIL!!)
CARD NO. 449
BP. 7
NAME. Fire Shoot
WAIT. 1
CONDITION. 2 area shoot
BONUS . Shoot + 4.
CARD NO. 450
BP. 7
NAME. Triangle Saving
WAIT. 1
CONDITION. (wait one turn!)
BONUS . Defense + 5.
CARD NO. 451
BP. 7
NAME. Super Catch
WAIT. 0
CONDITION. If the Gate-keeper punch out the ball.
ie. the battle result is a draw.
BONUS . You catch the ball instead.
*not very useful
CARD NO. 452
BP. 6
NAME. Tiger Shoot
WAIT. 1
CONDITION. 3 area shoot.
BONUS . Shoot + 5.
CARD NO. 453
BP. 6
NAME. Skylab Hurricane
WAIT. 1
CONDITION. 2 team members in the same one area.
BONUS . Shoot + 4. Defense members counts zero.
CARD NO. 454
BP. 6
NAME. Bombardier Shoot
WAIT. 1?
CONDITION. 2 area shoot.
BONUS . The opponent can't use attacking cards. (any cards that will affect you)
Defense members counts zero.
CARD NO. 455
BP. 6
NAME. Chop Defense
WAIT. 1
CONDITION. None.
BONUS . Defense + 3. The Gate-keeper may punch out the ball if
the battle result is a catch.
*still testing
CARD NO. 456
BP. 6
NAME. Power Block
WAIT. 0
CONDITION. Tackle battle, with additional defeners.
BONUS . Each 1 defender will give 2 points to the tackle.
CARD NO. 457
BP. 5
NAME. Fouls Directing Dribble
WAIT. ?
CONDITION. Not in the penalty area.
BONUS . Toss a dice. Even number, the opponent gets the ball.
Odd number, the opponent will receive a yellow card.
CARD NO. 458
BP. 5
NAME. All Roller Flash(???)
WAIT. 1
CONDITION. You keep the ball.
BONUS . Keep + 4.
CARD NO. 459
BP. 5
NAME. Over Head Shoot
WAIT. 0
CONDITION. Shoot after a pass. Remaining Cost balls can be used for the Shoot.
BONUS . Shoot + 2. Dismiss the opponent members in the next phase.(??)
Defense members counts zero.
*Captain Tsubasu's first special shoot
CARD NO. 460
BP. 5
NAME. Drive Shoot
WAIT. 0
CONDITION. 3 area shoot.
BONUS . Shoot + 2. Defense members counts zero.
CARD NO. 461
BP. 5
NAME. Eagle Shoot
WAIT. 1
CONDITION. 4 area shoot
BONUS . Shoot + 7.
CARD NO. 462
BP. 5
NAME. "Dai"(means big?) Big Head
WAIT. 0?
CONDITION. Shoot after a pass. Remaining Cost balls can be used for the Shoot.
BONUS . Shoot + 1. Dismiss the opponent members in the next phase.(??)
CARD NO. 463
BP. 5
NAME. Twin Shoot
WAIT. 0?
CONDITION. 2 team members in the same one area.
BONUS . Shoot point will be the sum of the 2 team members.
CARD NO. 464
BP. 5
NAME. "All Roller Guarding" (you again?)
WAIT. 1
CONDITION. Tackle battle.
BONUS . Defense + 4
CARD NO. 465
BP. 4
NAME. Right Angle Flash
WAIT. 0
CONDITION. You keep the ball.
BONUS . Keep + 3.
CARD NO. 466
BP. 4
NAME. Falcon Shoot
WAIT. 0?
CONDITION. 2 area shoot. Shoot just "in front" of the Gate-keeper.
BONUS . Shoot + 3.
CARD NO. 467
BP. 4
NAME. Direct Volley(?)
WAIT. 0?
CONDITION. Pass the ball from side area or corner. Then shoot.
BONUS . Shoot + 2. Dismiss opponent's members.(?)
CARD NO. 468
BP. 4
NAME. Sharping/Shining Volley(?)
WAIT. 0
CONDITION. Pass the ball from side area or corner. Then shoot.
BONUS . Shoot + 3. Defense members counts zero.
CARD NO. 469
BP. 3
NAME. "Kamisoli" Shoot(the guy's name?)
WAIT. 0
CONDITION. 4 area shoot
BONUS . Shoot + 4.
CARD NO. 470
BP. 3
NAME. Punch Defense
WAIT. 0
CONDITION. Defense a shoot.
BONUS . Defense + 5. The Gate-keeper will punch out the ball even
if the battle result is a catch.
CARD NO. 471
BP. 3
NAME. Ace Killer
WAIT. 1?
CONDITION. When the opponent announce a shoot,
there is 1 or more team members in the same area.
BONUS . The reverse card of the opponent used for shoot will make no effect.
CARD NO. 472
BP. 3
NAME. Fine Save
WAIT. 0
CONDITION. The opponent shoots.
BONUS . Defense + 3.
CARD NO. 473
BP. 3
NAME. Art Free Kick
WAIT. 0
CONDITION. Free kick.
BONUS . Shoot + 4.
CARD NO. 474
BP. 3
NAME. Tiger Tackle
WAIT. 0
CONDITION. Tackle.
BONUS . Defense + 3. The ball-keeper will have his "Keep" ability
decreased by 1 after the tackle battle.
CARD NO. 475
BP. 2
NAME. Striaght Line Dribble
WAIT. 0
CONDITION. Keep your ball.
BONUS . Keep + 3. The defender will have his "Keep" ability
decreased by 1 after the tackle battle.
CARD NO. 476
BP. 2
NAME. Line Edge Dribble
WAIT. 0
CONDITION. Keep your ball in side areas or corner.
BONUS . Keep + 4.
CARD NO. 477
BP. 2
NAME. Sliding Attack
WAIT. 1
CONDITION. Tackle. with additional defenders.
BONUS . Each 1 defender will give 3 points to the tackle.
CARD NO. 478
BP. 2
NAME. Heavy Charge
WAIT. 1
CONDITION. Tackle.
BONUS . Defense + 2. No members will be left in the area after the battle.
CARD NO. 479
BP. 2
NAME. Power Defense
WAIT. 0
CONDITION. Tackle
BONUS . Defense + 3
CARD NO. 480
BP. 1
NAME. Evacuate Inbetween
WAIT. 0
CONDITION. More then 1 defender tackle your ball.
BONUS . Striaghtly get rid of the battle with your ball.
CARD NO. 481
BP. 1
NAME. Monkey Keep
WAIT. 0?
CONDITION. More then 1 defener tackle your ball.
BONUS . Keep point doubles.
CARD NO. 482
BP. 1
NAME. Strider Shoot(the guy's name?)
WAIT. 0
CONDITION. Shoot.
BONUS . Shoot + 2.
CARD NO. 483
BP. 1
NAME. Bananna Shoot
WAIT. 0?
CONDITION. Corner kicks only
BONUS . Shoot + 3.
CARD NO. 484
BP. 1
NAME. Face Block
WAIT. 0?
CONDITION. Defending a shoot.
BONUS . A defending member will surely blocked the shoot.
(the battle will end straightly)
** that defending member will have all his abilities decreased by 3.
CARD NO. 485
BP. 1
NAME. Super Ganbali(work hard) Gate Keeper
WAIT. 0
CONDITION. Your team is lacking behide.(losing)
BONUS . Defense + 4.
CARD NO. 486
BP. 1
NAME. "Kamisoli" Tackle
WAIT. 0
CONDITION. Tackle.
BONUS . Defense + 2. The ball-keeper can't use reverse card.
CARD NO. 487
BP. 1
NAME. Slice
WAIT. 0
CONDITION. Not in the penalty area.
BONUS . If you lose in the tackle battle. You'll receive a yellow card.
All of the ball-keeper's abilities will be decreased by 1.
CARD NO. 488
BP. 8
NAME. Reverse Kick Bazooka
WAIT. 1?
CONDITION. The opponent announced a shoot, there is a member in the same area.
BONUS . If the battle result is a draw, the ball will return and go to the opponent's
gate, and GOAL!
*so interesting!
note: one AREA means one space or square.
OPEN may mean that you can turn the card face up when you use it.
May end the battle immediately sometimes.
3. Thanks
My special thanks to Konami, a great game is invented.
To the father of the Captain Tsubasu, for this great comic.
And all of you who like this game, esp. Zero Gouki, your great encouragement.