Purpose: Complete canonical listing of all cards in the game. Organized by category.
Source of truth: DBZ_PrimeTime_CardCompendium.docx.
Do not add card effects to character profile documents — reference this file instead.
Last updated: 2026-03-22 (Cell Games affiliation cards added)
Deck Construction Summary
- 10 Generic (fixed pool, all players draw from the same list)
- 6 Character (choose any combination from character card pools of models in your roster — no per-character limit; all 6 may come from the same character if desired)
- 4 Affiliation (must have 51%+ Threat in that affiliation; choose from the affiliation pool matching your chosen affiliation)
- Total: 20 cards per deck
- Hand limit by round: R1=3 / R2=4 / R3=5 / R4=6
Character card eligibility: You may only include character cards for models actually in your roster. You cannot take cards for a character you are not fielding.
Joint Attack Reference Cards
Joint Attack cards are physical reference cards present at the table for the full game — they are not part of the 20-card deck and are never drawn from hand. A Joint Attack is always available as long as both named partners are non-Dazed and meet the stated positioning requirement. Each fires at most once per round. Having a Joint Attack card at the table requires both named partners to be included in your roster.
| Joint Attack | Partners | Cost | Range |
|---|---|---|---|
| Back to Back | Goku + Krillin | 1 BK | Both within 4" |
| Special Beam Cover | Piccolo (Z-Fighter) + Gohan (Kid or Adult) | 1 BK | Piccolo within 6" of Gohan |
| Purple Spiral Flash | Burter + Jeice | 2 BK | Both within 6" |
Affiliation ruling: If a roster qualifies for multiple affiliation pools (e.g., a Frieza Force roster including Ginyu members qualifies for both Frieza Force and Ginyu Force), the player declares ONE affiliation at roster construction and uses only that pool. Affiliation cards are locked to the declared affiliation. Character cards follow the character — a character may use their own character cards regardless of which affiliation was declared, as long as no other condition on that card disqualifies them.
Card Types
| Type | Behavior |
|---|---|
| Burst | Discard after use |
| Burst–Once Per Game (OPG) | Remove from game after use |
| Persistent | Stays in play until condition met, then discarded |
| Z-Reaction | Played in response to opponent action |
| Legacy | Permanent. Placed beside Human model's profile. Never returns to deck. |
Card Timing — Priority Windows
Cards are played into specific timing windows. Playing outside a legal window is not permitted.
| Window | When | Who Plays |
|---|---|---|
| Open | Any point during a round, either player's turn | Either player |
| Activation Start | Before any actions declared for that activation | Active player first, then reactive may respond |
| Z-Reaction Window | After attack declared, before dice rolled | Defending player only (unless card states otherwise) |
| On Hit / On Damage | After attack roll resolves and hit confirmed | Either player per card text |
| Phase Start | At the stated phase, before that phase's steps resolve | Either player per card text |
Priority Order: Active Player's cards resolve first, then Reactive Player's. When both players play into the same window simultaneously: last-in-first-out (most recently played resolves first).
Limit: One card per timing window per player. Z-Reaction cards count as the player's Z-Reaction for that attack — they cannot also Clash or Z-Evade in the same window.
Remove From Game: Some cards specify removal from game after use. These cannot be retrieved by any means, including hand cycling.