← Back to Hub

Quick Reference

Quick Reference

Z-REACTIONS

A Z-Reaction is any defensive response declared in reaction to an enemy's attack. Declare after the attacker announces their action but before any dice are rolled. Limit: one Z-Reaction per attack.

Z-ReactionCostHow to ResolveOn Success
ClashPer technique BK costBoth players roll D20 + attack skill. Highest total wins — loser's attack negated. Tie: both attacks fail, no damage. Beam vs Beam tie = Detonation.Loser's attack negated
Z-Evasion0 BKDefender rolls D20 + FOC vs attacker's attack totalAll damage negated. Move 2". Gain +1 BK.
Brace0 BKAttempt Z-Evasion at −6 to your roll.If Z-Evasion succeeds: full evasion (move 2", +1 BK). If Z-Evasion fails: RES +1 for this attack.
Card ResponsePer cardPlay a Z-Reaction card from hand in response to an attack.Per card text.

Brace vs Z-Evasion: Brace is the fallback when you need the RES +1 safety net but want to still attempt the dodge. The −6 penalty makes success unlikely against strong attackers — use it when taking full damage would be worse than a likely RES +1 buffer.

Critical Evasion — Deflect

If your Z-Evasion roll exceeds the attack total by 10 or more, you achieve a Critical Evasion and trigger a Deflect:



Special Abilities & Traits

KeywordEffect
BreakthroughUse a technique while Exhausted by spending 2 SK instead of BK.
Absorb XReduce damage from this source by X (minimum 1). Example: "Absorb 1. Below half HP: Absorb 2."
InterceptThe intercepting model becomes the new target of the attack, defending with their own stats and position. Rider text (e.g. "+1 RFX") applies only to this intercepted attack.
[Free]That action does not consume an action slot. Distinct from cost reductions ("at no SK cost").
UnopposedTarget cannot declare Z-Reactions or Clashes. Resolves as Standard Attack.
UndeniableCannot be negated, redirected, or responded to by Z-Reactions or card effects. Distinct from Unopposed (Undeniable applies to effects, not just attacks).
Suppress X"Target's maximum movement per action is reduced to X" for the stated duration.
RegenerationRecover 1 HP during Cleanup Phase. Namekians only, Base Tier only.
FlyMay move between altitude levels. Altitude changes are free (no MOV cost).
Weighted ClothingWhile worn: +1 FOC, +1 IMP (counts toward +/-3 stat cap). Remove: free action at start of activation only (permanent — cannot be re-equipped). On removal: gain +1 MOV and +1 RFX permanently.
TechnicalMay use terrain interactions unavailable to other models.
IncapableCannot use Ki-based attacks or reactions. Physical attacks only. Cannot use Energy Blast.
SaiyanSaiyan Accelerant active. Rage Gen provides SK per damage dealt (post-RES), max 3 SK/unit/round.
HumanMastery Draw on Clash win. No Ascension. No SK Tax. Legacy Cards only.
Infinite EngineAndroid passive. +1 BK Gen per round. Once per team per round (multiple Androids do not stack). Stacks with Android Affiliation bonus if active.
SupportOnce per round: give 1 action to a friendly model within 6". Keep remaining 1 action for self.
Devoted SupportEither paired model may transfer 1 or both actions to their partner once per round. Both models must be in roster. See Section 5B.
Joint AttackPassive pair synergy that fires when conditions are met. Both models must be non-Dazed and in roster, and neither may be Staggered or Bound. See CardPoolReference for full card text.
Open AllyMay join any roster regardless of Affiliation or Saga. Does not affect Affiliation threshold.
UnaffiliatedMay join any roster regardless of Affiliation or Saga. Does not count toward or against the 51%+ Affiliation threshold. Z-Fighter rosters with Unaffiliated models still qualify for Z-Fighter bonuses.
ExpendableThis model's removal never triggers Rage Gen, Ghost Nappa, or any KO-based effects for either player.
Leader EligibleMay be designated your roster's Leader at list building. Only one Leader per roster.
Command AbilityUnique ability available only when designated Leader. Two abilities: one triggered (once/round), one once-per-game.


PHYSICAL REFERENCE CARDS

The following are designed as physical cards kept at the table during play. They are not part of the 20-card deck. Print at poker-card size (2.5" × 3.5") or reference-card size (3" × 4").


ROUND STRUCTURE REFERENCE CARD

DBZ: PRIME TIME — ROUND STRUCTURE (4 Rounds per game)

PHASE 1 — POWER PHASE (Simultaneous)

StepAction
1Generate Order Pool — Each non-Dazed model = 1 order. +1 bonus to fewer-model player.
2Generate BK — Flat escalation + per-model + affiliation bonuses + passives. Cap: 15 BK.
3Draw Up to Hand Limit — Each player draws up to R1: 3 / R2: 4 / R3: 5 / R4: 6.
4Round-Start Effects — Resolve passive triggers and "start of round" effects.

PHASE 2 — ASCENSION PHASE (Simultaneous)

StepAction
1SK Tax — Each ascending model pays their tier's SK Tax (T1: 1, T2: 2, T3: 3). Cannot pay → descend.
2Declare Ascensions — Voluntary. One tier per model per phase. Cost: 1 SK upfront.
3HP Upshift — Ascending to a tier with higher HP max → recover the difference immediately.

PHASE 3 — ACTIVATION PHASE (Alternating)

RuleDetail
Order PoolEach non-Dazed model = 1 order. +1 bonus activation to the player with fewer models.
ActivateDeclare one model. That model gets 2 actions.
Dazed ModelsStay in Order Pool but their activation is skipped.
PassA player may pass instead of activating. Passing forfeits all remaining activations.
Phase EndsWhen both players pass consecutively.

Actions Available (pick 2):

Move · Attack (Basic Strike / Energy Blast / Technique) · Power-Up · Recharge (Android) · Charge (Move + Melee) · Ki Assault (½ Move + Ranged) · Play a Card · Use Ability

A model cannot take the same action twice unless a rule explicitly allows it.

PHASE 4 — CLEANUP PHASE

StepAction
1Score Objectives — Tally Glory. OC within ZOC of each objective determines control.
2End-of-Round Effects — Discard Persistent cards. Clear Exhausted/Overloaded/Staggered. Clear "until end of round."
3Regeneration — Namekian models at Base Tier recover 1 HP.
4Hand Limit — Discard down to: R1: 3 / R2: 4 / R3: 5 / R4: 6
5Dazed Return — Dazed models return at half starting HP (rounded up). All states cleared.
6Reset — "Once per round" effects refresh.

QUICK REFERENCE

ItemValue
Game Length4 Rounds
Actions / Activation2
Hand LimitR1: 3 · R2: 4 · R3: 5 · R4: 6
BK Pool Cap15
Threat Cap20
Roster3–8 models
Melee Range1"
ZOC (Objectives)3"
Base Sizes35mm standard · 50mm large

WT ACTIONS REFERENCE CARD

COMMAND TOKENS — 3 per player per game. Do not regenerate.

WT ActionCostTimingEffect
Re-Entry1 WTBetween activationsReturn a KO'd model at full starting HP at deployment edge. All states cleared. Full actions.
Affiliation WT1 WTDuring your activationUse your affiliation's Layer 2 ability (see Affiliation Reference Card).
Tactical Re-roll1 WTAfter a failed rollRe-roll one D20 (attack, save, Power-Up, Stamina). Must accept new result. Cannot re-roll a re-roll.
Extra Activation2 WTStart of your turn+1 order to your pool this round. Any non-Dazed, non-activated model may use it.

Rules:


GLORY SCORECARD

DBZ: PRIME TIME — MATCH SCORECARD


PLAYER 1: ________________    PLAYER 2: ________________

Affiliation: _____________    Affiliation: _____________

Models: __________________    Models: __________________



         ┌──────────────────────────────────────────┐

         │  ROUND 1 — Opening Mission: ___________  │

         │  P1 Glory: ____    P2 Glory: ____        │

         │  Round Winner: ____                      │

         ├──────────────────────────────────────────┤

         │  ROUND 2 — Escalation Mission: ________  │

         │  P1 Glory: ____    P2 Glory: ____        │

         │  Round Winner: ____                      │

         ├──────────────────────────────────────────┤

         │  ROUND 3 — Finale Mission: ____________  │

         │  P1 Glory: ____    P2 Glory: ____        │

         │  Round Winner: ____                      │

         ├──────────────────────────────────────────┤

         │  ROUND 4 — Finale Mission (continued)    │

         │  P1 Glory: ____    P2 Glory: ____        │

         │  Round Winner: ____                      │

         ├──────────────────────────────────────────┤

         │  TOTAL                                   │

         │  P1 Glory: ____    P2 Glory: ____        │

         │  P1 Rounds Won: __  P2 Rounds Won: __   │

         └──────────────────────────────────────────┘



VICTORY: ________________



Win 3+ rounds = outright victory.

2–2 tie → most total Glory wins.

Still tied → Sudden Death: next Daze/removal wins.

WT Tracker (mark spent):


P1:  [ ] [ ] [ ]        P2:  [ ] [ ] [ ]