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-Reaction | Cost | How to Resolve | On Success |
|---|---|---|---|
| Clash | Per technique BK cost | Both 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-Evasion | 0 BK | Defender rolls D20 + FOC vs attacker's attack total | All damage negated. Move 2". Gain +1 BK. |
| Brace | 0 BK | Attempt 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 Response | Per card | Play 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:
- Ranged Deflect: The attack is redirected. The defender takes no damage and may redirect the attack to any valid target within 6" using the original attack total. The new target may declare Z-Reactions normally.
- Melee Deflect: The attacker is thrown off balance. The attacker suffers RFX −2 until the end of the round (counts toward the ±3 stat modification cap).
Special Abilities & Traits
| Keyword | Effect |
|---|---|
| Breakthrough | Use a technique while Exhausted by spending 2 SK instead of BK. |
| Absorb X | Reduce damage from this source by X (minimum 1). Example: "Absorb 1. Below half HP: Absorb 2." |
| Intercept | The 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"). |
| Unopposed | Target cannot declare Z-Reactions or Clashes. Resolves as Standard Attack. |
| Undeniable | Cannot 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. |
| Regeneration | Recover 1 HP during Cleanup Phase. Namekians only, Base Tier only. |
| Fly | May move between altitude levels. Altitude changes are free (no MOV cost). |
| Weighted Clothing | While 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. |
| Technical | May use terrain interactions unavailable to other models. |
| Incapable | Cannot use Ki-based attacks or reactions. Physical attacks only. Cannot use Energy Blast. |
| Saiyan | Saiyan Accelerant active. Rage Gen provides SK per damage dealt (post-RES), max 3 SK/unit/round. |
| Human | Mastery Draw on Clash win. No Ascension. No SK Tax. Legacy Cards only. |
| Infinite Engine | Android passive. +1 BK Gen per round. Once per team per round (multiple Androids do not stack). Stacks with Android Affiliation bonus if active. |
| Support | Once per round: give 1 action to a friendly model within 6". Keep remaining 1 action for self. |
| Devoted Support | Either paired model may transfer 1 or both actions to their partner once per round. Both models must be in roster. See Section 5B. |
| Joint Attack | Passive 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 Ally | May join any roster regardless of Affiliation or Saga. Does not affect Affiliation threshold. |
| Unaffiliated | May 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. |
| Expendable | This model's removal never triggers Rage Gen, Ghost Nappa, or any KO-based effects for either player. |
| Leader Eligible | May be designated your roster's Leader at list building. Only one Leader per roster. |
| Command Ability | Unique 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)
| Step | Action |
|---|---|
| 1 | Generate Order Pool — Each non-Dazed model = 1 order. +1 bonus to fewer-model player. |
| 2 | Generate BK — Flat escalation + per-model + affiliation bonuses + passives. Cap: 15 BK. |
| 3 | Draw Up to Hand Limit — Each player draws up to R1: 3 / R2: 4 / R3: 5 / R4: 6. |
| 4 | Round-Start Effects — Resolve passive triggers and "start of round" effects. |
PHASE 2 — ASCENSION PHASE (Simultaneous)
| Step | Action |
|---|---|
| 1 | SK Tax — Each ascending model pays their tier's SK Tax (T1: 1, T2: 2, T3: 3). Cannot pay → descend. |
| 2 | Declare Ascensions — Voluntary. One tier per model per phase. Cost: 1 SK upfront. |
| 3 | HP Upshift — Ascending to a tier with higher HP max → recover the difference immediately. |
PHASE 3 — ACTIVATION PHASE (Alternating)
| Rule | Detail |
|---|---|
| Order Pool | Each non-Dazed model = 1 order. +1 bonus activation to the player with fewer models. |
| Activate | Declare one model. That model gets 2 actions. |
| Dazed Models | Stay in Order Pool but their activation is skipped. |
| Pass | A player may pass instead of activating. Passing forfeits all remaining activations. |
| Phase Ends | When 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
| Step | Action |
|---|---|
| 1 | Score Objectives — Tally Glory. OC within ZOC of each objective determines control. |
| 2 | End-of-Round Effects — Discard Persistent cards. Clear Exhausted/Overloaded/Staggered. Clear "until end of round." |
| 3 | Regeneration — Namekian models at Base Tier recover 1 HP. |
| 4 | Hand Limit — Discard down to: R1: 3 / R2: 4 / R3: 5 / R4: 6 |
| 5 | Dazed Return — Dazed models return at half starting HP (rounded up). All states cleared. |
| 6 | Reset — "Once per round" effects refresh. |
QUICK REFERENCE
| Item | Value |
|---|---|
| Game Length | 4 Rounds |
| Actions / Activation | 2 |
| Hand Limit | R1: 3 · R2: 4 · R3: 5 · R4: 6 |
| BK Pool Cap | 15 |
| Threat Cap | 20 |
| Roster | 3–8 models |
| Melee Range | 1" |
| ZOC (Objectives) | 3" |
| Base Sizes | 35mm standard · 50mm large |
WT ACTIONS REFERENCE CARD
COMMAND TOKENS — 3 per player per game. Do not regenerate.
| WT Action | Cost | Timing | Effect |
|---|---|---|---|
| Re-Entry | 1 WT | Between activations | Return a KO'd model at full starting HP at deployment edge. All states cleared. Full actions. |
| Affiliation WT | 1 WT | During your activation | Use your affiliation's Layer 2 ability (see Affiliation Reference Card). |
| Tactical Re-roll | 1 WT | After a failed roll | Re-roll one D20 (attack, save, Power-Up, Stamina). Must accept new result. Cannot re-roll a re-roll. |
| Extra Activation | 2 WT | Start of your turn | +1 order to your pool this round. Any non-Dazed, non-activated model may use it. |
Rules:
- Max 1 WT Action per activation (Re-Entry is between activations and doesn't count).
- Only Re-Entry may be used during your opponent's turn.
- WT Actions do not consume a model's action slots.
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: [ ] [ ] [ ]