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Roster Building & Game Setup

Roster Building & Game Setup

PRE-GAME SETUP SEQUENCE

Complete these steps in order before Round 1 begins:

  1. Build Terrain — Both players collaborate to place terrain on the board. Aim for 5–8 terrain pieces on a 30"×30" board. Terrain should not be placed within deployment zones (within 8" of either short edge) unless both players agree.
  2. Reveal Rosters — Both players simultaneously reveal their rosters (models, Threat values, declared Affiliation, Card 2 unlock purchases).
  3. Determine First Player — Both players roll D20. Higher roll chooses: take initiative (activate first in Round 1) OR choose deployment side. The other player receives the unchosen option. Re-roll ties.
  4. Draw Location Card — Draw one Location card. This sets deployment zones and terrain modification rules for the game.
  5. Draw Mission Cards — Draw one Opening Mission (Round 1), one Escalation Mission (Round 2), and one Finale Mission (Rounds 3–4). All cards are revealed simultaneously.
  6. Draw Condition Card — Draw one Condition card. This applies for the entire game.
  7. Place Objectives — Following the drawn Mission card instructions, place objective tokens on the board. The player who chose deployment side places the first objective (if placement is alternating).
  8. Deploy Models — Players alternate placing one model at a time, starting with the player who has initiative. All models must be placed within their deployment zone (within 8" of their short edge). Models may not be placed in base contact with the enemy deployment zone.
  9. Draw Starting Hands — Each player draws cards up to the Round 1 hand limit (3 cards).
  10. Begin Round 1.


ROUND STRUCTURE & PHASE SEQUENCE

Phase Order (Per Round)

  1. Power Phase (simultaneous)
  2. Generate Order Pool (model count + bonus activations).
  3. Generate BK (flat escalation + per-model + affiliation bonuses + character passives).
  4. Draw up to hand limit (R1: 3 / R2: 4 / R3: 5 / R4: 6).
  5. Resolve round-start passives.
  6. Ascension Phase (simultaneous)
  7. Resolve SK Tax payments (each ascending model pays their tier's SK Tax — T1: 1 SK, T2: 2 SK, T3: 3 SK). Cannot pay → descend one Tier.
  8. Declare voluntary Ascensions (one tier per model per Ascension Phase). Cost: 1 SK upfront per Ascension. Saiyan Accelerant and Legendary Eruption bypass this cost.
  9. Resolve HP Upshift (if ascending to a tier with higher HP max, recover the difference).
  10. Activation Phase (alternating)
  1. Cleanup Phase
  2. Score objectives (tally Glory based on OC within ZOC of each objective).
  3. Resolve end-of-round effects (discard Persistent cards, clear Exhausted, clear Overloaded, clear Staggered, clear "until end of round" effects).
  4. Enforce hand limit — if hand exceeds the current round's limit (R1: 3 / R2: 4 / R3: 5 / R4: 6), discard cards of your choice until you reach the limit.
  5. Resolve Regeneration (Namekian, Base Tier only — recover 1 HP).
  6. Dazed models return at half starting HP (rounded up).
  7. "Once per round" effects reset.

Card Deck Mechanics



DBZ: Prime Time — Card Pool Reference

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

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 AttackPartnersCostRange
Back to BackGoku + Krillin1 BKBoth within 4"
Special Beam CoverPiccolo (Z-Fighter) + Gohan (Kid or Adult)1 BKPiccolo within 6" of Gohan
Purple Spiral FlashBurter + Jeice2 BKBoth 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

TypeBehavior
BurstDiscard after use
Burst–Once Per Game (OPG)Remove from game after use
PersistentStays in play until condition met, then discarded
Z-ReactionPlayed in response to opponent action
LegacyPermanent. 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.

WindowWhenWho Plays
OpenAny point during a round, either player's turnEither player
Activation StartBefore any actions declared for that activationActive player first, then reactive may respond
Z-Reaction WindowAfter attack declared, before dice rolledDefending player only (unless card states otherwise)
On Hit / On DamageAfter attack roll resolves and hit confirmedEither player per card text
Phase StartAt the stated phase, before that phase's steps resolveEither 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.