Canonical source for combat mechanics, environmental rules, keyword glossary, and special unit rules.
Companion to CharacterReference (unit stats) and CardPoolReference (card text).
Where rules here conflict with the Rulebook docx, this file reflects the most recent confirmed decisions.
ALTITUDE & FLIGHT
Altitude Levels
| Level | Name | Altitude Band | Token |
|---|---|---|---|
| 0 | Ground | 0"–7" | None |
| 1 | L1 — Hovering | 8"–15" | Altitude token |
| 2 | L2 — High Air | 16"+ | Altitude token |
Movement: Only horizontal distance counts against MOV. Altitude changes are free (no MOV cost).
Fly keyword: Required to voluntarily change altitude. Ground-bound models cannot go airborne except via Climb (see below).
Altitude Changes Per Activation
A model may change altitude once per activation. The change may cover any number of levels in one direction (e.g., Ground → L2 or L2 → Ground in a single change). Altitude changes are free — no MOV cost.
- One change per activation: A model may ascend or descend any number of levels, but only once. After changing altitude, the model may not change altitude again until its next activation.
- Combining with movement: A model may move horizontally and change altitude in the same action.
- Cannot reverse direction: A model cannot ascend and descend in the same activation — pick one direction.
Design note: This prevents altitude yo-yoing for free dive bonuses within a single activation, while still letting committed flyers reposition vertically.
Dive Bonus (CONFIRMED)
Attacking a target at a lower altitude level grants +2 FOC or IMP on that attack. Attacker chooses which stat benefits.
Falling
- Dazed while elevated: Fall to Ground automatically. Take 1 DMG per level fallen (L1 → 1 DMG; L2 → 2 DMG). Undeniable.
- Staggered while flying: Roll D20 + FOC ≥ 14 save. Failure = fall to Ground (same DMG as above). Success = remain at current altitude.
- Fall destination: Always Ground (Level 0), regardless of starting altitude.
Thrown/Impactful While Flying
Opposing player may declare the knock-back resolves as a fall (fall DMG + attack DMG both apply). Push always maintains current altitude — cannot be declared a fall.
Flying Collision
A knocked-back airborne model travels its full knock-back distance. After resolving, it must spend 1 action recovering altitude before it can act normally (move, attack, Power-Up, etc.) that activation.
Climbing (Non-Flying Models)
Ground-bound models may climb terrain:
- Costs ½ MOV for the activation
- Model must end movement on a terrain piece — no mid-air stops
- No altitude cap per activation (can reach L1 or L2 in one activation if terrain supports it)
Objective Control & Altitude
Only models at Ground (Level 0) contribute OC toward objective control. A model at L1 or L2 does not count toward or against OC for any objective — regardless of their distance from it or whether they are within ZOC.
Rationale: Holding ground requires presence on the ground. An airborne model threatens the objective but does not hold it.
Carrying Markers & Altitude
Some missions require a model to pick up and carry an interactive marker (Dragon Ball, Senzu Bean, etc.). While carrying a marker:
- The model may not voluntarily ascend above Ground (Level 0).
- If the carrying model is knocked airborne involuntarily (Thrown, Impactful, knockback), the marker is immediately dropped at the model's position before the knockback resolves. The dropped marker remains at that location and can be claimed normally.
- A model that drops a marker while being knocked airborne may not pick it up again until their next activation.
Breaking Engagement
When a model attempts to move away from an enemy within melee range (1"):
- Must use a half-speed move (MOV ÷ 2)
- Before the move resolves, the opponent may declare one free melee Z-Reaction attack (0 BK)
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).
LINE OF SIGHT
Core rule: If an unobstructed straight line (however thin) can be traced from any point on the attacker's base to any point on the target's base, Line of Sight exists. If no such line can be drawn, the attack is illegal — the attacker must choose a different target or action.
LOS is required for all ranged attacks and ranged Z-Reactions.
| Attacker Altitude | LOS Blocked By |
|---|---|
| Ground (L0) | L1 and L2 terrain |
| L1 | L2 terrain only |
| L2 | Nothing — full field of fire |
Rubble never blocks LOS regardless of altitude (too low and broken to obstruct sight lines).
Melee attacks (Range 1") do not require LOS. Base contact always allows melee.
COVER & TERRAIN
Terrain Sizing
Terrain pieces are classified by size. These categories determine LoS blocking, cover area, and board density guidelines.
| Size | Dimensions | LoS Blocking | Examples |
|---|---|---|---|
| Small (S) | Up to 3" in any dimension | Blocks LoS only to models directly behind it at same altitude | Single rock, pillar, small crater rim, capsule crate |
| Medium (M) | 3"–6" in any dimension | Blocks LoS to models behind it within 2" of the far side | Ruined wall section, boulder cluster, Kame House, landed spaceship |
| Large (L) | 6"+ in any dimension | Blocks LoS fully — models behind it at same altitude cannot be seen | Plateau, Namekian tower, cliff face, mountain spur |
Board Density Guidelines (30" × 30" board):
- Recommended: 6–8 terrain pieces total
- Target mix: 1–2 Large, 3–4 Medium, 1–2 Small
- Minimum coverage: Terrain should cover approximately 25–30% of the board surface
- No-go zones: Do not place terrain within deployment zones (8" from short edges) unless both players agree
- Altitude terrain: At least 1–2 pieces should be tall enough to support L1 altitude (8"+). L2 terrain (16"+) is optional and should be limited to 0–1 pieces.
Design note: DBZ battles happen in destructible environments with meaningful terrain. Lean toward more Medium pieces rather than Small — fighters should have cover to maneuver around, not just pebbles to ignore. Terrain degrades during play, so starting dense ensures the board remains tactically interesting through Round 4.
Terrain States
| State | Cover Effect | Notes |
|---|---|---|
| Intact | Heavy Cover: attacker rolls at −4 | Defender within 1" of terrain piece |
| Damaged | Light Cover: attacker rolls at −2 | Terrain has been broken down |
| Rubble | No cover | Rough ground — costs 2" MOV to enter. Blocks LOS for non-Beam attacks |
Terrain degrades permanently. It never repairs during the game.
Firing Angle Rule
Cover does not apply if the attacker is within the Angle Threshold distance of the terrain piece providing cover. Measure from the attacker to the nearest edge of the terrain piece.
| Relative Altitude | Angle Threshold |
|---|---|
| Attacker same level as terrain | 2" — if within 2", cover doesn't apply |
| Attacker one level above terrain | 4" — elevated angle widens the firing window |
| Attacker two levels above terrain | Cover never applies — firing straight down past obstacle |
Example: A L1 attacker targets a model behind Intact L0 terrain 3" away. Angle Threshold = 4" (one level up). Attacker is within 4" → cover does not apply.
Cover Degradation
| Attack Type | Effect on Terrain |
|---|---|
| Beam — Critical Success | That terrain piece degrades one step (Intact → Damaged → Rubble) |
| Blast [X"] | All terrain with any part within X" degrades one step immediately |
| Piercing | No degradation — only reduces the defender's cover benefit for this attack |
Terrain that reaches Rubble cannot degrade further. Rubble remains on the board as rough ground for the rest of the game.
BEAM ATTACKS — FULL RULES
Beam attacks are high-powered Ki projections that travel in a straight line, pass through their primary target, and can strike everything in their path.
Beam Path
- Template: 1" wide linear template from attacker through primary target to first terrain contact or board edge
- Primary Target: Full attack roll or Clash as normal
- Collateral: All non-primary target models in the beam's path take Collateral damage automatically (no save). Half the technique's base DMG rounded up. No attack keywords carry through. Collateral applies on hit, miss, or dodge — the beam always travels its full path.
- Terrain Contact: Beam stops at terrain. On Critical Success, that terrain degrades one step.
- Beam Miss: If the attack roll does not meet the primary target's RFX and no Z-Reaction was declared, the primary target takes no damage — but the beam continues along its full path. Collateral damage applies to all other models in the path. Terrain contact still triggers degradation on Critical Success.
Beam Cascade (Dodge Continuation)
When the primary target successfully Z-Evades a Beam:
- The evading model moves 2" as normal and gains +1 BK
- The beam continues along its original path
- The nearest model behind the original target in the beam's line becomes the new primary target. If no model is behind the target in the beam path, no cascade occurs — the beam dissipates.
- The new target may declare a Z-Reaction, but rolls at −6 (caught off-guard by the redirected beam)
- The cascading beam uses the original attacker's roll total (no new roll). Cascade damage = original attack damage (not reduced). The secondary target may declare Z-Reactions normally. Cover modifiers apply to the secondary target's Z-Evasion or Brace roll, but do not retroactively modify the attacker's locked roll total.
- Collateral damage applies to all models in the full extended path
- A beam can cascade at most once — if the second target also Z-Evades, the beam dissipates
Beam vs. Beam Tie — Detonation
When both players in a Clash both use Beam attacks and their totals are exactly equal:
- Find the midpoint between the two models along the beam path
- All models within 3" of the midpoint take 2 DMG automatically — this is Undeniable (cannot be negated, reduced, or blocked by Z-Reactions or cards)
- All terrain within 3" of the midpoint degrades one step
- Both beams are consumed — neither player suffers the other's beam damage directly
- Both models gain 1 SK from the energy release (replaces normal +1 SK from Critical Success — this is not a Critical Success)
HUMAN RACE MECHANICS
Human trait — applies to: Krillin, Tien, Chiaotzu, Yamcha, Videl, Yajirobe, Mr. Satan, Bulma.
- No Ascension: Humans do not transform. Growth is through Legacy Cards only.
- No SK Tax: Humans pay no SK Tax.
- Mastery Draw: When a Human wins a Clash, they draw 1 additional card immediately.
- Legacy Cards: Permanent upgrades placed beside the Human model's profile when played. Never return to the deck. Each has a trigger gate. HP granted by Legacy cards is immediately restored (not just cap increase).
- Cost to play: 1 SK
- Z-Fighter WT Action: A Z-Fighter Legacy Card may be played at 0 SK cost by spending the Z-Fighters WT Action.
Tien — T1 Focus State Exception
Tien is Human and pays no SK Tax. His T1 represents entering his Tri-Beam Focus State, activated voluntarily in the Ascension Phase. It is not a transformation. The power comes from the technique itself, not the state. Tien does not count as "transformed" for any game effect that references Ascension.
FUSION MECHANICS
Fusion combines two specific component models into a single powerful Fused model. Two methods exist: Fusion Dance (risky, free) and Potara Earrings (reliable, costly).
Fusion Requirements
- Both components must be non-Dazed at the moment of fusion declaration
- Both components must be within 3" of each other when fusion is declared
- Both components must match a valid Fusion Pair listed on the Fused model's profile
Fused Model Rules (Shared)
- Replaces both components: remove both from board, place Fused model at their midpoint
- Starting Tier: Average of both components' current tiers, rounded down (Base=0, T1=1, T2=2). Example: Goku T1 + Vegeta Base → Fused model starts at T0.
- Starting SK: Sum of both components' current SK, up to the Fused model's SK cap
- Starting HP: Equal to the Fused model's current-tier HP maximum
- Actions per activation: 3 (instead of standard 2)
- Order Pool: Counts as 1 order in the pool (both components leave, 1 Fused enters)
- Affiliation: Fused model uses their own printed affiliation — component affiliations do not apply
- Roster construction: A roster including a Fused model must also include both named components. The Fusion card is a separate roster purchase (printed as +X Threat, like Goku's Card 2 Unlock). The Fused model may only be formed during play — it is not deployed at game start.
Fusion Dance
- Declare: Both components simultaneously during the Power Phase. Cost: 0 BK / 0 SK.
- Roll: Roll D20 ≥ 11 (single roll). On success, fusion proceeds.
- Success: Remove both components, place Fused model at start of that round's Activation Phase.
- Misfusion (roll ≤ 10): Fusion fails. Both components immediately gain Exhausted. This Fusion Dance pair cannot attempt fusion again this game.
- Duration: 1 full round. At end of that round's Cleanup Phase: Defusion (see below).
Potara Earrings
- Declare: Both components simultaneously during the Power Phase. Cost: 1 WT.
- Roll: No roll required — automatic success.
- Delay: Components still act normally this round. Fusion activates at the start of the following round's Activation Phase.
- Duration: 2 full rounds. At end of the 2nd Cleanup Phase after fusion: Defusion (see below).
Defusion
When a Fusion's duration expires or the Fused model is KO'd:
- Remove the Fused model from the board
- Both components return at ½ starting HP each (rounded up), placed at the Fused model's last position
- Components return at their pre-fusion tier and with 0 SK
- Components return non-Dazed and fully active — they do not count as having been activated this round
- If the Fused model was KO'd: defusion still triggers at that position (components do not remain KO'd)
Design note: Fusion is a high-risk, high-reward investment. Dance is free but short-lived and fallible — ideal for a desperate late-game play. Potara is reliable and longer but costs 1 WT (a limited resource — only 3 per game). Both methods have meaningful tradeoffs within a 4-round game.
Fusion Pairs
| Fused Model | Component A | Component B | Available Method(s) |
|---|---|---|---|
| Gotenks | Goten | Kid Trunks | Dance only |
| Gogeta | Goku | Vegeta (any version) | Dance or Potara |
| Vegito | Goku | Vegeta (any version) | Potara or Dance |
Gogeta vs Vegito: Both are Goku + Vegeta fusions and both methods can form either. Gogeta represents the Fusion Dance result (Vegeta-dominant personality, pure combat power). Vegito represents the Potara result (Goku-dominant personality, balanced mastery). This is flavor distinction — either method may form either character in play.
Roster cost example: Goku (6T) + Vegeta (5T) + Gogeta card (+2T) = 13T, leaving 7T for other models. Gotenks: Goten (3T) + Kid Trunks (3T) + Gotenks card (+1T) = 7T.
KEYWORD GLOSSARY
Attack Keywords
| Keyword | Effect |
|---|---|
| Beam [X"] | 1" wide linear template. See Beam Rules above for full resolution. |
| Blast [X"] | Primary target hit + 1 Splash DMG to all within X". All terrain within X" degrades one step. |
| Collateral | Automatic damage dealt to all non-primary target models in a Beam's path. Half the technique's base DMG rounded up. No save, no keywords carry through. Applies on hit, miss, or dodge — the beam always travels its full path. |
| Piercing | Reduce defender's effective cover by one step for this attack only. Does not degrade terrain. |
| Impactful | On Critical Success: target Thrown 4", takes collision DMG, gains Staggered. |
| Planet-Shaker | Beam fired from higher to lower altitude. On Critical Success: triggers Blast [3"] at point of impact. |
| Charge | Move up to current Move value (1st or 2nd slot) then perform a melee attack at end of movement. 1 action. Must end in melee range (1"). Requires a melee technique on profile. |
Model States
| State | Effect | Duration |
|---|---|---|
| Staggered | Can only use Brace Z-Reaction (cannot use Clash or Z-Evasion) | Until end of their next activation |
| Exhausted | 0 BK Gen this round; cannot spend BK (except via Breakthrough); −2 MOV | Cleared in Cleanup |
| Dazed | HP reached 0 (1st time). Cannot act or be targeted (invulnerable until no longer Dazed). A Dazed model may only be targeted if a rule explicitly states it targets a Dazed model. The model remains in the Order Pool but cannot be activated — its activation is skipped. OC becomes 0 while Dazed (does not contest or control objectives). Still counts for Affiliation threshold. During the Cleanup Phase: auto-return at half starting HP (rounded up). All states cleared. Triggers passives that fire at half HP. | Returns during Cleanup |
| KO'd | HP reached 0 (2nd time). Removed from board. May be returned via WT re-entry (1 WT, at full starting HP, at deployment edge). Does not count for OC, Order Pool, or Affiliation threshold. Dazed Leaders retain Command Abilities. Permanently KO'd Leaders lose all Command Abilities (not restored by WT Re-Entry). | Until WT re-entry |
| Removed from Play | Permanent elimination. Only triggered by specific abilities (e.g. Buu's Dissolution Threshold). Cannot be returned by any means including WT. Leader removed from play permanently loses all Command Abilities. | Permanent |
| Overloaded | Cannot spend SK to auto-pass Stamina Checks. Must roll. Applied at the start of the next Cleanup Phase (model gets full benefit of emergency Ascension for remainder of current round). | Cleared at next Cleanup (revert Tier, gain Exhausted) |
| Reforming (Buu) | Place Reformation token at KO location. Cannot act, target, or contribute OC while Reforming. No SK Tax during Ascension Phase. Cannot Absorb. Buu is removed from the board for the remainder of the current round. At start of next round's Ascension Phase: returns at 2 HP at token location, all states cleared. Reformation does NOT trigger KO-based effects. Dissolution bypasses Reformation entirely. If the game ends while Buu is in the Reforming State, he is considered Dazed for the purpose of endgame Glory scoring. | Until start of next round's Ascension Phase |
| Grabbed | Cannot move or change altitude. Spend 1 action + D20 + IMP ≥ 14 to break free (Saibamen Grab: ≥ 18 for Saiyan targets). | Until broken |
| Showboating (Yamcha) | Cannot Z-React until next activation. OC value doubles while active. | Until next activation |
| Petrified | Applied by Dabura's Petrification Spit. Cannot move, cannot declare Z-Reactions, cannot spend SK. Incoming damage +1. Break free: spend 1 action, D20 + IMP ≥ 13. Babidi bond reduces break-free to ≥ 10. | Until broken free or KO'd |
| Confection (Chocolate) | Applied by Buu's Chocolate Beam (FOC check ≥ 16, failure). Model is transformed into a confection object — cannot act, cannot declare Z-Reactions, cannot move. Allies within 1" may spend 1 action to "protect" (no mechanical effect, thematic). Buu may eat the confection as a free action (model is Removed from Play). If Buu does not eat by end of the next round: target reverts. | Until eaten or end of next round |
| Bound | Applied by Guldo's Psychic Bind and similar effects. Cannot move, cannot change altitude, cannot declare Z-Reactions. May still act (spend actions on attacks, Power-Up, etc.) if able. Does not require the applying model to stay in melee range. Break free: spend 1 action, D20 + IMP ≥ 14. | Until broken free |
| Majin (state) | Applied by Babidi's Command Ability. When that model completes an attack against a friendly model: Babidi's team gains +1 BK. Cannot be removed voluntarily. | Permanent until Babidi KO'd |
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. |
DEVOTED SUPPORT PAIRS
Both models must be in your roster for the ability to function. Either model may act as the support in any activation.
A Devoted Support model may transfer up to both of its actions to their partner (not just 1). If it transfers both, it keeps no actions for itself that activation. Transferred actions add to the receiving model's available actions for their next activation — they do not replace or consume the receiver's normal action slots. The transferring model makes a free Reposition up to full MOV when transferring actions (does not count toward 2-move cap).
| Pair | Direction | Notes |
|---|---|---|
| Goku ↔ Gohan (Kid) | Bidirectional | Fatherly bond |
| Gohan (Adult) ↔ Videl | Bidirectional | Partnership |
| Tien ↔ Chiaotzu | Bidirectional | Lifelong bond |
| Android 17 ↔ Android 18 | Bidirectional | Sibling coordination |
| Piccolo (Z-Fighter) ↔ Nail | Merge pair | One-time only. Nail removed from game when Merge triggers. See Piccolo ZF profile. |
| Dende ↔ any named character | Dende as support | Declare partner before the game begins. One partner per game. |
SAIBAMEN — SPECIAL UNIT RULES
Saibamen are autonomous tokens deployed by Nappa (Capacity 3, within 6") and Raditz (Capacity 2, within 8"). They are not Order Pool models — they activate automatically and cannot be controlled directly after deployment.
Deployment
During that model's activation, spend 1 action to use Saibamen Deploy — placing up to their full Capacity of Saibamen tokens at valid positions within the specified range. Once deployed, Saibamen operate autonomously.
Autonomous Activation — Pursuit Mode
At the start of each Activation Phase, before any player spends Order Pool activations, resolve all Saibamen tokens in any order the deploying player chooses:
- Enemy within 8": Move full MOV (6") directly toward the nearest enemy. If base contact reached → trigger Acid Burst.
- No enemy within 8": Move 4" toward the nearest enemy regardless of range. Always closing the gap.
Acid Burst
Triggered automatically when a Saibaman:
- Reaches base contact with an enemy model
- Is shot on a Critical Success
- Begins the next Activation Phase still in Grab State
Effect: Contacted model takes 2 DMG, no save. All models within 2" take 1 DMG automatically (no save). Remove the Saibaman token.
Note: Acid Burst is a detonation — not an attack. Cannot be intercepted by Z-Reactions or card abilities that negate attacks.
Shooting a Saibaman
- Targeting: any model may target a Saibaman with a ranged attack. RFX 8.
- On hit: Remove the Saibaman immediately.
- On Critical Success: Saibaman detonates — Acid Burst triggers at its current position, potentially hitting the attacker if within 2".
The Grab
If a Saibaman reaches base contact and the deploying player chooses not to detonate immediately, it enters Grab State instead:
- Grabbed model cannot move or change altitude
- Break free: spend 1 action, roll D20 + IMP ≥ 14. (Saiyan targets: ≥ 18 — their tail is exposed)
- Automatic detonation: Acid Burst triggers if the grabbed model takes damage from any other source, or at the start of the next Activation Phase if still grabbed.
Special Interactions
- Expendable Resources (Nappa passive): When a Saibaman is destroyed → Nappa's team gains +1 BK.
- Expendable keyword: Saibaman destruction does not trigger enemy KO-based effects.
- OC: Saibamen tokens do not count for OC, Order Pool, or Affiliation threshold.
- All non-Saibaman models eliminated: Saibamen continue to activate autonomously. They are not Order Pool models and do not require a controlling model to remain on the board. The game continues until the round ends normally.
CORRUPT — BABIDI'S CORRUPTION MECHANIC
Corrupt is not an attack. It is a special action (1 action, 2 SK) that imposes the Majin state on an enemy model.
Applying Corrupt
- Range: 6". Must have LoS.
- Roll: D20 + SPR vs target's SPR + 10.
- On success: target gains Majin state. See Compulsion Check below.
- On failure: no effect.
Compulsion Check
At the start of each of the Corrupted model's activations, check if any friendly model is within 6":
- If YES — the Corrupted model must pass a Compulsion Check before acting: D20 + FOC ≥ 15.
| Result | Effect |
|---|---|
| Critical Success (25+) | Majin state removed permanently. Babidi cannot Corrupt this model again this game. |
| Success (15–24) | Resists this activation. Acts normally. Majin state remains — check again next activation. |
| Failure (below 15) | Must immediately use their best affordable attack (highest BK cost they can pay) against the nearest friendly model within 6". Counts as their first action. |
- If NO valid targets within 6": no Compulsion Check. Model acts normally. Majin state effects still apply.
The Compelled Attack
When a Corrupted model fails their Compulsion Check:
- They must use their highest BK-cost attack they can currently afford against the nearest friendly.
- For that one attack, the Corrupted model is treated as an enemy by all game effects — Z-Reactions, passives, cards, and Rage Gen all fire as if they were an opponent. The Corrupted model treats its own roster as enemies and the Babidi player's roster as friendly for the duration of the compelled action.
- After the compelled action resolves, all friendly/enemy relationships return to normal.
- The compelled attack is the model's first action — they may still act normally with remaining actions.
Babidi's Release
Babidi may voluntarily end Corrupt on any model as a free action during his activation. No cost. No roll. Voluntary release does not prevent re-Corruption — only a Critical Success Compulsion Check break permanently immunizes the model.
Majin Brand (Command Ability)
Babidi's once-per-game Command applies a permanent Majin state that cannot be broken by Compulsion Check. The branded model never rolls — they simply carry the state for the rest of the game. The "+1 BK on attack against friendly" effect applies to this brand.
Key Interactions
- Multiple Corrupted models: each rolls their own Compulsion Check independently at the start of their activation.
- Babidi KO'd: all Majin states (except Majin Brand) are immediately removed.
- Majin Brand: permanent until Babidi is KO'd. Cannot be dispelled by Babidi's Release or Compulsion Check Critical Success.
GENERAL RULES
Card Text Precedence
When a card directly contradicts a core rule, the card text takes precedence for that specific situation. Cards create exceptions — they do not rewrite rules globally.
Measurement Conventions
All distances are measured as follows:
- Model-to-model: Base edge to base edge (shortest distance between the two bases).
- Movement: Front-of-base to front-of-base (or back-to-back). Place the model so the leading edge of the base is within the model's MOV distance from where the leading edge started.
- Objective control: Measured from the model's base edge to the outer edge of the objective token (32mm token).
- Range for attacks / abilities: Base edge to base edge.
Facing
Models have no facing. There are no front, flank, or rear arcs. All ranges, effects, and zone measurements are calculated from the model's base in all directions equally.
Base Sizes
| Category | Base Size | Models |
|---|---|---|
| Standard | 35mm | All standard-form characters |
| Large | 50mm | Giant forms only: Oozaru (Vegeta SS T1), Piccolo DC Giant Form (T1) |
Large-base models follow all the same rules as standard models. Melee range (1"), LoS, cover, and all distances are measured from base edge — a larger base inherently extends a model's threat bubble.
Roster Limits
- Minimum: 3 models
- Maximum: 8 models
- Threat cap: 20
Affiliation Loyalty Discount
Some characters have a reduced Threat cost when fielded in a specific affiliation roster. This discount is printed on the character's profile card (e.g., "Threat: 8 / 6 in Cell Games"). The discount applies only when the roster's declared affiliation matches the discount condition. The discounted Threat is used for roster construction — it does not change the model's in-game stats or abilities.
This mechanic may be applied to future characters. If a character has a Loyalty Discount, it is always noted on their profile.
Starts Activation
"Start of activation" means the moment the model is declared as the active model — before any actions are taken. Passive triggers that fire "at start of activation" resolve at this moment, in the controlling player's chosen order.
Same-Named Effect Stacking
Effects with the same name do not stack. If a model would receive the same named bonus from two sources, only one instance applies. Different-named effects that grant the same type of bonus (e.g., two different cards both granting +1 IMP) do stack.
Exhausted State and WT Re-Entry
When a KO'd model re-enters via Wish Token, all states are cleared (Staggered, Exhausted, Majin, etc.). The model returns clean at full starting HP with full actions available.
Energy Blast — Single Target
Energy Blast is single-target only. It does not splash or deal AoE damage unless a specific card or ability explicitly states otherwise. Do not confuse with Beam cascade or Blast keyword mechanics.
Free Action Cap
A model may use a maximum of 2 free actions per activation. Free actions from any source (passives, cards, abilities, triggers) all count toward this cap. If a model has already used 2 free actions, any additional free action triggers are lost.
Charge Restriction
Charge (move + melee attack, 1 action) requires the model to end movement in melee range (within 1") of the target. If the model cannot reach melee range with their available MOV, Charge cannot be declared. No "charging into empty space" for movement benefit.
Re-roll Stacking
A single D20 roll may only be re-rolled once, regardless of how many re-roll sources are available. If multiple sources could re-roll the same die (WT Tactical Re-roll, card effect, ability), choose one. The new result stands.
Illegal Action Forfeit
If a player declares an action they cannot legally perform (e.g., technique without sufficient BK, Charge without target in range, card without valid conditions), the action is forfeit. The action slot is consumed. Any resources declared as spent (BK, SK) are lost and not refunded.
Last One Standing
If a player is reduced to a single non-Dazed model on the board (not counting KO'd models awaiting WT re-entry), that model gains +2 to all D20 rolls (attacks, saves, Clashes, Power-Up, etc.) for the remainder of the game or until a second friendly model returns to the board.
Autonomous Token Targeting
Autonomous tokens (Saibamen, Cell Juniors, and similar) may only target enemy models. They cannot be directed to attack friendly models. This prevents exploits with self-targeting to trigger on-hit effects.
Forfeit Rule
A player may forfeit at any time during the game. The opponent immediately wins the current round and all remaining rounds. Used for concession when a game is clearly lost.
Stat Modification Cap Clarification
The ±3 stat modification cap applies per stat independently, not as a total across all stats. A model may have +3 IMP, +3 FOC, and −3 RFX simultaneously — each stat tracks its own cap. Base stat line changes from Tier ascension are exempt. Weighted Clothing removal bonuses (+1 MOV, +1 RFX) are also exempt (they modify the base line permanently).
Stat Fallback for Missing Defensive Stats
If a model lacks a stat required for a defensive check (e.g., an Android without SPR for a Spirit-based defense roll), treat the missing stat as 10 for the purpose of that roll. This prevents game stalls from missing stat definitions.
Surge Ki Drain Fallback
If an ability drains Surge Ki (SK) from a target with 0 SK, drain an equal amount of BK from the target's team pool instead. This prevents abilities from silently failing when the target has no personal SK reserves.
VICTORY & SCORING
Glory
Glory is the scoring currency of DBZ: Prime Time. Players earn Glory by controlling objectives, eliminating enemies, and completing mission-specific goals. Glory replaces generic "victory points" — in this arena, you fight for Glory.
How to Win
| Condition | Result |
|---|---|
| Win 3+ rounds | Win the match outright |
| Win 2 rounds (opponent also wins 2) | Tiebreak: most total Glory across all 4 rounds |
| Total Glory also tied | Sudden Death — play continues. The next Daze or removal from play wins the Saga. |
Winning a Round
At the end of each round's Cleanup Phase, the player with more Glory scored that round wins the round. If Glory is tied for a round, neither player wins that round — it is a draw.
Scoring Glory
Glory is scored based on the active Mission Card for that round:
- Round 1: Opening Mission
- Round 2: Escalation Mission
- Rounds 3–4: Finale Mission (same card for both rounds)
Most missions score Glory at Cleanup based on objective control (highest OC within ZOC of each objective). Some missions score Glory immediately on specific triggers (e.g., First Blood scores on Daze/KO). See each Mission Card for its specific scoring rules.
Glory Tracking
Use a shared scoreboard, tokens, or tally sheet. Track Glory per round — each round's Glory total is independent. Also track cumulative Glory for tiebreak purposes.
Objective Control & ZOC
- Zone of Control (ZOC): 3" from the outer edge of the objective token (unless a Mission Card specifies otherwise).
- Control: The team with the highest total OC among non-Dazed, Ground-level models within ZOC controls the objective. Dazed models have OC 0 and do not count toward objective control.
- Contested: If OC totals are tied, no team controls the objective — no Glory is scored for it.
- Altitude: Only models at Ground (Level 0) count toward OC. Elevated models (L1 or L2) are ignored entirely for objective control — see Objective Control & Altitude in the Altitude & Flight section.
MOVEMENT SYSTEM
Movement Values
Each model has two movement values printed on their profile: 1st Move and 2nd Move. The 1st Move value is always higher than the 2nd. When a model takes a movement action, the first uses the 1st Move value; the second uses the 2nd Move value.
Movement Cap
Hard cap: 2 movement actions per activation, regardless of source. This includes Move, Charge, Ki Assault, Breaking Engagement, and Climb. No combination of actions or effects can exceed 2 movement actions.
Movement Categories
| Category | Source | Counts Toward Cap? | Uses Move Slot? |
|---|---|---|---|
| Move | Action-based: Move, Charge, Ki Assault, Breaking Engagement, Climb | Yes | Yes (1st or 2nd) |
| Reposition | Cards, passives, abilities (stated distance) | No | No |
| Displacement | Involuntary: Thrown, Push, Knockback | No (separate rules) | No |
- Move: Consumes an action slot. First move uses 1st Move value, second move uses 2nd Move value. Capped at 2 per activation.
- Reposition: Does NOT count toward the 2-move cap. Used by cards and passive abilities that grant movement. The effect states the distance (e.g., "Reposition up to 4""). Repositions are the primary way to exceed the movement cap — this is intentional (cards that grant movement should make you faster).
- Displacement: Involuntary movement caused by Thrown, Push, or Knockback. Resolved under its own rules (see Thrown/Knockback section). Does not interact with the movement cap.
Charge
Move up to current Move value (1st or 2nd, whichever slot is being used) + perform a melee attack at the end of movement. 1 action. Must end movement in melee range (1") of the target. Requires a melee technique on profile — models with only ranged techniques cannot Charge. If the model cannot reach melee range, Charge cannot be declared.
BATTLE KI (BK) ECONOMY
BK Generation (Flat Escalation Model)
| Round | Flat BK (all rosters) | Elite Bonus (3–5 models) | Per-Model BK | Example: 4 models | Example: 7 models |
|---|---|---|---|---|---|
| R1 | +1 | +1 | +1/model | 1 + 1 + 4 = 6 | 1 + 0 + 7 = 8 |
| R2 | +3 | — | +1/model | 3 + 4 = 7 | 3 + 7 = 10 |
| R3 | +4 | — | +1/model | 4 + 4 = 8 | 4 + 7 = 11 |
| R4 | +4 | — | +1/model | 4 + 4 = 8 | 4 + 7 = 11 |
- BK Pool Cap: 15 BK (flat, all roster sizes). Excess is lost.
- Elite Bonus: Only applies in Round 1 to rosters with 3–5 models. Compensates for fewer per-model contributions in the lean opening round.
Focus Tax
A model's second activation in a round costs 2 BK from the team pool. First activation is free. This prevents a single model from dominating the action economy without resource pressure.
SURGE KI (SK) ECONOMY
SK Tax by Tier
Ascending models pay SK Tax during the Ascension Phase (start of each round). If they cannot pay, they descend one Tier. SK Tax maps directly to the Tier level.
| Tier | SK Tax |
|---|---|
| Base | 0 |
| T1 | 1 SK |
| T2 | 2 SK |
| T3 | 3 SK |
Note: T2 SK Tax was reduced from 3 → 2 to make T2 forms sustainable for more than 1 round.
Saiyan Rage — SK Generation
Saiyan models generate SK through combat damage dealt:
- 1 SK per 1 DMG dealt (post-RES — after the target's Resilience reduces the damage)
- Tracked per attack across all targets
- Capped at 3 SK per unit per round
- Rewards aggressive play — Saiyans who deal damage sustain their transformations
Clash 10+ SK Reward
Winning any Clash by 10 or more (final totals, after all modifiers) grants the winner 1 SK in addition to normal Clash resolution.
POWER-UP & RECHARGE
Power-Up (Universal Action — 1 Action)
A model concentrates to generate resources. No BK cost.
| Roll | Result |
|---|---|
| Any (no roll needed) | +1 BK (guaranteed floor) |
| D20 + SPR ≥ 15 | +2 BK total + 1 SK |
| D20 + SPR ≥ 25 (Critical) | +4 BK total + 2 SK |
- The guaranteed 1 BK floor means Power-Up never whiffs — even a failed roll contributes to the team.
- Crit thresholds reward high-SPR models (Piccolo, Goku, Frieza) without punishing low-SPR models.
Android Recharge (Android Exclusive — 1 Action)
Replaces Power-Up for Android models. FOC-based instead of SPR (Androids use focus/efficiency, not spiritual energy).
| Roll | Result |
|---|---|
| D20 + FOC ≥ 15 | +3 BK |
| D20 + FOC < 15 | +1 BK |
- No SK generation (Androids don't use SK).
- FOC-based roll means Androids with high Focus are reliable generators.
UNIVERSAL ACTIONS (NEW)
Ki Assault (1 Action)
Move up to half current Move value (1st or 2nd slot, rounded down) + perform a ranged non-Beam attack at end of movement. 1 action total. The movement counts toward the 2-move cap.
- Cannot use Beam attacks (Beams require stationary setup)
- Gives ranged characters a mobile attack option analogous to Charge for melee
- Uses the same 1st/2nd Move slot as other movement actions
HP Burn for Clash (Declaration Modifier)
When declaring a Clash but lacking sufficient BK, a model may pay 1 HP per missing BK (maximum 2 HP). This HP loss:
- Cannot trigger Ascension, Reformation, Legacy cards, or any "on damage" effects
- Is paid before the Clash rolls resolve
- Represents the desperation of committing life force to a fight
- Clashes initiated by spending HP cannot trigger Clash Momentum
Clash Momentum (Crit)
When a model wins a Clash by 10 or more:
- Gain 1 BK
- Gain a free Basic Strike or Energy Blast against the same target
- The free attack uses normal attack resolution (D20 + stat vs RFX) and the target may declare Z-Reactions
- The free attack cannot chain into another Clash Momentum — one trigger per Clash
Clash Dominance
Winning any Clash by 10 or more also grants 1 SK to the winning model. This is separate from Clash Momentum and applies to all Clash victories by 10+.
PRE-GAME SETUP SEQUENCE
Complete these steps in order before Round 1 begins:
- 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.
- Reveal Rosters — Both players simultaneously reveal their rosters (models, Threat values, declared Affiliation, Card 2 unlock purchases).
- 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.
- Draw Location Card — Draw one Location card. This sets deployment zones and terrain modification rules for the game.
- 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.
- Draw Condition Card — Draw one Condition card. This applies for the entire game.
- 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).
- 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.
- Draw Starting Hands — Each player draws cards up to the Round 1 hand limit (3 cards).
- Begin Round 1.
ROUND STRUCTURE & PHASE SEQUENCE
Phase Order (Per Round)
- Power Phase (simultaneous)
- Generate Order Pool (model count + bonus activations).
- Generate BK (flat escalation + per-model + affiliation bonuses + character passives).
- Draw up to hand limit (R1: 3 / R2: 4 / R3: 5 / R4: 6).
- Resolve round-start passives.
- Ascension Phase (simultaneous)
- 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.
- Declare voluntary Ascensions (one tier per model per Ascension Phase). Cost: 1 SK upfront per Ascension. Saiyan Accelerant and Legendary Eruption bypass this cost.
- Resolve HP Upshift (if ascending to a tier with higher HP max, recover the difference).
- Activation Phase (alternating)
- Players alternate activating models from the Order Pool.
- Each model gets 2 actions per activation.
- Dazed models remain in the Order Pool but their activation is skipped.
- When both players pass consecutively, the Activation Phase ends.
- Fallen Order: When a model is KO'd before its activation this round, its remaining order token is not lost. Any friendly model may use it as a bonus activation, but no model may activate more than 2 times total per round. The bonus activation triggers Focus Tax (2 BK) as normal for a second activation.
- Cleanup Phase
- Score objectives (tally Glory based on OC within ZOC of each objective).
- Resolve end-of-round effects (discard Persistent cards, clear Exhausted, clear Overloaded, clear Staggered, clear "until end of round" effects).
- 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.
- Resolve Regeneration (Namekian, Base Tier only — recover 1 HP).
- Dazed models return at half starting HP (rounded up).
- "Once per round" effects reset.
Card Deck Mechanics
- Deck Construction: 20-card deck (10 Generic + 6 Character + 4 Affiliation).
- Draw Pile Empty: If the draw pile is empty when you need to draw a card, shuffle the discard pile and create a new draw pile. Continue drawing.
- No Reshuffle Mid-Draw: If you run out of cards mid-draw, you only draw what remains in the new pile that round.
COMBAT RESOLUTION
Targeting Rules
Before declaring an attack, confirm:
- LoS exists (for ranged attacks). See Line of Sight section.
- Target is within range of the declared technique.
- Target is a legal target:
- Dazed models cannot be targeted unless a rule explicitly states it targets a Dazed model. Dazed models are invulnerable.
- KO'd models are off the board and cannot be targeted.
- Friendly models may be targeted by healing abilities and support effects. They cannot be targeted by attacks unless a specific rule compels it (e.g., Corrupt's Compulsion Check failure).
- Babidi re-Corruption: Babidi may use Corrupt on a model already in Majin state. This has no added benefit — the existing Majin state continues. The action and resources are spent.
Clash Resolution & Ties
When two models Clash (both roll to attack simultaneously):
- Higher total wins — that model's attack resolves, the loser's attack fails.
- On a tie (equal totals): neither player wins. Both attacks fail. No damage is dealt. No "on hit" effects trigger. Exception: Beam vs. Beam ties trigger the Detonation rule (see Beam Attacks).
Melee ties follow the same rule — both attacks fail. There is no special melee detonation effect.
Z-Reactions — One Per Trigger
Only one model may declare a Z-Reaction to any single triggering action. If multiple models could react, the reacting player chooses which model reacts. The other model(s) may not react to the same trigger.
A model may use multiple different Z-Reaction abilities across a round, but only one Z-Reaction per triggering event.
Interrupt Effects
Interrupt effects (cards or abilities that trigger in response to an event) resolve immediately when their trigger condition is met, before the interrupted action continues. After the interrupt resolves, the original action resumes from where it was interrupted.
If multiple interrupt effects would trigger simultaneously from the same event, the active player (the one whose activation it is) resolves their interrupts first, then the reactive player resolves theirs.
THROWN / KNOCKBACK RESOLUTION
Throw Path
When a model is Thrown, it moves in a straight line from the throwing model's position. The Thrown model stops when:
- It travels the full Throw distance, OR
- It contacts another model (collision), OR
- It contacts terrain, OR
- It reaches the board edge.
Collision with a Model
When a Thrown model hits another model mid-path:
- Thrown model: stops immediately. Takes 1 DMG (automatic, no save).
- Hit model: rolls D20 + RFX ≥ 14 (Reflex Save). On failure: takes 1 DMG. On success: takes no damage but is still displaced 1" directly away from the collision point.
- Both models end where the collision occurred.
Collision with Terrain
When a Thrown model hits terrain:
- Thrown model: stops immediately. Takes 1 DMG (automatic, no save).
- Terrain: degrades one step (Intact → Damaged → Rubble).
- If terrain is already Rubble, the model passes through it and continues the remaining Throw distance.
Board Edge (Out of Bounds)
When a model would be moved off the board edge by any effect (Throw, Push, knockback):
- The model stops at the board edge. It is placed as close to the edge as possible while remaining fully on the board.
- The model gains Staggered (cannot use Z-Reactions until end of next activation).
- No additional damage is taken from hitting the edge.
FIRST PLAYER DETERMINATION
At the start of the game, both players roll D20. The player with the higher result chooses one:
- Take initiative — activate first in Round 1, OR
- Choose deployment side — pick which short edge is yours.
The other player receives the unchosen option. On a tie, re-roll.
Initiative alternates each round — the player who activated second in the previous round activates first in the next round.
DISSOLUTION THRESHOLD (Cell & Buu)
Dissolution Threshold is the single-hit damage value that bypasses normal Daze/KO cycling and triggers catastrophic failure. It represents the amount of damage needed in one attack to overwhelm the model's regenerative biology.
How It Works
- Track per-attack damage after RES: When Cell or Buu takes damage from a single attack, apply RES reduction first, then check the remaining damage against the Dissolution Threshold for their current Tier.
- If damage from a single attack ≥ Dissolution Threshold: The model is Removed from Play (permanent elimination). This bypasses Daze entirely — no half-HP return, no WT re-entry. The model is gone.
- If no single attack this round met the threshold: Threshold Regeneration applies during Cleanup (Cell recovers 1 HP, up to current Tier HP max). Buu uses Reformation instead.
Dissolution Thresholds by Tier
Cell
| Tier | HP | RES | Dissolution Threshold | Net DMG Needed (after RES) |
|---|---|---|---|---|
| Base (Imperfect) | 5 | 1 | 5+ DMG | Attacker must deal 6+ raw to clear RES 1 and hit 5 |
| T1 (Semi-Perfect) | 6 | 2 | 6+ DMG | Attacker must deal 8+ raw to clear RES 2 and hit 6 |
| T2 (Perfect) | 7 | 3 | 7+ DMG | Attacker must deal 10+ raw to clear RES 3 and hit 7 |
Buu
| Tier | HP | RES | Dissolution Threshold | Net DMG Needed (after RES) |
|---|---|---|---|---|
| Base (Fat Buu) | 5 | 1 | 5+ DMG | Attacker must deal 6+ raw to clear RES 1 and hit 5 |
| T1 (Evil Buu) | 5 | 2 | 6+ DMG | Attacker must deal 8+ raw to clear RES 2 and hit 6 |
| T2 (Kid Buu) | 4 | 2 | 7+ DMG (8+ with Pure Evil) | Attacker must deal 9+ raw (10+ with Pure Evil) |
Interaction with Daze & KO
- Dissolution is checked on every attack that deals damage, regardless of the model's current HP.
- If an attack reduces Cell/Buu to 0 HP but does not meet the Dissolution Threshold, normal Daze/KO rules apply (first time = Dazed, second time = KO'd with WT re-entry possible).
- Dissolution Threshold is the only way to permanently Remove from Play Cell or Buu. Normal KO (second Daze) results in standard KO — they can still return via WT.
- Buu Reformation: When Buu is Dazed or KO'd (not Dissolved), Reformation triggers normally. Dissolution bypasses Reformation entirely.
Threshold Regeneration (Cell only)
During Cleanup Phase: if no single attack this round dealt damage ≥ Cell's current Dissolution Threshold (after RES), Cell recovers 1 HP (up to current Tier HP max). If any single attack met or exceeded the threshold this round (even if Cell survived due to having more HP), Threshold Regeneration does not fire.
Key Rulings
- Piercing attacks: Piercing reduces cover, not RES. RES always applies before the Dissolution check.
- Multi-hit effects (Blast splash, Beam Collateral): Each hit is checked independently. Collateral damage from Beams is typically too low to trigger Dissolution.
- Undeniable damage: Still checked against Dissolution Threshold after RES.
- Absorbed techniques (Cell): If Cell uses an absorbed technique that deals self-damage (none currently exist), this cannot trigger his own Dissolution.
STAT MODIFICATION CAP
All stat modifications from external sources (cards, affiliation bonuses, passives, terrain, abilities) are capped at +3 / −3 per stat per model. This includes:
- IMP, FOC, RFX, MOV, SPR, RES modifications
- Stacking bonuses from different-named effects
- Penalties from states or enemy abilities
Exceptions: A model's base stat line (including Tier changes) is never capped. The cap applies only to modifications layered on top of the stat line. Weighted Clothing's +1 bonus counts toward this cap.
Example: A model with base IMP +6 could reach a maximum of +9 IMP from modifications (+3 cap). If they have Weighted Clothing (+1), an affiliation passive (+1), and a card (+1), they are at the cap. A fourth +1 source would have no additional effect.
COMMAND TOKEN (WT) ECONOMY
Each player starts the game with 3 WT. Wish Tokens do not regenerate — once spent, they are gone for the rest of the game.
WT Actions
| WT Action | Cost | Timing | Effect |
|---|---|---|---|
| Re-Entry | 1 WT | Between activations | Return a KO'd model at full starting HP at your deployment edge. All states cleared. Full actions available. |
| Affiliation WT Action | 1 WT | During your activation | Use your affiliation's Layer 2 ability (printed on your Affiliation Reference Card). |
| Tactical Re-roll | 1 WT | Immediately after a roll | Re-roll one failed D20 roll (attack, save, Power-Up, Stamina Check). Must accept the new result. Cannot re-roll a re-roll. |
| Extra Activation | 2 WT | Start of your activation turn | Add +1 activation to your Order Pool this round. The additional activation may be used by any non-Dazed, non-activated model. |
Rules
- Fixed pool: 3 WT per game. No regeneration.
- One WT Action per activation: A player may not spend WT more than once during a single model's activation (exception: Re-Entry is declared between activations and does not count against this limit).
- WT Actions are declared — they do not consume a model's action slots.
- Opponent's activation: A player may only spend WT during the opponent's activation for Re-Entry (declared between activations, not mid-activation).
- Extra Activation cost: 2 WT. This is the only WT Action that costs more than 1.
Strategic Notes
- 3 WT across 4 rounds means every spend is a major decision.
- Saving WT for Re-Entry provides insurance against key model losses.
- Spending aggressively on re-rolls or affiliation actions trades late-game flexibility for early tempo.
- Extra Activation is intentionally expensive (2 WT) — it is game-swinging in a small-model format and should represent a decisive commitment.
FAQ — TIMING & INTERACTIONS
Q: Can multiple models react to the same attack?
A: No. Only one model may declare a Z-Reaction per triggering event. The reacting player chooses which model reacts if multiple could.
Q: What happens when effects trigger simultaneously?
A: The active player (whose activation it is) resolves their effects first, then the reactive player. Within a single player's effects, that player chooses the order.
Q: Does card text override the rulebook?
A: Yes. Card text creates specific exceptions to core rules. It does not globally rewrite rules — the exception applies only to that card's situation.
Q: What counts as "start of activation"?
A: The moment the model is declared as the active model, before any actions are taken. All "start of activation" triggers resolve at this point in the controlling player's chosen order.
Q: Do same-named bonuses stack?
A: No. Only one instance of a same-named effect applies. Different-named effects granting the same stat bonus do stack.
Q: Does Exhausted clear when a model re-enters via WT?
A: Yes. All states clear on WT re-entry. The model returns clean.
Q: What is the interrupt window for Z-Reactions?
A: Interrupt effects resolve immediately when their trigger condition is met, before the interrupted action continues. After the interrupt, the original action resumes.
Q: Does Dissolution Threshold check happen before or after RES?
A: After. RES reduces incoming damage first. The remaining damage is what's checked against the threshold. A Cell T2 with RES 3 requires 10+ raw damage in a single hit to trigger Dissolution (3 absorbed by RES, 7 remaining ≥ 7 threshold).
Q: Can Cell or Buu be permanently killed without hitting Dissolution Threshold?
A: No. Normal KO (second Daze) sends them to standard KO state with WT re-entry available. Dissolution is the only permanent removal path.
Q: What is the stat modification cap?
A: +3 / −3 per stat from all external modifications combined. Base stat line and Tier changes are not affected by the cap.
Q: How many WT do I start with?
A: 3. They do not regenerate. Spend wisely.
Q: Can I use a WT Action and a card in the same activation?
A: Yes. WT Actions do not consume action slots and are separate from card plays. You are limited to 1 WT Action per activation.
Q: Can I spend WT during my opponent's turn?
A: Only for Re-Entry, declared between activations (not mid-activation).
Q: Do Dazed models count for objective control?
A: No. Dazed models have OC 0 and do not contest or control objectives.
Q: Can I re-roll the same die twice?
A: No. A single roll may only be re-rolled once, regardless of how many sources are available.
Q: What happens if I declare an action I can't legally perform?
A: The action is forfeit. The action slot is consumed and any declared resources are lost.
Q: How many free actions can a model take per activation?
A: Maximum 2. Any additional free action triggers beyond the cap are lost.
Q: Can a player forfeit mid-game?
A: Yes. The opponent wins the current round and all remaining rounds.
Q: Does Last One Standing stack with other bonuses?
A: Yes. The +2 bonus stacks with all other modifiers. It ends when a second friendly model returns to the board.
Q: When does Buu return from Reformation?
A: At the start of the next round's Power Phase. Buu is off the board for the remainder of the current round.
Q: How long does Confection last?
A: Until Buu eats the confection or until the end of the NEXT round (not the current round).
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: [ ] [ ] [ ]