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Rules Reference

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

LevelNameAltitude BandToken
0Ground0"–7"None
1L1 — Hovering8"–15"Altitude token
2L2 — High Air16"+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.

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

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:

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:

Breaking Engagement

When a model attempts to move away from an enemy within melee range (1"):


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:


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 AltitudeLOS Blocked By
Ground (L0)L1 and L2 terrain
L1L2 terrain only
L2Nothing — 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.

SizeDimensionsLoS BlockingExamples
Small (S)Up to 3" in any dimensionBlocks LoS only to models directly behind it at same altitudeSingle rock, pillar, small crater rim, capsule crate
Medium (M)3"–6" in any dimensionBlocks LoS to models behind it within 2" of the far sideRuined wall section, boulder cluster, Kame House, landed spaceship
Large (L)6"+ in any dimensionBlocks LoS fully — models behind it at same altitude cannot be seenPlateau, Namekian tower, cliff face, mountain spur

Board Density Guidelines (30" × 30" board):

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

StateCover EffectNotes
IntactHeavy Cover: attacker rolls at −4Defender within 1" of terrain piece
DamagedLight Cover: attacker rolls at −2Terrain has been broken down
RubbleNo coverRough 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 AltitudeAngle Threshold
Attacker same level as terrain2" — if within 2", cover doesn't apply
Attacker one level above terrain4" — elevated angle widens the firing window
Attacker two levels above terrainCover 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 TypeEffect on Terrain
Beam — Critical SuccessThat terrain piece degrades one step (Intact → Damaged → Rubble)
Blast [X"]All terrain with any part within X" degrades one step immediately
PiercingNo 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

Beam Cascade (Dodge Continuation)

When the primary target successfully Z-Evades a Beam:

  1. The evading model moves 2" as normal and gains +1 BK
  2. The beam continues along its original path
  3. 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.
  4. The new target may declare a Z-Reaction, but rolls at −6 (caught off-guard by the redirected beam)
  5. 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.
  6. Collateral damage applies to all models in the full extended path
  7. 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:

  1. Find the midpoint between the two models along the beam path
  2. 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)
  3. All terrain within 3" of the midpoint degrades one step
  4. Both beams are consumed — neither player suffers the other's beam damage directly
  5. 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.

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

Fused Model Rules (Shared)

Fusion Dance

Potara Earrings

Defusion

When a Fusion's duration expires or the Fused model is 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 ModelComponent AComponent BAvailable Method(s)
GotenksGotenKid TrunksDance only
GogetaGokuVegeta (any version)Dance or Potara
VegitoGokuVegeta (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

KeywordEffect
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.
CollateralAutomatic 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.
PiercingReduce defender's effective cover by one step for this attack only. Does not degrade terrain.
ImpactfulOn Critical Success: target Thrown 4", takes collision DMG, gains Staggered.
Planet-ShakerBeam fired from higher to lower altitude. On Critical Success: triggers Blast [3"] at point of impact.
ChargeMove 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

StateEffectDuration
StaggeredCan only use Brace Z-Reaction (cannot use Clash or Z-Evasion)Until end of their next activation
Exhausted0 BK Gen this round; cannot spend BK (except via Breakthrough); −2 MOVCleared in Cleanup
DazedHP 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'dHP 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 PlayPermanent 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
OverloadedCannot 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
GrabbedCannot 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
PetrifiedApplied 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
BoundApplied 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

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.

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).

PairDirectionNotes
Goku ↔ Gohan (Kid)BidirectionalFatherly bond
Gohan (Adult) ↔ VidelBidirectionalPartnership
Tien ↔ ChiaotzuBidirectionalLifelong bond
Android 17 ↔ Android 18BidirectionalSibling coordination
Piccolo (Z-Fighter) ↔ NailMerge pairOne-time only. Nail removed from game when Merge triggers. See Piccolo ZF profile.
Dende ↔ any named characterDende as supportDeclare 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:

Acid Burst

Triggered automatically when a Saibaman:

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

The Grab

If a Saibaman reaches base contact and the deploying player chooses not to detonate immediately, it enters Grab State instead:

Special Interactions


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

Compulsion Check

At the start of each of the Corrupted model's activations, check if any friendly model is within 6":

ResultEffect
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.

The Compelled Attack

When a Corrupted model fails their Compulsion Check:

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


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:

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

CategoryBase SizeModels
Standard35mmAll standard-form characters
Large50mmGiant 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

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

ConditionResult
Win 3+ roundsWin the match outright
Win 2 rounds (opponent also wins 2)Tiebreak: most total Glory across all 4 rounds
Total Glory also tiedSudden 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:

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


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

CategorySourceCounts Toward Cap?Uses Move Slot?
MoveAction-based: Move, Charge, Ki Assault, Breaking Engagement, ClimbYesYes (1st or 2nd)
RepositionCards, passives, abilities (stated distance)NoNo
DisplacementInvoluntary: Thrown, Push, KnockbackNo (separate rules)No

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)

RoundFlat BK (all rosters)Elite Bonus (3–5 models)Per-Model BKExample: 4 modelsExample: 7 models
R1+1+1+1/model1 + 1 + 4 = 61 + 0 + 7 = 8
R2+3+1/model3 + 4 = 73 + 7 = 10
R3+4+1/model4 + 4 = 84 + 7 = 11
R4+4+1/model4 + 4 = 84 + 7 = 11

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.

TierSK Tax
Base0
T11 SK
T22 SK
T33 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:

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.

RollResult
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

Android Recharge (Android Exclusive — 1 Action)

Replaces Power-Up for Android models. FOC-based instead of SPR (Androids use focus/efficiency, not spiritual energy).

RollResult
D20 + FOC ≥ 15+3 BK
D20 + FOC < 15+1 BK

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.

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:

Clash Momentum (Crit)

When a model wins a Clash by 10 or more:

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:

  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


COMBAT RESOLUTION

Targeting Rules

Before declaring an attack, confirm:

Clash Resolution & Ties

When two models Clash (both roll to attack simultaneously):

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:

  1. It travels the full Throw distance, OR
  2. It contacts another model (collision), OR
  3. It contacts terrain, OR
  4. It reaches the board edge.

Collision with a Model

When a Thrown model hits another model mid-path:

Collision with Terrain

When a Thrown model hits terrain:

Board Edge (Out of Bounds)

When a model would be moved off the board edge by any effect (Throw, Push, knockback):


FIRST PLAYER DETERMINATION

At the start of the game, both players roll D20. The player with the higher result chooses one:

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

  1. 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.
  2. 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.
  3. 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

TierHPRESDissolution ThresholdNet DMG Needed (after RES)
Base (Imperfect)515+ DMGAttacker must deal 6+ raw to clear RES 1 and hit 5
T1 (Semi-Perfect)626+ DMGAttacker must deal 8+ raw to clear RES 2 and hit 6
T2 (Perfect)737+ DMGAttacker must deal 10+ raw to clear RES 3 and hit 7

Buu

TierHPRESDissolution ThresholdNet DMG Needed (after RES)
Base (Fat Buu)515+ DMGAttacker must deal 6+ raw to clear RES 1 and hit 5
T1 (Evil Buu)526+ DMGAttacker must deal 8+ raw to clear RES 2 and hit 6
T2 (Kid Buu)427+ DMG (8+ with Pure Evil)Attacker must deal 9+ raw (10+ with Pure Evil)

Interaction with Daze & KO

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


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:

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 ActionCostTimingEffect
Re-Entry1 WTBetween activationsReturn a KO'd model at full starting HP at your deployment edge. All states cleared. Full actions available.
Affiliation WT Action1 WTDuring your activationUse your affiliation's Layer 2 ability (printed on your Affiliation Reference Card).
Tactical Re-roll1 WTImmediately after a rollRe-roll one failed D20 roll (attack, save, Power-Up, Stamina Check). Must accept the new result. Cannot re-roll a re-roll.
Extra Activation2 WTStart of your activation turnAdd +1 activation to your Order Pool this round. The additional activation may be used by any non-Dazed, non-activated model.

Rules

Strategic Notes


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)

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:  [ ] [ ] [ ]