Panini America Offers New FAQ, Final Batch of Images for 2014 Dragon Ball Z TCG

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It’s been a glorious week on the Dragon Ball Z front as Panini America’s triumphant reintroduction of the popular Trading Card Game has been met with rave reviews and passionate participation from all over North America. Today, we’re bringing you another batch of must-see images, including all of the preview images that we  provided to our partner sites (at DBZ Top Tier, DBZ Fanatics, Retro DBZ and the Panini DBZ Facebook News Page), San Diego Comic-Con Promo Card images and more.

But before we get to the images, our very own Aik Tongtharadol has provided an all-new FAQ document that addresses many of the questions that have come up in this first week of release. Enjoy and stay tuned to the Official Blog of Panini America Dragon Ball Z for additional coverage.

Gameplay Mechanics

Powers may only be used once per turn, including Drills. However, Drill Powers may be used again if they leave and re-enter play, unlike Personalities/Masteries.

Playing versus Placing Into Play – There is a difference between playing and placing something into play. An example of this would be Orange Power Point and Orange Devouring Drill – since Devouring Drill checks for cards “played” and Power Point places it into play, you could not activate Devouring Drill.

When you use an effect to “play” a card, you still have to pay the costs of that card and if that card was a Dragon Ball, you can use the effect of that Dragon Ball when it enters play. For effects that “place” cards into play, you do not have to pay the costs for those cards and you would not use a Dragon Ball’s effect (unless it is a Constant effect).

Effects that modify the amount of anger needed to level up do not change the requirements to win by MPPV. For example, you win by MPPV when you reach five anger on level four against Blue Protective Mastery.

Hero/Villain Only cards and Named cards are for deck construction purposes only. For instance, a Hero may play Stare Down with Black Disorienting Blow. (However, Black Disorienting Blow may not play Events that have a contextual timing, such as Namekian Hybrid Defense or Heroic Energy Sphere).

HIT effects take place before Critical Damage effects.

The act of Rejuvenating is inherently the top card of your discard pile being placed on the bottom of your Life Deck. Some effects may modify which cards are Rejuvenated and where they are placed.

Card Text and Interactions

S12 Gohan, Armored and S30/R131 Namekian Knowledge Mastery may continually interact with each other as long as you have a card with the word “anger” in the text box in your discard pile.

S25/R145 Saiyan Empowered Mastery raises your anger 1 level per each card Rejuvenated.

S78 – Orange Truck Lift – This card is not printed with the first set and will be printed and distributed at a later date.

C19 – Black Punishment – Treat this card as if it reads “Energy attack costing 2 stages. DAMAGE: 4 life cards. Raise your anger 1 level. HIT: Until the start of your next turn, whenever a card banishes itself after use your opponent destroys the top card of his Life Deck.”

U66 Captain Ginyu, Body Change and U67 Captain Ginyu, Frog prevent discarding via critical damage effects (terminology in the rulebook is discard an Ally), but not “destroying” (or other forms of removal) from card effects.

U105 – Saiyan Surprise is not a direct reprint, and should not have gold text for its title.

U114 – Quickness Drill – This card effect is now an Instant Power and as such may only be used once per turn.

R138 – Orange Searching Maneuver searches for the drill immediately. Reveal it, then set it aside to be placed into play at the end of combat.

R126/P16 Black Scout Maneuver – Treat this card as if it reads “(Banish after use.) POWER: Name a Physical Combat, Energy Combat or Event card. Search your opponent’s Life Deck for all copies of that card and banish them.”

You can access a PDF version of the updated FAQ here: FAQv3

Now, for the images . . .

100 thoughts on “Panini America Offers New FAQ, Final Batch of Images for 2014 Dragon Ball Z TCG

  1. FIRST QUESTION: let’s say i’m using the red mastery and i’m currently at 3 anger. i play a red energy attack that does enough damage for a critical and it says HIT: Gain 2 anger. it hits. what’s the order for resolving effects given that HIT effects come before Critical Damage Effects if MASTERY effects are also involved? is it:

    i hit my opponent with this energy attack for critical damage, i use the HIT effect of “Gain 2 anger” and am now at 5 anger so I advance a level before activating any Critical Damage Effect. The MASTERY effect of “Draw 1 and discard 1” cuts into this chain before I activate any Critical Damage Effect so I do this next. After, I then can use a Critical Damage effect (and thus, raise my anger 1 more level due to the Mastery’s other effect). so, i pretty much assume the red mastery’s effects cut into a chain on a “when it happens, it happens” basis.

    SECOND QUESTION: if i’m on Piccolo level 3 and just performed an attack that did critical damage with him and am also at 4 anger, can I CHOOSE to activate his constant effect first (since I did critical damage) or does the Mastery kick in first (since I did critical damage) and level me before I can activate his power?

    Like

    • Here’s how best to look at the order of effects: Damage, Hit, “when you deal critical damage”, Crit, “when you use a critical damage effect”

      In your first question, yes, the Mastery happens when it happens…which is after the Hit effect resolves.

      Second question: If the attack is causing the anger gain from the Mastery, it would most likely occur before Piccolo’s DB searching power, since both immediate and hit effects occur beforehand (in the above sequence).

      Like

  2. Ok, I have a couple of questions.

    1. Can both of these cards only be used on your turn?
    2. Can these cards be used on your opponents turn?
    3. When entering combat can you use both of these cards and if so can you choose which one goes first.

    Visiting the past (limit 2 per deck. Banish after use) “immediate Effect” “Power” Use when entering combat, search your discard pile for a card and place in into your hand. If you have more then 3 cards in your hand, place a card from your hand at the bottom of your life deck.

    Quickness Drill (limit 1 per deck.) “Immediate Effect” “Power” when entering combat you may discard a card from your hand to place the bottom card of your discard pile into your hand.

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    • I’m a little confused about the quickness drill. So say it is my turn and declare combat, and I use quickness drill, then after combat it goes to my opponents turn, and he declares combat on me would I be able to use the quickness drill again or would I have to wait until it is my turn again?

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  3. A couple of rule questions:

    1. Can damage that is Banished (e.g. from Red Left Bolt) have its endurance used?

    2. Can endurance be used on an effect that ‘Destroys’ cards from the top of your life deck (e.g. Orange Destruction)? In the rulebook, “Destroy” is defined as discarding a card that’s in play, so when trying to figure this question out you could come to the conclusion that cards in your life deck can’t be destroyed(obviously wrong).

    3. Are an Ally’s power rating ever used when defending against an attack? Clearly they can perform actions, and use their power rating when called for, however defending does not seem to be defined as an action. If your main personality is at 0, can the ally ‘take over’ defending and compare power rating, or is an AT attack against you always compared to the MP power rating and you can just take the stages on an ally?

    Thanks so much for all these clarifications!

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    • 1) Yes.

      2) Endurance is only used on damage from attacks. It does not work on non-damage effects.

      3) Essentially no. Allies are only in control to make actions, whether that’s performing an attack, using a power, etc. They cannot take over just to calculate damage while defending.

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  4. For Black Disorienting Blow, if you hit, do you
    1) immediately play the event, effectively taking two actions in a row?

    And

    2). When you trigger “play” effects like this or Black Reflection, do you have to pay the costs?

    Thanks in advance!

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    • Black Disorienting – Heroes/Villains only and Named card rules are for deck construction only, they do not affect which cards you can play with Disorienting Blow. However, it does not allow you to play Events that are out of their required timing (blocks, attacks, use when X if the condition isn’t met). Since it states to “play” the card, you have to pay any costs.

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  5. If I use confrontation against a namekian deck and shuffle their card back in their deck do they again anger?

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  6. So for Allies , you can use their power level to pay stages, but all damage dealt to you is always solely measured against your MP?

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    • Allies can only take over to make an action (pay for an attack/use their power/use a block or defensive card). If they are not doing one of these things, they cannot be in control to calculate damage.

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  7. I’m curious about a couple things regarding Krillin. First of all, given the lack of clarification regarding the difference between the SDCC promo Krillin’s power and the starter personality Krillin’s power, am I to assume that they do operate differently and the promo Krillin would not raise his anger 2 off of a discard?

    Also, how do the effects of Krillin’s level 1 power work? To get more specific, let’s say I use Krillin’s power, and in my opponent’s next Attack phase, they discard a card off of, say, Black Style Mastery. Does Krillin’s power activate as soon as that cards hits the discard? As in, before any effects of discarding a card from Black Style Mastery take place? Or would I remove the bottom two cards of my discard pile and possibly discard a card, THEN Krillin’s power would activate for a critical effect/possible 2 anger?

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  8. Have a couple questions on anger that arose during the previous tourney:

    1. Say one player is trying to win by MPPV but the other is using Saiyan Style Mastery or a card effect to nullify MPPV (e.g. It’s Over 9000 or Captain Ginyu’s Body Switch). If that player hits anger 5 at lvl 4 before the opponent that is trying to win by MPPV does that eliminate that player from winning MPPV as well?

    2. If a player that cannot win by MPPV hits anger 5 at lvl 4; does the anger reset to 0 and his Main Personality powers up to full or does only the anger reset to 0 or nothing happens and the anger stays at 5?

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    • 1) No, it does not.

      2) If you cannot win by MPPV and reach enough anger to advance while on Level 4, you would reset your anger to 0 and power your MP up to full.

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  9. Here is a question that a few of us had at my local game store. Rejuvenate states “Place a card from your discard pile at the bottom of your life deck.” The rejuvenation step you take the top card of your discard pile and put it on the bottom of your life deck.

    With the referred “rejuvenating” term above, this leads me to believe that Rejuvenate actually refers to the top card always unless specified, where as the glossery at the back of the rules book just states any card. Which is technically correct for Rejuvenate effects??

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  10. Two more questions:

    1. With the change on Captain Ginyu’s Lvl 3 & 4 powers it now only prevents his allies from being discarded by either critical damage effects or cards the state to ‘discard’ an ally and not from cards that state ‘destroy’ an ally that’s in play?

    2. Will there be a downloadable file with these changes/clarifications on the cards in the near future? Such as a Card Rulings Document (CRD).

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    • 1) Correct, although there are no cards that ‘discard’ an Ally from play.

      2) It is already listed in the FAQ PDF that is downloadable on the page. We will be adding more frequently asked clarifications and rulings to the document as time goes on.

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  11. If Allies never use their Power Rating when defending, do they use it if they’re attacking? Example: My MP is at 0 and I use Recoome’s POWER: Physical attack. DAMAGE: AT stages. HIT: You may have your MP pay 2 stages to draw the bottom of your discard pile. Let’s say Recoome is 8 stages above 0, you wouldn’t calculate the damage with Recoome’s power rating?

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    • You would, he is performing the attack. If you are using a defensive card on any Ally where you would need to calculate the AT, then it would be fine. They can’t take over just to calculate though.

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  12. If possible, can you please try to limit cards like the Goku – Super Saiyan God? One of the reasons I stopped playing the first game was the exorbitant number of promo cards that were released, some of which were required in decks to be competitive..

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  13. I love the promo pics. I’m still trying to get my store here to order some kits, but from what I can see, the first kit only has Goku’s kame. and Tool. Are there other kits out right now? How often will the kits be switched up? Will all these promos be in kits someday or are some reserved for “big” tournaments?

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    • I think Kamehameha and Time will be in kits for another 3-5 weeks, depending on how many we have left. Then they will be switched out.

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  14. For cards like Black Lunge, which deal “DAMAGE: AT +4 life cards”, if my opponent and I are both at B on the AT, does it deal 5 life cards, or does it deal 1 power stage and 4 life cards?

    The rulebook is not clear, and there are attacks that deal “AT stages” – it seems unusual that “stages” would be assumed given the amount of clarification work done in the new game to make sure players don’t have to remember random numbers/definitions. I would love a final, definite answer to this.

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    • Since it only mentions life cards, it would deal 1 + 4 life cards of damage (AT being the base damage, and +4 being a modifier). Cards that deal multiple types of damage would specify what type with what number.

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  15. Does Vegeta’s Anger mean if your opponent is in the A category you are in the B? The card does not specify the level.

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    • Vegeta’s Anger does not change your actual power level, it is only for card effects such as Saiyan Uppercut (your base damage would be 7, even if your MP’s actual power level is lower than your opponent’s).

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  16. What’s up with the “No Purchase Necessary” mail-in on the back of the booster packs? Could I mail away for Promos?

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  17. With Namekian Knowledge Mastery, do I gain an anger for every card Rejuvenated or is it 1 anger every time something makes me Rejuvenate? For instance, Namekian Concentration makes me Rejuvenate 4. Do I gain 4 Anger or 1?

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  18. Question #1:
    While using S13 Krillin Level 1’s ability, it states “the next time a card is discarded from a hand this combat, use a critical damage effect and raise your anger 2 levels.” Do you only get the 2 anger if you do the critical damage effect? Or do you get the anger and ‘CDE’?
    Question 2:
    While using Orange Hiding Drill, do the “-2 life cards” mean any 2 life cards from an attack, such as when a Physical attack does 5 stages of damage to a MP only 3 power levels above 0, would the two life cards still be considered life cards, so they would be negated? Or are they still stages that are dealt as life cards, so they would still do the 2 life cards of damage?

    Thanks!

    Like

    • 1) You get both.

      2) Orange Hiding Drill (and other cards that lower the amount of damage that attacks deal), are damage modifiers and part of damage calculation. This occurs before dealing damage and before stages are converted to life cards. In your example they would still take 2 life cards of damage.

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  19. We had a couple of questions come up in a tournament yesterday.

    1. When damage is ‘split’ between power stages and life cards, does that damage come in one ‘packet’ after lowering your personality to 0 power stages? e.g. If I’m at 1 above 0, and get hit by an attack doing 3 life cards, 3 power stages, lower my power 1 stage, start taking life cards, and on the 2nd ‘power stage’ of life card damage I hit an Endurance 3, can I prevent the 3 life cards of damage with it?

    2. How much do personality cards ‘remember’? e.g. If I use Captain Ginyu’s level 1 power, and choose Recoome to be able to use his power regardless of power stages, then my opponent discards Recoome, but I bring him back with overpowering attack, does Recoome remember he was chosen by Ginyu(and is thus able to use his power regardless of Ginyu’s stages)?

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    • 1) While you are at 0, any power stages of damage would be converted into life cards. In your example, you have 5 life cards of damage remaining to take after losing the 1 stage. If you banished the card with Endurance 3, you would still have to take 1 more life card of damage.

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  20. This might be a very silly question, but someone insists that you can do this: When you use Blue Trapped Strike once, it stays in play to be used again. Can you, while it is in play to be used again, use it with your blue mastery to stop an energy attack?

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  21. If a card tells you to gain stages and does not specify MP, do you choose your mp or an ally in play, or does it go to the personality performing the action.

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      • Interesting – so just to clarify:

        1) Bryan is playing Captain Ginyu and is at his 0 stage. He also has Guldo in play, who is at 1 above 0. Mike uses Battle Pausing, which says his “opponent gains 5 stages”. Can Bryan choose to gain the stages with Guldo?

        2) Bryan enters combat with Captain Ginyu at level 2, at 4 power stages above 0. Bryan also has Jiece in play, at 1 above 0. Bryan’s first action this combat is to use Black Energy Toss, paying all of his stages. Mike does not block. Bryan is instructed to “Gain 3 stages” on hit – can Bryan have Jiece gain those stages even though Ginyu performed the action?

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      • Can you chose your opponent’s MP to gain the stages? My friend has the opinion, specifically with Dragonball 5, that you could give the stage gain to your opponent instead. Now some people may wonder why you’d even want to do that, but it would be useful for making Bodyswitch usable, or making an opponent unable to use allies.

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  22. Brian played Red Shoulder Grab earlier in the combat, then attacks with Red Burning Stance. Brian is at 0 power stages, and Rodney is at 9,001. Rodney does not block, and suffers 0 power stages from Red Burning Stance – effectively no damage. Does Brian get to use a critical effect due to his Red Shoulder Grab’s effect?

    Like

    • Yes – since the attack was not blocked, it is considered to have done critical damage (regardless of the actual damage, in this case 0) and would enable a critical damage effect.

      Like

  23. With quickness drill now being a instant power that can only be used once per turn, can it instantly be used at any time during any turn? Or does it require you to use it in place of an attack?

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  24. This may seem like a silly question but how do events work exactly? Is it a card you can play during combat that stays in play until you use its power, or do they stay in hand until you use them?

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  25. I have Vegeta level 1 and 4 anger and play an attack that gives me an anger so I level to 2. dose the attack still have “hit: gain 1 anger” from Vegeta since I played the attack wile at 1 or dose the hit effect go away with leveling to 2?

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  26. How does Endurance work with Critical Damage?

    If an attack is doing 6 life cards of damage, the first 4 cards are discarded with no endurance, the 5th card has endurance 1. Would Critical damage happen with the above statement, when the card is banished for the endurance to cover the 5+6 life cards of damage

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  27. Do cards that say “…stop all physical (or energy) attacks this combat” affect your own attacks? (ie: if you lower your anger 3 to use Red Shielded Strikes’ effect to “stop all physical attacks this combat” or use Namekian Narrow Escape “all styled energy attacks cost -1 stage to perform…” do they affect my opponent as well?)

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  28. I am assuming that although I did not see it directly stated in the rulebook only personalities printed as Allies can be used as allies, is this correct?

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  29. If AT always refers to the words in the modifier, (I.e. black lungs and saiyan left kick having AT refer to life cards) as you mentioned in a previous comment, why is Saiyan Energy Rupture worded the way it is 3+AT instead of the other way AT+3? It seems counterintuitive, and that card was the main reason our playgroup thought AT always meant physical u less stated, like in energy rupture

    Like

    • Sorry about the double posting, I just wanted to include additional information on my previous post. In addition to energy ruptures abnormal templating (which I’m now assuming is due to it being a reprint), namekian side kick, black lunge, and saiyan left kick are all semi-reprints that originally did AT stages, and then x life cards (2, 3, and 4 respectively). So, to clarify, this has changed, and now all of their damage would be life card based?

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  30. Can a Dragon ball that is not in play be banished if I play Blinding Energy Move.

    Blinding Energy Move (limit 2 per deck) You must banish the top 2 cards of your life deck to play this card.) Energy Attack Damage 3 Life cards. At the beginning of the next action this combat, End Combat.

    Like

  31. Say for instance I play Blue Trapped Strike from my hand with an opponent’s Dragon Ball on my side of the field, but my opponent stops the attack with Namekian Flinch, does Blue Trapped Strike check to see if I have a Dragon Ball in play when I played it, or does it check only if it resolves?

    Like

    • A similar question was answered, the effect would check regardless of whether it hit or not. Only HIT effects would be negated if the attack was stopped. Effects that occur after the damage indicator occur immediately after the card is played.*

      * – that’s from the rulebook.

      Like

  32. Aik,
    I have a couple of issues that are direct and extremely specific changes from rulebook rules to your rulings. If you could please clarify, that would be awesome.

    1. In the rulebook, it says “Dragon Balls are a set of seven mystical
    objects that will grant the wish of anyone
    who can collect them all. When you place
    a Dragon Ball into play, you must
    immediately use its effects. Whenever
    you discard or destroy a Dragon Ball,
    place it on the bottom of your deck.”

    Notice the line of text that says “When you place a Dragon Ball into play…” Yet, in your FAQ it says that placing into play is different than playing. But the rulebook specifically states otherwise.

    2. In the “Allies During Combat” section, it says “When an Ally performs an Action, it acts just like your
    Main Personality. This means you can do things like use
    the Power of an Ally, use the Power Level of an Ally when
    referencing the Attack Table…”

    This is clear cut definition that you can use an ally’s power level (non-specifically as an attack or defense), but you said here, “3) Essentially no. Allies are only in control to make actions, whether that’s performing an attack, using a power, etc. They cannot take over just to calculate damage while defending.”

    If you could please clarify both of these and the mechanics behind it, that would be great.

    Like

    • 1) An updated version of the rulebook will be released with FAQ text.

      2) As mentioned in the first section that you quote, an Ally has to be performing an action. Taking over combat only to calculate damage while defending is not an action.

      Like

      • So, is the following scenario correct?

        My MP is at 0, and my opponent performs a physical attack. I have an Ally in play in the C bracket. I play Blue Rest in response to the physical attack, but I declare that my ally is performing the action, not my MP. My opponent plays a Sphere to stop the effects of Blue Rest, therefore the damage from the attack will not get prevented. In this case I would be using the Ally’s power level to calculate damage?

        Same thing could happen if I replace Blue Rest in the above example with Time is a Warrior’s Tool (or any other event block).. I can’t think of any other situations where I could play a defensive action that would still result in needing to calculate damage.

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  33. If you capture the last Dragon Ball for a Victory, do you wait until your next turn to win, or do you win automatically?

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    • Wouldn’t gameplay questions be better served in a public forum like this? So A) everyone gets to see rulings, not just the one person who emailed the question, and B ) so you don’t get the same questions sent to you 713 times?

      Like

      • I would agree with you if this was an actual forum-style page (which we are still working on). But, since there are questions essentially on every post in this blog, it isn’t any easier for someone to find an answer if their question has already been asked – we are still getting numerous repeated topics.

        Like

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