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1. Watch that anger!-- Heroes have a strong disadvantage when it
comes to fighting strength. With the level 4 promos, or the most
poweful personality victory disabled, Vegeta and Nappa personalities
have the ultimate advantage in power level (L3 Vegeta maxes at 18k and
L3 Goku at 12.5k). You must adopt one of two strategies in a Hero deck.
First, you may shoot to increase your anger quickly. There are quite a
few common attack cards which can accomplish this, especial red, black,
and orange. In fact, these colors work very well with an aggression
deck. Be sure to include a healthy amount of energy defense cards to
avoid direct damage attacks.
Secondly, you may wish to go for a control strategy. This is the
hallmark of the blue and saiyan fighting styles. Saiyan attacks will
usually prevent retaliation on the next attack phase, but the best cards
are limited in their use to villians, Goku and Gohan. Blue provides the
same disabling attack, while also decreasing an opponents anger.
2. Drill, Drill, Drill!-- So, what the heck are thos drills good
for? For starters, they are reusable. "I knew that!" you say,
well
read on...
Drills can mean the difference between life and death. Most drills
either aid you, or hinder your opponent. They are too numerous to
describe in detail, but here is a brief overview. If you are playing a
speed deck, remember that drills are destroyed when you change level.
With this in mind, it might be a good idea to hold a drill in your hand
for awhile if you are about to level up. If you don't think you'll
level up anytime soon, and don't need the drill immediately, then hold
a
card in your hand besides it when you discard down to one at the end of
your turn. "That's CRAZY!!!" you say. No, remember, if you don't
attack during your turn you gain the top discard back into your life
deck. Save it for later.
One other thing, if you use multiple colors of drills, beware! This
may seem too cool to pass up, but ending your draw step at one or no
cards is no fun. Before you play a drill, see if it will be relavent to
your given situation. Since you can't draw anymore cards if you draw a
drill of an opposing color to the one in play (a drill in play is red,
you draw orange, blue, etc...) then you might wait.
3.Non-Combat Killers-- Want to annoy an opponent to tears? Then
break out a broken scouter! There are several great power-up cards out
there, the trick is picking an appropriate one. Some are discarded when
used (Power up! Power up the Most! etc..), and some are removed from
the game (Senzu bean, broken scouter, etc...). The dicarding ones are
preferable since they have a possibility of returning to your hand
sometime (training cards). The only real disadvantage is their
neccesity to be played in the non-combat step. Many of the Dragon balls
have power up abilities too, but they are one shot wonders, or worse.
If an opponent steals them in tournament format, then they can use your
own balls against you (no pun intended).