'Attack' (common) When successfully played, causes damage to your opponent equal to your strength statistic. Interrupts: 'Taunt'. Deck Limit = 50 'Set-Up Attack' (uncommon) When successfully played, causes damage to your opponent equal to your strength statistic +3. Your next card played is irreversible. Interrupts: None Deck Limit = 15 'Charge' (common, uncommon, rare) When successfully played, if you next card is titled 'Attack', it causes (+5D - +10D). Interrupts: None Deck Limit: 10 (common), 5 (uncommon), 3 (rare) 'Block' (common) Can only be played when a card played by an opponent would cause damage to you (except for 'Throw', or an 'Attack' card after 'Throw'). When played, any damage done by that card now equals zero. If you play three cards titled 'Block' in a row, the next two cards your opponent plays cannot be reversed. If flipped while taking damage, damage is halved. Interrupt: None Deck Limit = 20 'Dodge: Ground' (common) Can be played after any card played by your opponent that would cause damage to you. When played, any damage done by that card now equals zero. If flipped while taking damage, damage is halved. Interrupts: ANY 'Attack', 'Throw', 'Item: Throw' Deck Limit = 10 'Dash' (uncommon) Draw one card. When played, if your next card is titled 'Attack', it does +3D. To interrupt this attack, the opponent must first discard one card, unless he uses 'Dodge: Roll' to interrupt it. Interrupt: None Deck Limit = 15 'Jump' (uncommon) When played, if the next card is titled 'Attack', it is +3 damage, and your opponent must discard one card. If that attack has causes more than 7 damage to your opponent (before flipping cards), it has the KO effect. You may play this card in response to an opponent's card titled 'Jump'. Your opponent's jump card will not affect his next 'Attack' card. (this little clause illustrates when two characters jump at each other, neither character has an advantage because they are both in the air) Cannot be played if the last two cards you played were titled 'Jump'. 1st recovery. (a symbol - means it can be used for recovery from KO as a first card played, not a second) Interrupts: 'Attack - Projectile' Deck Limit: 10 'Dodge: Roll' (uncommon) May only be played when it is your opponent's turn. When played, if your next card played is 'Attack', it cannot be interrupted or blocked, and you may look at your opponent's hand. May not be played if the last card you played was any card that allows recovery from KO, and your opponent has not played more than two cards since that recovery card. Interrupts: 'Attack', 'Throw', 'Attack - Projectile'. Deck Limit: 15 'Dodge: Air' (common) May only be played on your opponent's turn. Can only be played when your opponent successfully plays a card that has a chance of KO against you - OR - when you play a 'Jump' against your opponent's 'Jump', and your opponent THEN plays an attack - OR - when your opponent plays a character-specific attack to interrupt your 'Attack' played after a 'Jump'. When played, any damage you would receive from the attack against you does 0D. Your opponent must discard cards equal to their Speed statistic. 2nd Recovery (symbol - means that it can be used as a recovery card from a KO effect, but only as the first OR the second card played to recover) Interrupts: None Deck Limit: 15 'Power Block' (rare) May only be played in response to an opponent's attack. May not be played if the last card you played was a recovery-type card, and your opponent has not played two cards. When played, any damage against you from that attack is now 0D. Draw one card. If played in response to an 'Attack - Projectile', the 'Attack - Projectile' played now counts as an 'Attack - Projectile' being played against your opponent with the same effects and damage as when your opponent played it. Interrupts: 'Attack', 'Set-Up Attack', 'Attack - Projectile'. Deck Limit: 5 'Throw: Upwards' (rare) When successfully played, you may play up to three cards titled 'Attack', each one is -1D, and they cannot be interrupted or blocked in any way as long as they are the next three cards played. After you have played up to three 'Attack' cards, damage is caused to the opponent equal to your strength +2. If interrupted by 'Dodge: Ground' or 'Dodge: Roll', your opponent's next card cannot be interrupted or blocked. Cannot KO an opponent up to 30 over his maximum Endurance. Automatically KOs an opponent that has taken 31 or more damage over his Endurance. KO (symbol - showing that this card is capable of causing a KO) Interrupts: 'Taunt' (only if it is the 2nd or later 'Taunt' card your opponent has played in a row) Deck Limit = 5 'Throw: Downwards' (common) When successfully played, you may play up to three cards titled 'Attack', each one is -1D, and they cannot be interrupted or blocked in any way as long as they are the next three cards played. After up to three 'Attack' cards are played, damage is caused to the opponent equal to your strength +5. If interrupted by 'Dodge: Ground' or 'Dodge: Roll', then you must discard two cards. Interrupts: 'Taunt' (only if it is the 2nd or later 'Taunt' card your opponent has played in a row) Deck Limit = 8 'Throw: Side' (rare) When successfully played, you may play up to three cards titled 'Attack', each one is -1D, and they cannot be interrupted or blocked in any way as long as they are the next three cards played. After up to three 'Attack' cards are played, damage is caused to the player equal to your Strength, and you may draw one card. If interrupted by 'Dodge: Ground' or 'Dodge: Roll', your opponent's next card cannot be interrupted or blocked if it's titled 'Attack', 'Taunt', 'Item: Throw', or 'Item: Equip'. KO (symbol - showing that this card is capable of causing a KO) Interrupts: 'Taunt' (only if it is the 2nd or later 'Taunt' card your opponent has played in a row) Deck Limit = 5 'Item: Equip' (common) Choose one item in the field. Put it next to your character card. Your character is now considered to be 'equipped' with that item. Follow the instructions on that card to see how your cards are now effected while you are 'equipped' with that item. Interrupts: None Deck Limit: 15 'Item: Throw' (uncommon) Must have an equipped item, and that item must be able to be thrown, as per text on the item card itself. When played, count this as an 'Attack - Projectile'. Follow the text on the item card if it has instructions on what happens when it is 'thrown'. If it has no 'throwing' instructions, it does damage equal to the item's 'attack' strength +5, and is considered to have the KO effect. If you wish, you may declare when playing this card that you are throwing the item 'off the edge'. This means that the item goes immediately into its owner's discard pile, removing all effects it gave to gameplay, causing no damage to anyone, and this CAN NOT be interrupted. Interrupts: 'Dash', 'Jump', 'Taunt' (only if it is the 2nd or later 'Taunt' card your opponent has played in a row) Deck Limit: 10