This is a excerpt from the Meijin Guide to running Crossover Events. It contains all the information you need to play against your friends.
Crossover Battles (Naruto Vs. Dragonball)
Crossover Rules UPDATED: 6/3/2009
Restricted List UPDATED: 7/6/2009
Essential Items to Play the Game
Before starting the game, you will need to make some preparations. Read the following instructions carefully.
The Crossover Battles is a one-on-one game.
Each player needs a Deck of cards from either the 1 Deck of their choice from either the “Dragonball Collectible Card Game” or “Naruto Collectible Card Game”. One player must be using a Naruto CCG Deck and the other player must be using a Dragonball CCG Deck when playing a Crossover Battle game.
Note the following when preparing the Deck:
1. Choose the cards you wish to include in your Naruto CCG & Dragonball
CCG Deck. Your Deck must have exactly 40 cards.
2. You can have up to 25 Ninjas (Naruto CCG) or 25 Warriors (Dragonball CCG) cards in your Deck “Platoon” Ninja cards are excluded from this count. The term “Warrior” & “Ninja” can be used interchangeably.
3. You can have up to 3 cards with the same “name” in your Deck.
Each player will need one Game Mat to form the complete gaming area, combine two Game Mats together so that the Battlefield (i.e. Battle Area) from each Game Mat is connected.
A. Battle Reward area: The area to place the Battle Rewards you get during the game. A player’s Battle Reward area is considered their Planet Damage Area & vice versa.
B. Deck area: The area to place your deck. A player’s “Deck” is also considered their “Planet” & vice versa.
C. Discard Pile: The area to place all the discarded cards. A player’s “Discard Pile” is also considered their “Discard area” & vice versa.
D. Chakra Area (i.e. Chi area): The area to place cards as Chakra (Naruto CCG) or the area to place cards as Chi. The term “Chakra” & “Chi” can be used interchangeably.
E. Village (i.e. Deployment area): The area to place Ninja, Client, &
“Permanent” Mission cards in the Naruto CCG or Warriors & Event cards for the Dragonball CCG. The term “Village” & “Deployment area” can be used interchangeably.
F. Turn Indicator: the area to place the Turn Marker to keep track of your turns.
It begins at “0” and the attacker for the turn moves theirs up by 1 at the end of their turn.
G. Battlefield: The area where your Team(s) is sent out to Battle against your opponent’s Team. A player’s Battle Area is considered their Battlefield & vice versa.
There are 4 types of cards for the Naruto CCG: Ninja Cards, Jutsu Cards, Mission Cards, & Client Cards.
There are 4 types of cards for the Dragonball CCG: Warrior Cards, Technique Cards, Event Cards, & Wish Card.
During crossover games the following terms are to be used interchangeably:
1) Ninja & Warrior
2) Jutsu & Technique
3) Mission & Events
4) Deck & Planet
5) Chakra & Chi
6) Battlefield & Battle Area
7) Village & Deployment Area
8) Discard Pile & Discard Area
9) Combat/ Support & Normal Status Power (Combat/ Support)
The following cards are exclusive to those decks that are allowed to run them:
Client & Wish Cards.
Turn Marker & Coins
1) Place two Game Mats together. Place your Deck on your Deck area. Then, place a Turn Marker on “0” of your Turn Indicator.
2) Shuffle your Deck well. Next, shuffle your opponent’s Deck.
3) Determine who makes the first move (i.e. by playing Rock-Paper-Scissors or flipping a coin). The winner decides whether to make the first move or not.
4) Each player draws 6 cards from their Deck and places them in their hand.
5) If you do not like the cards you drew, you can redraw new cards using the following rules:
A) Return your hand to the Deck and re-shuffle the Deck.
B) Next, ask your opponent to cut your Deck.
C) Draw 5 cards.
D) If you do not like these cards either, you have one final opportunity to redraw. Repeat steps A and B and then draw 4 cards.
6) The player using a Dragonball CCG Deck places up to 3 Wish cards
keeping them face down next to their Game Mat. The player using a
Naruto CCG deck does not use Wish cards during crossover games.
7) Once the preparation is complete, you can start playing the game.
8) The first player and the second player alternate taking turns during the game.
9) The player who is taking the turn is known as the “attacker” and the other player is known as the “defender”.
10) During the turn, most actions will be taken by the attacker. Only the attacker can launch attacks.
11) The defender can take defensive measures against the attack.
12) Each player takes turns being the attacker and the defender.
13) When either player achieves the victory conditions, the game is over.
There are two Victory Conditions in Crossover Battles that are checked for during the End Phase.
1) A player who has a total of 10 or more Battle Rewards (i.e. has given 10 or more Planet Damage to their opponent’s Planet Damage area) is the winner (for DB CCG loses the game.) If both players have a total of 10 or more Planet Damage to the opponent’s Planet, the current attacker wins the game.
2) If a player has no cards in their Deck that player loses the game. If neither player has any cards in their Deck, the current attacker loses the game. If a player has no cards in their deck but the opponent has a total of 10 or more Planet Damage (i.e you have 10 or more Battle Rewards), the player wins the game because #1 is applied first.
The following Game Procedure applies for players using Dragonball CCG &
Naruto CCG during crossover games. Certain Steps will only apply for a player using either a DB CCG Deck or a Naruto CCG Deck, and because of this it will be marked with a “___only” designation.
A. Draw a Card (Attacker)
B. Charge Step (Attacker/ DB CCG only)
C. Strategy Step (Both)
D. (1) Play Mission or Event Card (Attacker)
(2) Play Counter Mission Card (Blocker/ Naruto CCG only)
E. Charge Chakra (Attacker/ Naruto CCG only)
F. Deploy a Client (Attacker/ Naruto CCG only)
G. Deploy a Ninja or Warrior (Attacker)
H. DB Step (Attacker/ DB only)
I. Organize Team(s) (Attacker)
J. Attack Step -Send out the Attacker’s Team(s) (Attacker)
K. Defense Step -Send out the Blocker’s Team(s) (Blocker)
L. Action Step -Exchange of Jutsu (Both)
M. Showdown Step -Showdown (Both)
N. Return Step -Return (Both)
O. Judge Step -Judge the Winner (Both)
P. Adjust Step -Adjust the Hand (Attacker)
Q. Turn Marker Step -Move the Turn Marker (Attacker)
When one effect is used, a Chain occurs. During the Chain, another effect which has the legal Timing can be used in response. By using an effect in response, it can be applied before the first effect that was used is applied. The Chain follows the following procedure:
1) When an effect is used a Chain occurs.
NOTE: the Attacker can choose first, if they want to use an effect. In following Chains, the players alternate to choose whose effect to use first.
2) During the Chain, a player decides whether they want to respond with
another effect or not.
When both players decide to respond at the same time, the player who did NOT use the immediately preceding effect has Priority to use the next effect.
3) Repeat Chain Step #2 above until both players declare that no further effects will be used, then proceeds to “Resolution of a Chain”.
*Even if an effect of only one card is used, it is still referred to as a Chain.
Resolution of a Chain
During the Resolution of the Chain, the effects are applied in reverse order of when they were used. In other words, the effects are applied from the last effect used to the first effect used. In the case of Jutsu (i.e. Technique cards) & non-Permanent Missions (i.e. Time Limit: X Events), once their effect is applied, move the used card to that player’s Chakra area (i.e. Chi Area)
When an effect is ready to resolve, if any of the “Requirements”, “Target” or “Effect” is not legal, those cards fail to resolve and their effects are not applied.
All Jutsu (i.e. Technique cards) & non-Permanent Missions (i.e. Time Limit: X Events) that failed their resolution are also moved to that player’s Chakra (i.e. Chi) area. The costs that were paid for those failed effects are not returned.
• If a Ninja (i.e. Warrior) uses a Jutsu (i.e. Technique) and that Ninja is removed from play before the effect of the Jutsu resolves, that Jutsu fails to be resolved and it is moved to that player’s Chakra area.
• Any Jutsu that was used by a Ninja but the effect was not applied is still considered to have been used. The costs that were paid for those failed effects are not returned.
• If a Mission (i.e. Event) or Jutsu target multiple targets, and some of those targets are removed from play (or become un-Targetable) before the effect is applied, the remaining targets will still be affected when those card effects are applied.
• If all of a Mission or Jutsu targets are removed before the effect is applied, the Mission or Jutsu fails to be resolved and is moved to that player’s Chakra (i.e. Chi) area.
• If a Ninja effect is activated and added to a Chain, and that Ninja is removed from play before the effect is applied, that effect fails to be resolved.
• If a Ninja effect is activated that is not “Valid:”, and that Ninja is changed to injured status before the effect is applied, that effect fails to be resolved.
Chains can be generated as many times as desired in one turn.
Game Rule Note 1: During crossover deck building, Naruto CCG cards can not be included in a Dragonball CCG Deck & vice versa.
Game Rule Note 2: Card symbols are unique. (i.e An “Earth” symbol in Dragonball CCG isn’t the same as an Earth symbol in the Naruto CCG.)
Game Rule Note 3: Only Dragonball CCG decks can acquire DB coin(s) when they receive Planet Damage in the Showdown as a defender.
Game Rule Note 4: Players using a Dragonball CCG Deck can place up to 3 Wish cards keeping them face down next to their Game Mat. The player using a Naruto CCG deck does not use Wish cards during Crossover Games.
Game Rule Note 5: Mental Power Battles cannot be performed in Dragonball CCG vs. Naruto CCG crossover; cards that refer to Mental Power Characteristic will occur as they normally would.
Game Rule Note 6: Special Abilities of DB CCG Warriors such as Super Heal and Toughness are considered a part of the cards Effect text, and is therefore different from a Card’s Characteristic.
Therefore, a Naruto CCG effect that gives (i.e. copy) a Warrior’s effect text onto a Ninja will copy all Keywords that Warrior may have onto that Ninja.
Game Rule Note 7: DB Warriors have no Combat Attribute (printed or otherwise).
Game Rule Note 8: DB Warriors that are not battling during the Battle Phase are considered Stand-by Warriors (i.e. Ninjas as well).
Game Rule Note 9: Naruto CCG Ninjas do not go to the Chakra area when they would be discarded due to damage; however, Dragonball CCG Warriors do.
Game Rule Note 10: A Dragonball CCG “Growth” coins is the same as a Naruto CCG “Growth” coin.
Game Rule Note 11: The “Plunder” Special ability has the following effect during Dragonball CCG vs. Naruto CCG Crossover: “[Attacker | Valid] When this Warrior’s Team wins a Victory or Outstanding Victory, you may move 1 Ninja Blade coin of any kind from a card your opponent controls to this Warrior.”
***A Ninja Blade coin has no effect unless given one due to a card effect or via game mechanics (Ex: Growth coins).
Game Rule Note 12: Dragonball CCG Warriors have no Mental Power (including Mental Power: 0).
Game Rule Note 13: Adventure Showdowns are not legal for Crossover Battles, however, “Adventures” and cards that reference “Adventures” are allowed.
Game Rule Note 14: All Events in the Dragonball CCG are treated as Permanent Missions (Time Limit: X is the same as Permanent X) during Crossover Battles.
Game Rule Note 15: During a Crossover Battles tournament, should a Naruto CCG or Dragonball CCG Deck face a Deck of the same type (Ex: Naruto CCG vs. Naruto CCG) those Decks play referring to the rules of their respective games instead.
Game Rule Note 16: Techniques in Dragonball CCG Deck can be played as though they are Turn 0 (for “Adventures”, they refer to their printed Turn Cost).
Game Rule Note 17: All Ninjas in the Naruto CCG with “Male” and/or “Female” gain the following “Human” Characteristic (this Characteristic is considered “printed” and is on the Ninjas regardless of the area those Ninjas are in.)
Game Rule Note 18: Chi Cost in DB CCG is equivalent to Hand Cost in the Naruto CCG and vice versa.
Game Rule Note 19: Characteristics, Entrance Cost (Turn Cost), and Power in the Dragonball CCG is treated as the same as those found in the Naruto CCG and vice versa (Ex: “Female” in DB CCG is the same as “Female” in the Naruto CCG).
Game Rule Note 20: Naruto CCG Jutsus are treated as having a printed Entrance Cost of 0 regardless of the area those cards are in. Additionally, Jutsus in the Naruto CCG have no Characteristic (printed or otherwise).
Due to the fact that the Naruto CCG has an exponentially larger library of cards at its disposal, crossover between Dragonball CCG & Naruto CCG will occur in a block format.
This will ensure a more enjoyable playing experience as well as competitiveness in the way of deck building and game play. The block format will consist of all Dragonball CCG Series as well as the latest X number of Naruto CCG Series.
Ex: Set #1, 2, 3 and 4 of DB CCG = Set #10, 11, 12 and 13 of Naruto CCG.
As of currently the following Sets will be allowed for official Bandai sanctioned Crossover Battles:
Series #10: Lineage of the Legends
Series #11: Approaching Wind
Series #12: A New Chronicle
Series #13: Fateful Reunion
Series #1: The Warriors Return
Series #2: The Awakening
Series #3: Destructive Fury
Series #4: Fusion
Dragonball CCG Promo Cards
Make sure to check the Naruto CCG & Dragonball CCG Website for a list of the most updated Legal Sets; as they will assuredly arise as new Sets are released and at given intervals; however, a Set is not legal for Official Bandai Sanctioned Crossover tournaments upon their release, they are legal when the Set Legality list shows that it is.
***Naruto CCG Promos excluding alternate arts, alternate language, and altenate foils cards are illegal for Crossover Battles game play.
Forbidden Cards List
Normally, your Deck (including Side Deck) can contain up to 3 copies of a card that has the same name. However, certain cards have specific restrictions that further limit the number that can be included in a Deck.
In order to create a more balanced play environment the following cards are not allowed to be included in your Deck & Side Deck. The list of Forbidden cards is updated regularly and is posted on the Naruto CCG & Dragonball CCG Official Website.
This list applied for official tournaments so please check it before participating.
Naruto CCG Forbidden Cards: (58)
N-348 Ten Ten
N-377 Kakashi Hatake
N-386 Yoroi Akado
N-415 Sasuke Uchiha
N-453 Itachi Uchiha
N-454 Kisame Hoshigaki
N-473 Kakashi Hatake
N-500 Hinata Hyuga & Hiashi Hyuga
N-511 Shino Aburame
N-522 Naruto Uzumaki (Tailed Beast Mode)
N-547 Sasuke Uchiha
N-548 Sasuke Uchiha
N-550 Sasuke Uchiha & Orochimaru
N-571 Rock Lee
N-US100 Haido (Transformed)
N-US106 Kurenai Yuhi
N-US122 Naruto Uzumaki
N-US123 Sasuke Uchiha
M-375 Sasori of the Red Sand
M-381 The One who lives Within
M-394 Wonderful days
M-411 Long Awaited Reinforcements
M-430 Threat of the Tailed beast
M-441 Dark Ritual
M-445 Unstable ground
M-448 Fellow and Loneliness
J-329 Dragon Flame Jutsu
J-332 Water Style: Furious Current
J-342 Double Dynamic Entry
J-343 8 Trigrams 128 Palms
J-382 Explosion of the Rasengan
J-384 Water Style: Water Dragon Jutsu
J-386 Fire Style: Phoenix Flower Jutsu
J-394 Wind Scythe Jutsu
J-400 Giant Rasengan
J-409 Water Prison Jutsu
J-418 Deadly Poison
J-428 Concealed Weapon
J-429 Gentle Fist style: 64 Palms
J-443 Knockout Blow
J-459 Mangekyo Sharingan
J-460 Five Hungry Sharks
J-479 Hallucination by Genjutsu
J-482 Water Style: Exploding Water Shock Wave
J-483 Clean Hit
C-043 Hikaru Tsuki
C-045 Michiru Tsuki
Dragonball CCG Forbidden Cards: (3)
EV-69 Unreasonable Fee
TE-043 Awakened by the Anger