DCDB Advanced Rule Book:
Season Began: 12 November 2018
Season Ends: 11 February 2019
Current Season: 9

Reference links:
- Card Scans: www.dcdeckbuilding.info
- Rule Book for Competitive Play
- DCDB Facebook Group
- Rule scan PDFs

(Disclaimer: The rulings shown on this page are made by DCDeckbuilding.com and may not be in agreement with rulings made by Cryptozoic sources)
1.000 - General
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1.010: Power, abilities and effects created by a card will last until the end of that turn, even if the card leaves play before the end of the turn, with the exception of effects generated by the keyword Ongoing. Refer to the Ongoing keyword rulings for clarification.
1.011: Ex.1: A player plays a Punch [Starter], Dark Portal [Super Power], Kid Flash [Hero] and a Johnny Quick [Villain], giving the player 1 Power. At this point they use Starfire [MC] to destroy the Punch they played earlier in the turn. After destroying the Punch, the player still has 1 Power.
1.020: In order to play a card again, the card you want to play again must be in your play zone and must be fully resolved. The "played again" card is treated as a new instance of the original card, while maintaining all attributes of the original.
1.021: Ex. 01: If you play a Time Traveled card again, the replayed card will return to the line-up at the end if the turn as usual.
1.022: Ex. 02: If you play a Team Worked card again, the replayed card will return to the top of its owner's deck when it leaves play.
1.023: Ex. 03: If you use Garfield Logan [Hero] to make your next card also have the type Hero, then play a Kick [Super Power], then Clayface [Villain] the Kick, the replayed Kick is both a Hero and Super Power.
1.024: Ex. 04: If you play Amnesty Bay [Location], use its ability, and then play Clayface [Villain] and choose Amnesty Bay, the new Amnesty Bay will remember that the Ongoing ability has been used, and it cannot be used again this turn.
1.030: When an effect refers to "a card you played this turn", "the first card you play during each of your turns", etc, that card must still be in your play zone for you to be able to choose it.
1.031: Ex. 1: A player uses Killer Frost's [MC] ability to play a Venom Injector [Equipment] from the line-up and then destroy it. The player then plays Magic [SP]; the player is unable to choose Venom Injector again, as the card is no longer in their play area.
1.040: You are not considered to have "played a card" if you are using a card ability in response to an attack.
1.041: Ex.1: If you use Super Speed [Super Power] to Defend an Attack you did not "play" it.
1.042: Ex.2: If you reveal Cat-Like Reflexes [Super Power] when you are attacked, you did not "play" it.
1.050: A player cannot have any power unless it is their turn. If a player would gain or lose power at any other time, instead the player is assumed to have gained or lost zero power.
1.060: You can have a negative amount of Power, but you cannot have a negative amount of VP.
1.070: When a player is instructed to draw a non-numerical value of cards, and that value can be determined by the card or ability that is instructing them to draw, then treat the card as if it said to draw the numerical value.
1.071: Ex. 1: Ultra-Humanite [SV] instructs a player to put any number of cards on bottom of their deck and then to draw that many cards. If the player chooses 3 cards then treat Ultra-Humanite as if its text said: +2 Power. Put 3 cards from your hand on the bottom of your deck, and then draw 3 cards.
1.080: If an effect instructs a player to perform an action on a specific set of items, then the player should keep all items in that set distinguishable from all other items until the action has been performed.
1.081: Ex. 1: Kobra [SV] instructs you to draw four cards and then discard two of them. When drawing these four cards, the player must keep them separate from the cards in their hand, so it is clear that the two cards that are discarded originated from the set of four cards drawn with his ability.
1.090: If a card has a cost followed by a colon in its text box then that ability may be activated any number of times during its controller's turn as long as it is in play. Attack, Block, Confrontation, Defense, Ongoing and Teamwork are not costs, they are Keywords.
1.091: Ex.1: Ancient Map [Equipment] has two abilities. One is 'Ongoing:', this is a keyword and behaves as described on the card. The second is 'Destroy two Ancient Map cards you control:'; this is an ability that can be used any number of times during your turn, following normal timing restrictions, as long as you pay the cost each time you want to use it.
2.000 - Maintaining The Game State
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2.010: Card and MC text is resolved in the order it is written. At times you will have to pause resolving a card or MC's text due to it's written instructions, and start resolving another card or MC.
2.011: Ex.1: Firestorm Matrix [Equipment] has you play the top card of your deck as the first part of the card. You pause resolving Firestorm Matrix, play and fully resolve the top card of your deck, then resume playing Firestorm Matrix.
2.012: Ex.1: When resolving Vixen [MC], you resolve her text in the order written. If you reveal a Shapeshift with her ability then you will get +2 Power, then you must destroy a card in your hand, then the SV cost reduction applies and lastly you will draw a card.
2.020: A card is not considered to have been played until it has fully resolved.
2.021: Ex.1: A player uses Power of the Green [Super Power] to put Central City [Location] into play. Central City will trigger on that player playing Power of the Green, because it was in play when the Power of the Green finished resolving.
2.030: When something uses the phrase "..the first card you play this turn..." (or other similar wording), think of that as meaning "..the first card you resolve this turn...". The condition will be true for the first card you fully resolve.
2.031: Ex.1: A player uses Power of the Green [Super Power] to put Central City [Location] into play. Central City will trigger on that player "resolving" Power of the Green, because it was in play when the Power of the Green "resolved".
2.040: Unless explicitly ruled differently, if you play a card that triggers the effect of a card or Main Character, you finish resolving the text of the card you played before resolving the triggered effect. If multiple effects trigger at the same time, the player whose triggers they are can resolve them in the order of their choice.
2.050: When a player is Attacked, that player has an opportunity to use any number of "each time you are attacked" abilities. Once you have defended an attack, or it has resolved against you, you can no longer use any of these abilities.
2.051: Ex.1: A player defends an Attack with Super Speed [Super Power]. That player may not then use Trash Hole [Location] to draw a card and then discard a card; you must use the Trash Hole ability before defending the Attack if you wish to use it.
2.060: Abilities that trigger during a player's turn will not trigger once a player has passed step one of the end of turn procedures.
2.061: Ex.1: If Cheetah [MC] destroys a card at the end of a player's turn, then an opposing Red Lantern Supergirl [MC] will not trigger.
2.070: A player can only take an action when they are the active player, there are no effects waiting to be resolved, and the player has not yet entered step one of the end of turn procedures.
2.071: Ex.1) The active player plays a Kick [Super Power] and triggers their Titans Tower [Location]. That player cannot take another action until they resolve the triggered ability of Titans Tower. (If the player takes another action without drawing a card for Titans Tower that player has missed their trigger.)
2.072: Ex.1.) Player A is the active player, and controls Lady Vic [Villain] and then plays Riddler [Villain, Rivals 1]. Player A cannot discard Lady Vic while Riddler is resolving in order to reach the 3 power necessary to use Riddlers ability. (They should have used Lady Vic's ability before playing Riddler if they need the extra 2 power.)
2.080: Taking an action consists of a player doing one of the following:
2.081: 1.) Playing a card (typically from their hand, etc)
2.082: 2.) Using an activated ability (This is not to be confused with resolving a triggered ability, the two are different.)
2.083: 3.) Buying a card
2.084: 4.) Proceeding to step one of the end of turn procedures
2.090: Effects are resolved in the following order, unless explicitly ruled different: (after resolving an effect, always begin back at step #1)
2.091: 1.) Resolve the current card/ability/effect
2.092: 2.) Non-active player triggers, in turn order, in the order of their choice
2.093: 3.) Active player triggers, in the order of their choice
2.094: Ex.1) Turn order is Player A, then Player B, then Player C. Player A controls The Batcave [Location], and plays Aero-Discs [Equipment], drawing three cards. Player B reveals Boomerang and generates a trigger for them to draw a card. Player A finishes resolving Aero-Discs by discarding two cards. The Batcave triggers for Player A to draw a card. Player A and B both have triggers waiting to resolve. Following the order given, Player B (the non-active player) first resolves their Boomerang trigger, drawing a card. Then Player A (the active player) resolves the The Batcave trigger, drawing a card. Player B then reveals Boomerang again, drawing another card. Now that all cards and triggers have resolved, Player A has the opportunity to take another action.
3.000 - Zones
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3.010: The zones are: Below Main Character, Destroyed Pile, Discard Pile, Kick Stack, Line-Up, Main Character, Main Deck, On Top Of Main Character, Play, Player's Deck, Player's Hand, Removed From The Game, SuperVillain Stack, Weakness Stack
3.020: The visible zones are: Below Main Character, Destroyed Pile, Discard Pile, Kick Stack, Line-Up, Main Character, On Top Of Main Character, Play, Removed From The Game, (Top Card of) SuperVillain Stack, Weakness Stack
3.030: The hidden zones are: Main Deck, Player's Deck, Player's Hand, SuperVillain Stack (Only Those SuperVillains Which Have Not Yet Been Revealed Are Considered Hidden)
3.040: The only hidden zone a player is allowed to look at is their own hand. A player cannot look at any other hidden zone without being instructed to do so by a game ability.
3.050: When a card changes zones, it loses any dependencies it had while it was in the previous zone. If an effect plays a card and then moves that card to another zone, it will only move that card to the named zone if it hasn't left the play zone. If it is in any other zone, it will not be moved to the specified zone.
3.051: Ex.1: You use Abra Kadabra [Villain] to play the top card of the main deck, which happens to be Azarath Metrion Zinthos [Super Power]. You then discard AMZ to return a card from your discard pile to your hand. At the end of the turn, Abra Kadabra will not return the AMZ to the top of the main deck and you do not have the option of paying 2 VPs to gain it. (You have effectively gained it for free.)
3.052: Ex.2: A player uses Killer Frost [MC] ability to play Terra [Villain] from the Line-Up, and the player chooses to pass Terra to an opponent's discard pile. Killer Frost will not destroy Terra, as she is no longer in their play zone.
3.053: Ex.3: A player uses Constantine [MC] to play the top card of their deck, which is Alfred Pennyworth [Hero]. The player then returns Alfred to their hand with Cadmus Labs [Location] and replays him. Alfred will not be destroyed at the end of the turn, because he lost the dependency to be destroyed by Constantine when he changed zones.
3.054: Ex.4: A player Time Travels a card with a Frozen token on it. If the card returns to the Line-Up at the end of the turn, the Frozen token will not be placed back on it. It lost the Frozen dependency when it left the Line-Up.
3.060: If you must take an action that effects a hidden zone and you can not, then you must reveal all cards in that hidden zone.
3.061: Ex.1: If you cannot discard an Equipment to Gizmo [Super Villain] FAA then you must reveal your hand and allow all players to verify that you are not holding an Equipment. You would then gain a Weakness.
3.062: Ex.2: Because the Attack from Scythe [Villain] does not direct you to reveal a Starter, any attacked player can choose to reveal a Starter at their discretion. The clause 'unless' implies a decision by the player being Attacked on whether or not to comply with the directive.
3.070: If you must take an action regarding the highest or lowest (cost, vp value, etc) card in a hidden zone, then you must reveal all cards in that hidden zone.
3.071: Ex.1: To resolve Helspont [Super Villain] FAA you must reveal your hand and then discard the two highest cost cards in it.
3.080: Revealing a card from a player's deck does not change the order of that player's deck. If a combination of cards or Main Character effects reveals the top card of a player's deck numerous times while resolving those abilities, you do not reveal any additional cards. In this case, the same card is just revealed multiple times (generally resulting in no additional benefit).
3.081: Ex: A player has Jay Garrick [MC] and plays John Constantine [Hero]. The player reveals their top card, and their second to the top card, with John Constantine. The player elects to draw one of them with John Constantine's effect, and is interrupted by Jay Garrick's ability. Jay Garrick then reveals the (already revealed) top card of the player's deck, and gives them the option of discarding it.
3.090: Anything that is removed from the game can never re-enter the game, even if an effect specifically states for it to do so.
4.000 - Main Characters
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4.010: If something refers to 'Your Super Hero' or 'Your Super Villain', it refers to all of your Main Characters.
4.020: Main Characters are not cards.
4.021: Ex.1: If Batgirl [Main Character] causes you to draw a card, The Flash [Main Character] will not trigger and draw you a second card.
5.000 - Game Cards
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5.010: The card types are: Equipment, Hero, Location, Starter, Super Power, Villain, Weakness.
5.020: A player becomes the owner of a card when they gain it or when it is placed into their hand, deck or discard pile. That player continues to own the card until it is destroyed, removed from the game, another player becomes its owner, or it is placed above or below any player's Main Character(s).
5.030: To determine if two cards are 'different' from one another, check to see if the card names or sets are different. If either is different, the two cards are different.
5.040: If a card has an asterisk in its VP slot, then it is considered to be worth 3 VP at any time before step 2 of the end of game procedures. i.e. If a player destroys Deathstorm [Villain] due to Black Hand's FAA [SV, IM] then that player will discard three cards.
5.050: Unless explicitly stated, if an ability you control would cause a card owned by another player to be put into any of your zones (except your play zone), instead put that card into its owner's respective zone.
5.051: Ex.1: Isabel Rochev [SV] explicitly instructs you to gain an opponent's card, so you do as instructed.
5.052: Ex.2: A player controls Cadmus Labs [Location] and plays Brainiac [Super Villain - IM] which they use to play an opponent's Mera [Hero]. If the player uses Cadmus Labs to return Mera to their hand, it will return to its owner's hand.
5.060: A player's cards are still considered to be owned by them at the end of the game when counting final VP. i.e. Shapeshift counts as both a Suicide Squad and a unique Power Ring when counting VP.
6.000 - Definitions and Keywords
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6.010: Assist: This keyword has no effect, but cards with this keyword can be interacted with by another card looking for the 'Assist' keyword.
6.011: Ex. 1: When using Krypto [Hero] as a Defense, you can look for cards with the 'Assist' keyword in your discard pile.
6.020: Active Player: The player whose turn it is. (During the Super Villain First Appearance Attack [SV FAA], there is no active player.)
6.030: Attack: This is a special ability that allows a player to Attack one or more other players.
6.031: When one or more players are attacked, the following sequence of events takes place:
6.032: 1.) All attacked players, in turn order, have the option to use any 'when you are attacked' effects, (if using multiple of these effects, resolve any trigger(s) from the first the ability before using the 2nd), then announce whether they are Defending (i.e. avoiding) the Attack, and if so, resolve the Defense, then resolve any trigger(s) caused by their defending.
6.033: 2.) Each player that did not Defend (i.e. avoid) the Attack will, in turn order, resolve the Attack against themselves. Each player resolves the Attack text against themselves before the next player is affected by the Attack.
6.034: 3.) The Attacker makes any necessary decisions regarding the Attack.
6.040: Block: This ability has no effect.
6.050: Buy a card: You may buy a card from the Line-Up, the Kick Stack or the Super Villain stack (note: you may only buy from the SV stack if the SV is face-up, and you have not bought any other card this turn). You may buy a card with cost equal to or less than the Power you have. If you do, then simultaneously reduce your current Power by the same amount. The card is then placed into your discard pile. Effects that trigger from buying a card will trigger after it has been placed into your discard pile.
6.060: Confrontation: This ability has no effect.
6.063: Construct: This keyword has no effect, but cards with this keyword can be interacted with by another card looking for the 'Construct' keyword. The keyword Construct must appear in the card artwork (typically in the lower right corner of the artwork, just above the expansion set symbol) in order for the card to be considered a Construct.
6.065: Control: A player controls any card that is in their play area. Players may also control cards in other areas if an effect (i.e. Swamp Thing [MC], etc) states that they do.
6.070: Defeat a SuperVillain: To defeat a SV means to spend power to buy it while it is face up on the SV stack. Buying a Super Villain from the Line-Up, gaining one, etc is not considered Defeating a Super Villain.
6.080: Defense: This is a special ability that allows a player to Defend a player (typically themselves) from an Attack. See also: Attack.
6.090: Discard: Discarding a card refers to only discarding from a player's hand. Something that triggers from a player discarding a card will only trigger when a card is discarded from that player's hand.
6.100: Gain a card: When you gain a card, it is placed into your discard pile. This is a special game ability that always happens, even if an ability instructs you to gain a card and then play it, put it into your hand, etc. The card will always go to your discard pile and be revealed, even if just for a brief time. Effects that trigger from gaining a card will trigger after it has been placed into your discard pile.
6.110: Non-Active Player: Any player in the game who is not currently the active player.
6.120: Ongoing: Cards with the keyword Ongoing provide an effect while in play. If a card's Ongoing ability has a once-per-turn clause, and it has not been used (or it has not yet triggered this turn, etc) then it is still available for use and/or waiting to trigger.
6.121: Ongoing: Playing a card with Ongoing again (i.e. via Magic [Super Power], etc) will duplicate the effects of the Ongoing ability. If an Ongoing with a once-per-turn effect has already been already been used this turn, playing it again will reset that ability.
6.122: Ongoing: If a Ongoing is discarded, any effects it provided are lost, with the exception of any Power it granted while it was in play. Ex. 1: A player controls The Batcave [Location] and plays Silent Armor [Equipment]. The player chooses to discard The Batcave to Silent Armor. The player will not draw a card from having played an Equipment because the effect of The Batcave is no longer in effect for that player. Ex. 2: A player plays Sea King [Super Villain] and plays Clayface [Villain], choosing to play Sea King again. The player now has 2 Power.
6.123: Ongoing: You may have any number of Ongoings in play and you may have any number of Ongoings with the same name in play.
6.130: Protector: (Apokolips Protector & New Genesis Protector) These abilities have no effect.
6.135: Sidekick: No effect can ever cause a player to have a Sidekick on their team.
6.140: Teamwork: In order to Teamwork a player, you must announce you are using the ability. (At this point you are committed to Teamworking a player.) You then randomly determine a foe to Teamwork. Once the foe is randomly chosen, if you are using the Teamwork ability of a Main Character, you will give that player one VP. You will then play the top card of that foe's deck.
6.141: Teamwork: Teamworked cards always return to their owner when they leave play, even if they are supposed to go to another zone. 'Teamworking' a card creates a condition of "when that card leaves play". This condition intercepts it leaving play by any other means.
6.142: Ex.1: Player 1 announces they will use the Teamwork ability of Trickster [MC]. They roll a dice, and randomly determine that Player 3 will be the Teamworked player. Player 3 receives 1 VP for being Teamworked, and then Player 1 plays the top card of Player 3's deck.
6.143: Ex.2: Player 2 plays Pied Piper [Hero]. They roll a dice, and randomly determine that Player 4 will be the Teamworked player. Player 1 plays the top card of Player 4's deck.
6.144: Ex.3: Player 1 teamworks an Ongoing card from player 2. When that card leaves their play area, it will be placed on top of Player 2's deck.
6.150: Time Travel: You may discard a card from your hand to play this card from the Line-Up or Super-Villain stack. If you do, you cannot buy or gain it this turn, and return it at the end of your turn.
6.151: Time Travel: If a player Time Travels a card, it will only return to the Line-Up or Super Villain stack at the end of the turn if it is still in their play area. If it is in any other zone it will not return to the Line-Up.
6.152: Time Travel: Any card that is Time Traveled is considered to have the ability Time Travel.
6.153: Ex. 1: A player discards a card to Chameleon Boy [MC] to Time Travel a card from the Line-Up. The card Time Traveled will trigger Phantom Girl [MC] and give the player +1 Power.
6.160: Unity: This ability has no effect.
7.000 - Set Specific Clarifications
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7.010: The following cards are all assumed to be from the Base Set (i.e. Original Set; the first set ever released for the game) regardless of which version of the card you are playing with: Kick, Punch, Vulnerability and Weakness.
7.020: Promo: Promo cards are assumed to be from a set named "Promo".
7.030: Teen Titans GO!: Regarding the cycle of cards that state "if [Insert Main Character Name] is on your team...", this clause refers only to your Main Characters. Having a card with that name is not sufficient to meet this requirement.
7.040: Teen Titans GO!: Super-Villains from this set have the type Nemesis. All of these Super-Villains are considered to have the type Villain instead. Nemesis is not a card type.
7.050: Teen Titans GO!: There is no set of action(s) that any player can take that will result in any player having a Sidekick on their team.
7.060: The Rogues: Each Main Character from this set has an ability which reads "Teamwork: That foe gains 1 VP". This particular Teamwork ability may only be used once per turn.
7.070: The Rogues: Cards from this set give VP to a player when they are bought or gained. Gaining VP in this way is a special effect, which happens immediately, and will interrupt any other effect being resolved.
8.000 - End of Turn Procedure
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8.010: Announce that you are ending your turn. Your turn is now considered to be over. You continue to be the active player. Any abilities that last for 'this turn' cease to be in effect.
8.020: Place all cards in your hand into your discard pile. This is a special action and does not trigger any effects from discarding, etc.
8.030: Resolve all "end of turn" effects.
8.040: Place all non-Ongoing cards you have in play into their owner's discard pile, or return them to the proper location (Line-Up for Time Travel cards, etc).
8.050: Any Power you have is lost.
8.060: Draw five cards; this may result in you having more than five cards in hand if one or more cards were drawn due to "at the end of your turn" effects.
8.070: The turn is over, there is now no active player.
8.080: If the Line-Up contains less than five cards, add cards to it from the main deck until it contains five cards. If the main deck does not contain enough cards to fulfill this requirement, proceed to step one of the End of Game procedures.
8.090: If the top card of the Super Villain stack is face down, reveal it and resolve its First Appearance Attack, if any. The FAA will resolve against the player who is about to begin their turn first, followed by the remaining players in turn order. Resolve any triggered abilities in the same order after completing the SV FAA. If there are no Super Villains left to reveal, proceed to step one of the End of Game procedures.
8.100: The next player begins their turn and becomes the active player.
9.000 - Tournament Structure
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9.010: Games will be played in groups of three or four players, and will be paired as tables of four whenever possible. Tables at the top of the standings are to be paired as four player tables if possible.
9.020: The length of time for each round is 60 minutes. After time is called, a set number of turns will be added to the current game based on whose turn it is when time is called. If time is called during the first players turn, then a number of turns equal to [the number of turns required to complete the turn cycle] will be added to the game. If time is called during any other players turn, then a number of turns equal to [the number of turns required to complete the turn cycle and one additional turn for each player in the game] will be added to the game.
9.021: Ex.1: During a 3-player game, time is called during player one's turn. Once that player has completed their turn, the game will continue for two additional turns, completing the turn cycle. There will not be another additional turn allocated for any player after those turns have been completed.
9.022: Ex.2: During a 4-player game, time is called during player three's turn. Once that player has completed their turn, the game will continue for five additional turns, allowing for one additional turn for player four, to complete the turn cycle, and then one additional turn for each player.
9.030: A player may drop from an event at any time. It is preferred for players to drop between games so as to not disrupt a game that is in progress.
9.040: If a player drops from an event (or concedes a match prior to its completion) during a game, the other players should call for a judge. A judge will maintain the game state until the end of the current turn. During this time, that player can still be interacted with, and the judge will make decisions at random for that player, if required. That player will receive last place for this round.
9.050: At the end of the turn in which a player conceded the match, the judge will gather all of that players cards, Main Characters, etc (including any cards controlled by another player) and turn them face down. That player can no longer be interacted with by any means. Any cards the player controlled that were owned by another player will be placed into their owner's discard pile at this time.
9.060: The minimum number of players for a sanctioned tournament is eight.
9.070: The number of swiss rounds to be played during a tournament is determined by the number of players that entered, as follows: 8 - 16 players = 4 Rounds; 17 - 32 players = 5 Rounds; 33 - 64 = 6 Rounds; 65 - 128 = 7 Rounds.
9.080: For tournaments consisting of four rounds, a single round, "the finals", will be played after the swiss rounds. The top four finishers will be invited to participate in the finals.
9.090: For tournaments consisting of five or more rounds, two play-off rounds will take place after the swiss rounds, the "semi-finals" and "the finals". The top eight finishers will be invited to participate in the play-off rounds. For the semi-finals, players will be paired based on their standings as follows: Table 1: first, fourth, fifth & eighth; Table 2: second, third, sixth & seventh. The finals will consist of all players placing first or second in each of the semi-finals games.
9.100: During play-off rounds, instead of randomly determining player order, the standings from the end of the swiss rounds will be used.
9.101: Ex.1: If players 1, 4, 5 and 8 are playing a match, player 1 is considered to have won the die roll, with player 4 coming in second, etc.
10.000 - Rules Infractions
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10.010: If a player reveals one or more cards to another player without being instructed to do so by a card ability, then that player must reveal those cards to all players.
10.020: If a player discards on Ongoing card for any reason other than because an effect allowed or instructed it to be discarded, a judge should retrieve the Ongoing from whichever zone it is in, and place it in that player's play area. The player receives a penalty for failure to maintain the proper game state.
10.030: If a player looks at (or reveals) cards in a hidden zone without an effect allowing the player to do so, that player will receive a penalty for looking at (or revealing) extra cards.
10.040: Triggers: There are two types of triggers: those which are deemed beneficial to a player's opponents and those which are deemed to be detrimental to their opponents. Missing a trigger that is beneficial to a player's opponents typically does not result in a penalty, while missing a trigger that is detrimental to a player's opponents typically results in a penalty. Both types of missed triggers may be reported to a judge by any player in the game, and a judge will determine the most appropriate method of correcting the game state if it has not passed an irreparable state. This is often accomplished by having the trigger be resolved immediately if it was pointed out by one of the player's opponents.
10.041: Ex.1: A player plays Abra Kadabra [Villain] and plays the top card of the Main Deck, which is a Red Robin [Hero]. At the end of the turn the player neither returns Red Robin to the Main Deck nor pays two VP to gain it, and instead places it into their discard pile. The player has missed a trigger and will receive a penalty, then the judge will correct the game state as best able, in this case by placing Red Robin on top of the Main Deck. This is because this type of trigger is deemed to be detrimental to that player's opponents by allowing him to gain the Red Robin card for free.
10.050: A trigger which only provides power cannot be missed; this is intended to be a shortcut to maintain the pace of the game.
10.052: Ex.2: A player plays Ra's Al Ghul [Super Villain] and, at the end of the turn, they fails to put it at the bottom of their deck. The player has missed a trigger, but will not receive a penalty. This is because this type of trigger is deemed to be beneficial to that player's opponents by delaying the drawing of Ra's Al Ghul again. If all opponents are in agreement, then the missed trigger can be resolved, and Ra's will be placed on the bottom of its owner's deck. If the card owner points out the missed trigger then Ra's will not be placed on the bottom of their deck, because the player missed their own trigger.
10.053: Ex.3: A player is using Batman as their Main Character and plays three Equipment cards, without ever acknowledging that Batman triggered for any of them. The player will have +3 Power if they acknowledge the Power gained from Batman later that turn.
10.060: A judge may give a player a warning for slow play if the player fails to perform a game action within a reasonable amount of time.
10.070: A judge may give a player a warning for a rules infraction, whether the infraction is specifically covered by these rules or not.
10.080: If the head judge determines that a player has accumulated to many penalties, or if a single penalty is severe enough, then that player will be dropped from the event and is ineligible for any prizes from that event.
11.000 - Tournament Philosophy
(Click to Expand)
11.010: The only people allowed to talk to a player involved in a tournament game is another player in that game or a judge. If a player receives 'outside assistance' during a game, a judge should be notified, and a penalty given to all players involved in the 'outside assistance'.
11.011: Ex.1: A player buys Air-Walk Shoes [Equipment] from the Line-Up. After buying it they buy another card from the Line-Up. At that point, another player who is spectating the game tells the player to gain a VP for having purchased Air-Walk Shoes; this player has given outside assistance to the player in the game and will be given a penalty. The player in the game will not be given a penalty because they did not ask for the assistance, but they also will not be able to get a VP for gaining the card as they have already missed the trigger.
11.020: While any player in the game may point out a missed trigger, or a misplay, to another player if they so choose, judges will refrain from doing so. Judges observe games to ensure that players do not cheat, but they are not there to help them win.
11.021: Ex.1: On the first turn of the game a judge observes a player play four punches and declare they have three power. The judge will not correct the player by informing them that they have four power.
11.022: Ex.2: On the first turn of the game a judge observes a player play two punches and declare they have four power. The judge will stop the game and correct the player by informing them that they only have two power; the player will receive a warning for misrepresenting the game state.
11.023: Ex. 3: A player has Animal Man [MC] and plays a Weakness, a Vulnerability and a Kick. The player then asks a judge how much power they have from playing those three cards. The judge should advise that they have 2 power, as the player did not indicate to the judge that Animal Man has triggered. The judge should not point out the 'missed' trigger from Animal Man to the player, it is the players responsibility to know how the cards and Main Characters work.
11.030: If a banned card is inadvertently in the game, a judge should be notified. The judge will likely remove it from the game if doing so does not considerably disrupt the game.
11.040: At Tournament and Championship Level Events, players may not use electronic devices once the players have begun the Main Character draft, with the exception of taking brief personal calls (with all of their opponent's permission). The MC draft is assumed to have begun once players begin determining the player draft order. This does not apply to matches played on Table Top Simulator.
11.050: Players are allowed to take notes during a match, so long as it is not during their turn and is not disruptive to the game. Players may only reference notes made during their current game, and cannot reference notes made outside of their current game.
12.000 - End of Game Procedures
(Click to Expand)
12.010: Resolve all 'end of game' triggered effects, beginning with the player whose turn it would have been next and continuing in player turn order.
12.020: Each player gathers together all cards they own.
12.030: Gather the main deck, the line-up, any remaining cards in the Super Villain, Weakness and Kick stacks, along with any cards removed from the game, into a pile. Place a token on this pile so that no one ends up with a card that they do not own when counting VP.
12.040: Each player totals their VP.
12.050: The winner is the player with the most VP, and so forth for 2nd and 3rd/4th place. In the event of a tie, the first tiebreaker is the player with the most Super Villains in their deck. The second tie-breaker is the player who most recently defeated a Super Villain. The third tie-breaker is the player who played last in turn order during the game.
12.060: Each player should verify that the round number, table number, their name and their opponent's names are properly recorded on the match slip; fill out or correct any missing or incorrect information.
12.070: Each player should record their main character(s) and VP total on the match slip. If any player disputes another player's VP count, they may recount that player's VP themselves. In the event two players have a disagreement on what a player's VP count is, all other players in the game are responsible for computing the VP total in question. Once all players have computed the VP total, if the correct VP count is still in question, a judge should be notified.
12.080: After all player's VP totals have been recorded, each player is responsible for signing the match slip.
12.090: Each player is responsible for helping to return the game to its original state. The players should count out all Kicks, Weaknesses and Starters and return them to their proper location. The Super Villains should be placed into their own pile, and the Main Characters should be placed into their appropriate tier stack. The main deck should be shuffled and returned it to its proper place.
12.100: Once the game state is restored, the players should call a judge. The judge will verify that all players have signed the slip and that the game is prepared for the next round. The judge will verify the results of the match and collect the slip. The players are now free to leave the gaming area. Any player refusing to sign the match slip will receive 0 points for that round and may be removed from the tournament at the Head Judge's and/or Tournament Organizer's discretion.


Main Character Rulings:
(Clicking on the card name will open an image of the card in a new tab)

Alan Scott (Crossover 1)
(No current rulings)

Animal Man (Crisis 1)
- No matter which version you are playing with, this text should read as follows: "Once during each of your turns, if you have played three or more different card types, +2 Power."

Aquaman (Base Set)
- Treat his effect as a triggered ability that triggers upon buying or gaining a card. It cannot be saved up to put something on top of your deck later, the decision must be made when resolving the trigger created by buying or gaining a card.

Arsenal (Crisis 4)
(No current rulings)

Bane (Promo - Forever Evil)
- If the condition is met, this ability triggers and must be resolved before another action can be taken. (i.e. The card cannot be destroyed later in the turn.)

Batgirl (Heroes Unite)
(No current rulings)

Batman (Base Set)
(No current rulings)

Batwoman (Crossover 6)
(No current rulings)

Beast Boy (Teen Titans)
(No current rulings)

Beast Boy (Teen Titans Go)
(No current rulings)

Big Barda (Crossover 7)
(No current rulings)

Bizarro (Forever Evil)
- Any card destroyed as a result of the game ending makes you gain a Weakness. ex: Firestorm, Firestorm Matrix, etc.
- You only gain a Weakness when you destroy a card, not if an opponent destroys one of your cards.
- Abilities that read "each player destroys" mean that you are the player destroying the card, and therefore you will gain a Weakness for each card destroyed this way.
- The 'gain a Weakness' text is active at all times during a game, including during Super Villain First Appearance Attacks.
- For any card that is put onto the Weakness stack with his ability, if it is not an actual Weakness, remove it from the game instead of putting it onto the Weakness stack.

Black Adam (Forever Evil)
(No current rulings)

Black Canary (Heroes Unite)
(No current rulings)

Black Canary (Crossover 6)
(No current rulings)

Black Lightning (Promo)
- No matter which version you are playing with, this text should read as follows: "Discard X cards: Put a card with cost X from your discard pile into your hand. X cannot be zero."
- You can use this ability whether you have a card in your discard pile that you can return or not.

Black Manta (Forever Evil)
- Black Manta

Blue Beetle (Teen Titans)
(No current rulings)

Booster Gold (Heroes Unite)
(No current rulings)

Brainiac 5 (Crossover 3)
(No current rulings)

Captain Boomerang (Crisis 3)
(No current rulings)

Captain Cold (Crossover 5)
(No current rulings)

Catwoman (Crossover 6)
(No current rulings)

Chameleon Boy (Crossover 3)
- When you discard a card to perform this ability, you do not need to discard an additional card to pay for the Time Travel cost.
- Neither the card you choose to use his ability on, or the card you discard, need to have the Time Travel keyword.
- The card you use his ability on is considered to have been Time Traveled, and will trigger any effects from playing a Time Travel card.
- You can use this ability whether there is a card you can choose in the Line-Up or not.

Cheetah (Crisis 3)
(No current rulings)

Constantine (Crisis 1)
(No current rulings)

Cosmic Boy (Crossover 3)
(No current rulings)

Cyborg (Base Set)
(No current rulings)

Cyborg (Teen Titans Go)
(No current rulings)

Darkseid (Crossover 7)
(No current rulings)

Deadshot (Crisis 3)
(No current rulings)

Deathstroke (Forever Evil)
(No current rulings)

Doctor Fate (Crossover 1)
- Each card you play during your turn counts towards the bonus effect for each of his abilities a single time. ex: If you play cards with cost 2, 3, 4, 5 and 6 (in any order) then you will get +2 Power and draw one card.
- When either of his conditions is met, that ability triggers immediately.

Donna Troy (Crisis 4)
(No current rulings)

Dr. Manhattan (Crossover 4)
(No current rulings)

Felicity Smoak (Crossover 2)
(No current rulings)

Golden Glider (Crossover 5)
(No current rulings)

Granny Goodness (Crossover 7)
(No current rulings)

Green Arrow (Crisis 1)
- His ability refers to defeating Villains in the Line-up, and to defeating Super-Villains or Super-Heroes in the Super-Villain stack.
- If you use his ability, Villains in the line-up with cost one or two are considered to have a cost of zero.

Green Lantern (Base Set)
(No current rulings)

Harley Quinn (Forever Evil)
(No current rulings)

Hawkman (Heroes Unite)
(No current rulings)

Heatwave (Crossover 5)
(No current rulings)

Huntress (Crossover 6)
(No current rulings)

Indigo-1 (Crisis 2)
(No current rulings)

Jay Garrick (Crossover 1)
- This ability overrides the normal 'fully resolve the current card, then look for anything that triggered' rule.
- He interrupts any drawing of 'one or more cards' instructed by a card, and allows you to perform the action of revealing the top card of your deck and deciding if you want to discard it.
- This ability triggers on being instructed to draw. It will resolve whether you actually drew the card or not. i.e. It still functions if you replace the draw or if your deck and discard pile are both empty.
- Main Characters are not cards. Ex: If a Main Character causes you to draw a card, Jay Garrick will not trigger.
- His ability can trigger multiple times for the same card. i.e. If you elect to draw a card with Bizarro [Villain] then you can perform Jay's ability for each of the two cards drawn, because they are separate instances of drawing a card.

John Diggle (Crossover 2)
(No current rulings)

Kalibak (Crossover 7)
(No current rulings)

Katana (Crossover 6)
(No current rulings)

Kid Flash (Promo - Teen Titans)
- His ability may be each time you buy or gain a card; it is not limited to once per turn, etc.
- His ability may only be used at the time you buy or gain a card. If you individually buy three different cards from the lineup you cannot later add three cards to the lineup. You must add the card to the lineup at the proper time (you cannot add it later if you forget, etc).

Kid Flash (Promo - Teen Titans Go)
- His ability may be used any number of times during your turn.
- His ability may only be used at the time you buy or gain a card from the Line-Up. If you individually buy three different cards from the lineup you cannot later add three cards to the lineup. You must add the card to the lineup at the proper time (you cannot add it later if you forget, etc).

Killer Frost (Crisis 3)
(No current rulings)

King Shark (Crisis 3)
(No current rulings)

Kyle Rayner (Crisis 2)
- If you use his ability, you discard the revealed cards as well.

Lex Luthor (Forever Evil)
(No current rulings)

Lightning Lad (Crossover 3)
(No current rulings)

Martian Manhunter (Promo - Base Set)
(No current rulings)

Mirror Master (Crossover 5)
- If the first card you play is Black Orchid followed by Element Woman, you will get +3 Power because you played a Hero, Equipment and Villain. If you play Element Woman first, followed by Black Orchid then you will only get +1 Power.

Mister Miracle (Crossover 7)
- His effect only triggers when you are the player discarding the card, not if an opponent discards your card.
- This effect is a triggered ability, and will not interrupt an effect that is resolving.
- Ex.1) You defends an Attack by discarding Katana [Hero]. This triggers Mister Miracle, but does not interrupt the resolution of Katana. You draw a card due to the Defense ability of Katana, and then you can resolve the Mister Miracle trigger and place Katana on top of your deck.
- If you play Takion [Hero] and discard a card from your hand into another player's discard pile, then he will trigger and allow you to place that card on top of your library.

Mister Terrific (Crossover 1)
(No current rulings)

Nightwing (Heroes Unite)
(No current rulings)

Nightwing (Crisis 4)
(No current rulings)

Nite Owl (Crossover 4)
(No current rulings)

Oliver Queen (Crossover 2)
(No current rulings)

Omen (Crisis 4)
(No current rulings)

Oracle (Crossover 6)
(No current rulings)

Orion (Crossover 7)
(No current rulings)

Ozymandias (Crossover 4)
- His ability resolves during the End of Turn Procedure when you are instructed to "Draw five cards".

Phantom Girl (Crossover 3)
(No current rulings)

Poison Ivy (Crisis 3)
(No current rulings)

Power Girl (Crossover 1)
(No current rulings)

Raven (Teen Titans)
(No current rulings)

Raven (Teen Titans Go)
(No current rulings)

Red Lantern Supergirl (Crisis 2)
- If you play a card that allows a foe to destroy a card and they choose to do so, her ability will trigger.
- If multiple foes destroy a card during any one player's turn, her ability will only trigger once.
- If you destroy a foe's card her ability does not trigger.
- Cards destroyed as a result of Super Villain First Appearance Attacks will not trigger her ability.
- Cards destroyed as a result of defending Super Villain First Appearance Attacks will not trigger her ability.

Red Robin (Teen Titans)
(No current rulings)

Red Tornado (Heroes Unite)
(No current rulings)

Robin (Crisis 1)
- This ability triggers on being instructed to draw. It will resolve whether you actually drew the card or not. i.e. It still functions if you replace the draw or if your deck and discard pile are both empty.
- This ability overrides the normal 'fully resolve the current card, then look for anything that triggered' rule.
- The first time a card instructs you to draw a card, he interrupts the drawing of that card and allows you to perform the action of putting an Equipment from your discard pile into your hand instead.
- Main Characters are not cards. Ex: If a Main Character causes you to draw a card, Robin will not trigger.
- If you replace the first draw of Kid Flash [Hero, Teen Titans Go] with his ability, you do not have the option of discarding that card to Kid Flash. In this case you would most likely draw and discard the top card of your deck.

Robin (Teen Titans Go)
(No current rulings)

Rorschach (Crossover 4)
(No current rulings)

Roy Harper (Crossover 2)
(No current rulings)

Saint Walker (Crisis 2)
(No current rulings)

Sara Lance (Crossover 2)
(No current rulings)

Saturn Girl (Crossover 3)
(No current rulings)

Shazam! (Heroes Unite)
(No current rulings)

Silk Spectre (Crossover 4)
(No current rulings)

Sinestro (Forever Evil)
(No current rulings)

Skitter (Promo - Teen Titans)
(No current rulings)

Star Sapphire (Crisis 2)
- Her ability is a "may". Your options are to: leave the revealed card on top of your deck, discard it, or put it on the bottom of your deck.

Starfire (Promo - Heroes Unite)
(No current rulings)

Starfire (Teen Titans)
(No current rulings)

Starfire (Teen Titans Go)
(No current rulings)

Stargirl (Crossover 1)
(No current rulings)

Superboy (Teen Titans)
(No current rulings)

Superman (Base Set)
(No current rulings)

Swamp Thing (Crisis 1)
- If you discard an opponent's Location while it's in play, it will go to its owner's discard pile.
- If you destroy an opponent's Location while it's in play, it will go to the destroyed pile.
- If you discard a Location in the Line-Up it will be removed from the game.
- If you destroy a Location in the Line-Up it will go to the destroyed pile.

Tempest (Crisis 4)
(No current rulings)

The Comedian (Crossover 4)
- Super Villain First Appearance Attacks do not qualify for his cost reduction. The Super Villain must have a standard attack in order for its cost to be reduced.
- The cost reduction applies to any card which allows a player to Attack another player.

The Flash (Base Set)
- Main Characters are not cards. Ex: If a Main Character causes you to draw a card, The Flash will not draw you a second card.
- This ability triggers on being instructed to draw. It will resolve whether you actually drew the card or not. i.e. It still functions if you replace the draw or if your deck and discard pile are both empty.

The Flash (Crisis 4)
(No current rulings)

The Joker (Promo - Forever Evil)
(No current rulings)

Trickster (Crossover 5)
(No current rulings)

Vixen (Promo)
- You resolve her text in the order written. Ex: If you reveal Shapeshift then you will get +2 Power, then you must destroy a card in your hand, then the SV cost reduction applies and lastly you will draw a card.

Weather Wizard (Crossover 5)
(No current rulings)

White Lantern Deadman (Crisis 2)
- If you play an opponent's Mirakuru [Super Power] with this ability, and it is the first card you've played that turn, you can put it and the remaining cards in your hand under your Main Characters and draw 4 cards. (The Mirakuru will not return to your opponent's hand if you do this.)

Wildcat (Crossover 1)
(No current rulings)

Wonder Girl (Teen Titans)
(No current rulings)

Wonder Woman (Base Set)
(No current rulings)

Zatanna Zatara (Crisis 1)
(No current rulings)



Super Villain Rulings:
(Clicking on the card name will open an image of the card in a new tab)

Amazo (Heroes Unite)
(No current rulings)

Aquaman (Forever Evil)
(No current rulings)

Bart Allen (Crossover 5)
(No current rulings)

Batman (Forever Evil)
(No current rulings)

Billy Numerous (Teen Titans Go)
- He checks the cost of the cards revealed, which may or may not be the cost of the cards drawn, depending on other effects (such as Jay Garrick [MC], etc).
- If you try to create an infinite loop of revealing/drawing nothing (i.e. from no deck & discard pile, etc) then the card doesn't do anything else.

Blackfire - Impossible Mode (Crisis 4)
(No current rulings)

Brainiac - Impossible Mode (Crisis 1)
- Cards played by this ability leave play at the same time as they normally would do so. (i.e. Typically during the end of turn procedures for non-Ongoing cards.)
- This card does not resolve until after you have played each card that has been discarded by its ability.

Brother Blood - Impossible Mode (Crisis 4)
(No current rulings)

Cheshire - Impossible Mode (Crisis 4)
(No current rulings)

Clock King - Impossible Mode (Crisis 4)
(No current rulings)

Constantine (Forever Evil)
- If you destroy a card worth negative VP (i.e. Weakness, etc) you will lose that much VP.

Control Freak (Teen Titans Go)
(No current rulings)

Count Vertigo (Crossover 2)
(No current rulings)

Cyborg (Forever Evil)
(No current rulings)

Doomsday - Impossible Mode (Crisis 2)
(No current rulings)

Dr. Light (Teen Titans)
- If you cannot reveal another Super-Villain then do not shuffle Dr. Light back into the SV stack.
- This SuperVillain can have its First Appearance Attack resolve multiple times per game because it can be shuffled back into the SuperVillain stack.

Felix Faust (Promo)
(No current rulings)

Felix Faust - Impossible Mode (Crisis 3)
(No current rulings)

Gizmo (Teen Titans Go)
(No current rulings)

Green Arrow (Forever Evil)
(No current rulings)

Green Lantern (Forever Evil)
(No current rulings)

H'El (Heroes Unite)
- He checks the cost of the cards actually drawn, and does not count the cost of cards put into your hand by replacement effects such as Robin [MC Crisis 1], etc.

Hades - Impossible Mode (Crisis 1)
(No current rulings)

Harvest - Impossible Mode (Crisis 4)
(No current rulings)

Hawkman (Crossover 5)
- His First Appearance Attack refers to power generated by the discarded card effect(s). If a discarded card's text is similar to 'you may do X, if you choose not to, +Y Power', players are assumed to have chosen the alternative which provides Y Power. If a discarded card's text is similar to 'you may do X, otherwise, +Y Power', players are assumed to have chosen the alternative which provides Y Power. If you must make any other decision, then the player cannot, and that effect will count as zero Power.
- FAA Ex: If you discard Man-Bat Serum [Equipment] then you get +Power equal to your VP.
- FAA Ex: If you discard Hawkgirl [Hero] then you get power equal to 1 + the number of Heroes in your discard pile.
- FAA Ex: If you discard Birdarangs [Equipment] then you get +1 Power (you do not draw a card).
- FAA Ex: If you discard Amanda Waller [Hero] you get +2 Power.
- FAA Ex: If you discard Pandora [Hero] do not add a card to the Line-Up, but you do get +1 Power for each different cost in the Line-Up.
- FAA Ex: If you discard Dawnstar [Hero] you get +0 Power, because no player can perform an action.
- FAA Ex: If you discard Starman [Hero] you get +0 Power, because you cannot make a decision.

Helspont - Impossible Mode (Crisis 2)
(No current rulings)

Isabel Rochev (Crossover 2)
(No current rulings)

Jesse Quick (Crossover 5)
- Disregard the reminder text on her which states that "Teamwork abilities are now active."

Jinx (Teen Titans Go)
(No current rulings)

Kobra (Crossover 1)
(No current rulings)

Lex Luthor - Impossible Mode (Crisis 1)
(No current rulings)

Mammoth (Teen Titans Go)
(No current rulings)

Martian Manhunter (Forever Evil)
(No current rulings)

Mongul - Impossible Mode (Crisis 2)
(No current rulings)

Mordru the Merciless (Crossover 1)
(No current rulings)

Parallax - Impossible Mode (Crisis 1)
- This card does not double any Power that has already been spent. It doubles the amount of power you currently have.

Poison Ivy (Crossover 6)
(No current rulings)

Psimon (Teen Titans)
- No matter how many cards you draw and play, you put all of the remaining cards back on top of your deck in any order. i.e. You will put four cards back on top if you replace one of the draws with Robin's [MC Crisis 1] ability, etc.

Ra's Al Ghul (Base Set)
- This card is only placed at the bottom of its owner's deck if it was played that turn.

Sea King - Impossible Mode (Crisis 3)
- When resolving his FAA, if the final card in your deck is a Starter, and you reveal it because of his Attack, then you will place that card in your discard pile and then gain three Weaknesses (because your deck ran out of cards due to his Attack).
- If your deck is empty when his FAA begins, you will shuffle your discard pile into your deck and then begin revealing cards.
- When resolving his FAA, if you have no deck and no discard pile, you will receive three Weakness cards.

See-More (Teen Titans Go)
- His FAA can cause Super Villains to be put into the main deck. If/when those SV's enter the line-up, they will not perform their FAA's again because they have already happened earlier during the game.

Shazam! (Forever Evil)
(No current rulings)

Slade Wilson (Teen Titans)
(No current rulings)

Superman (Forever Evil)
(No current rulings)

Superwoman - Impossible Mode (Crisis 3)
(No current rulings)

Swamp Thing (Forever Evil)
(No current rulings)

Terra - Impossible Mode (Crisis 4)
(No current rulings)

The Anti-Monitor (Base Set)
- The Super-Villain, Kick, and Weakness stacks are not legal targets for The Anti-Monitor's card-destroying ability.

The Calculator (Crossover 6)
(No current rulings)

The Flash (Forever Evil)
(No current rulings)

Trigon (Heroes Unite)
(No current rulings)

Ultra-Humanite (Crossover 1)
(No current rulings)

Ultraman - Impossible Mode (Crisis 3)
- You MUST choose one card of each type from your hand or discard pile if there is at least one in either zone. You cannot avoid gaining Weaknesses by choosing which of the two zones does not contain those types of card. i.e. If your hand contains an Equipment and your discard pile does not, you must choose an Equipment in your hand.

Vandal Savage (Heroes Unite)
(No current rulings)

Wonder Woman (Forever Evil)
(No current rulings)



Main Deck Card Rulings:
(Clicking on the card name will open an image of the card in a new tab)

Abra Kadabra (Crossover 5)
- If the card you play with this leaves your play area then it will not return to the top of the main deck at the end of the turn, and you do not have the option of paying 2 VP to gain it.

Acrobatic Agility (Teen Titans)
(No current rulings)

Aerie One (Crossover 6)
(No current rulings)

Aero-Discs (Crossover 7)
(No current rulings)

Air-Walk Shoes (Crossover 5)
(No current rulings)

Alan Scott (Multiverse)
(No current rulings)

Alfred Pennyworth (Rivals 1)
(No current rulings)

Amanda Waller (Forever Evil)
(No current rulings)

Amnesty Bay (Confrontations)
(No current rulings)

Ancient Map (Crisis 4)
(No current rulings)

Animal Man (Crisis 1)
(No current rulings)

Animal Man (Confrontations)
(No current rulings)

Apokolips (Heroes Unite)
(No current rulings)

Aqualad (Teen Titans Go)
(No current rulings)

Aquaman's Trident (Base Set)
(No current rulings)

Arisia (Rivals 2)
(No current rulings)

Arkham Asylum (Base Set)
(No current rulings)

Astro-Harness (Crossover 7)
(No current rulings)

Atlantis (Crisis 2)
(No current rulings)

Atomica (Forever Evil)
(No current rulings)

Azarath (Teen Titans)
(No current rulings)

Azarath Metrion Zinthos (Teen Titans)
(No current rulings)

B'DG (Rivals 2)
(No current rulings)

Bane (Base Set)
(No current rulings)

Bane (Rivals 1)
(No current rulings)

Batarang (Heroes Unite)
(No current rulings)

Batarang (Rivals 1)
(No current rulings)

Batman [Thomas Wayne] (Multiverse)
- You only get the option to use this cards ability when you play it.

Batmobile (Base Set)
(No current rulings)

Batmobile (Rivals 1)
(No current rulings)

Batwoman (Rivals 1)
(No current rulings)

Bedovian (Rivals 2)
(No current rulings)

Bekka (Rivals 2)
(No current rulings)

Belle Reve (Forever Evil)
(No current rulings)

Beta Club (Crossover 7)
(No current rulings)

Birdarangs (Teen Titans Go)
(No current rulings)

Birthday Cake (Crisis 4)
(No current rulings)

Bizarro (Base Set)
(No current rulings)

Bizarro (Confrontations)
(No current rulings)

Bizarro Power (Forever Evil)
- The player who plays this card gains a Weakness before the Attack happens.

Black Lantern Aquaman (Crisis 2)
(No current rulings)

Black Lantern Batman (Crisis 2)
(No current rulings)

Black Lantern Blue Beetle (Crisis 2)
(No current rulings)

Black Lantern Corps (Heroes Unite)
(No current rulings)

Black Lantern Green Arrow (Crisis 2)
(No current rulings)

Black Lantern Power Ring (Crisis 2)
- This card is considered to be a Power Ring.
- If gaining the card triggers an ability when it's gained, the player playing this card gets that effect, not the player whose discard pile it ends up in.

Black Lantern Wonder Woman (Crisis 2)
(No current rulings)

Black Manta (Confrontations)
(No current rulings)

Black Mask (Crisis 3)
(No current rulings)

Black Orchid (Crisis 3)
- If you reveal a card with negative VP (i.e. Weakness, etc) you will lose that much VP.

Blackbriar Thorn (Confrontations)
(No current rulings)

Blackgate Prison (Forever Evil)
(No current rulings)

Blank (Crisis 4)
(No current rulings)

Blaster (Teen Titans Go)
(No current rulings)

Blue Beetle (Base Set)
(No current rulings)

Blue Devil (Confrontations)
(No current rulings)

Blue Lantern Power Ring (Heroes Unite)
- This card is considered to be a Power Ring.

Bo Staff (Crisis 1)
(No current rulings)

Book of Magic (Confrontations)
(No current rulings)

Boom Tube (Crossover 7)
(No current rulings)

Boomerang (Crisis 3)
- This ability can be used multiple times for the same card if applicable. i.e. If a foe elects to draw a card with Bizarro [Villain] then you can reveal Boomerang and draw a card for each of the two cards drawn, because they are separate instances of drawing a card.
- This card can be revealed any time after its condition has been met, and before a triggered effect resolves or another action is taken.

Broadsword (Forever Evil)
(No current rulings)

Brother Blood (Heroes Unite)
(No current rulings)

Bulletproof (Base Set)
(No current rulings)

Bumblebee (Teen Titans)
(No current rulings)

Cadmus Labs (Teen Titans)
- Any power, game effects, etc created by the card you returned to your hand will remain.
- If another players card would be put into your hand with this ability, instead that card is put to its owner's hand.

Canary Cry (Heroes Unite)
(No current rulings)

Captain Atom (Crisis 1)
(No current rulings)

Captain Boomerang Jr. (Crossover 5)
(No current rulings)

Cassie Sandsmark (Teen Titans)
(No current rulings)

Cat-Like Reflexes (Crisis 3)
- You may use a Defense card after revealing this card and drawing a card from its ability.

Catwoman (Base Set)
(No current rulings)

Catwoman (Forever Evil)
(No current rulings)

Central City (Forever Evil)
(No current rulings)

Chaseleon (Rivals 2)
(No current rulings)

Cheetah (Base Set)
(No current rulings)

Cheetah Form (Teen Titans Go)
(No current rulings)

Chlorokinesis (Crisis 3)
- The person who played this is the person who is causing the card(s) to be discarded.

Cinderblock (Teen Titans)
(No current rulings)

Citizen Steel (Crossover 1)
- His ability refers to Super-Villains or Super-Heroes in the Super-Villain stack.

Clayface (Base Set)
- This card does not copy anything. It causes a card you have already played this turn to be played again.

Clayface (Rivals 1)
- If you play an opponent's Terra [Villain] with this ability, you can pass her to a foe's discard pile for her effect. (Terra will not be returned by Clayface's effect if you do this.)

Cloak of Raven (Teen Titans)
(No current rulings)

Cold Gun (Forever Evil)
(No current rulings)

Commissioner Gordon (Forever Evil)
(No current rulings)

Computer Console (Crossover 6)
(No current rulings)

Conner Kent (Teen Titans)
(No current rulings)

Construct Beasts (Rivals 2)
(No current rulings)

Construct Jet (Rivals 2)
(No current rulings)

Construct Missiles (Rivals 2)
(No current rulings)

Construct Train (Rivals 2)
(No current rulings)

Constructs of Fear (Forever Evil)
(No current rulings)

Copperhead (Crisis 3)
(No current rulings)

Cosmic King (Crossover 3)
(No current rulings)

Cosmic Staff (Forever Evil)
(No current rulings)

Crimson Whirlwind (Heroes Unite)
- The cards put into your discard pile are not considered to have been discarded from your deck.

Crown of Atlantis (Confrontations)
- This card counts itself, so you will always get at least one power from it unless there is some effect altering the cost of the card, such as Computo.

Crystal Prism (Teen Titans Go)
(No current rulings)

Crystal Shield (Crisis 2)
(No current rulings)

Dark Knight (Base Set)
- His synergy with Catwoman refers to a card you have previously bought or gained this turn. You can only put a card into your hand when the conditions are met, not later that turn.
- If you play Catwoman after Dark Knight, Dark Knight will trigger and you can resolve its 'put a card you bought...' ability after Catwoman has resolved.

Dark Portal (Teen Titans Go)
(No current rulings)

Dark Shadow (Teen Titans Go)
(No current rulings)

Daughter of Gotham City (Heroes Unite)
(No current rulings)

Dawnstar (Crossover 3)
- The cards put into any player's discard pile are not considered to have been discarded from their deck.

Dead King's Sceptor (Confrontations)
(No current rulings)

Deadman (Heroes Unite)
- The cards you destroy do not have to be from the same place. They can both be from your hand, both from your discard pile, or one from each place.

Deadman (Confrontations)
(No current rulings)

Deadshot (Heroes Unite)
- The person who reveals the card is the person who is causing the card(s) to be discarded, not the player who is playing this card.

Deathstorm (Forever Evil)
(No current rulings)

Demonic Influence (Teen Titans)
(No current rulings)

Desaad (Crossover 7)
(No current rulings)

Despero (Forever Evil)
(No current rulings)

Despotellis (Rivals 2)
(No current rulings)

Detective Lance (Crossover 2)
(No current rulings)

Detonator (Teen Titans)
- If you use this cards ability and it is the only card in your discard pile, it will destroy itself.

Dick Grayson (Teen Titans)
(No current rulings)

Die For Darkseid (Crossover 7)
(No current rulings)

Doctor Destiny (Confrontations)
(No current rulings)

Doctor Fate (Confrontations)
(No current rulings)

Donna Troy (Confrontations)
(No current rulings)

Donna Troy (Crisis 4)
(No current rulings)

Doomsday (Base Set)
(No current rulings)

Doomsday (Confrontations)
(No current rulings)

Dr. Light (Forever Evil)
(No current rulings)

Dr. Light (Teen Titans Go)
(No current rulings)

Dr. Mid-Nite (Crossover 1)
(No current rulings)

Dr. Sivana (Heroes Unite)
(No current rulings)

Earth-3 (Forever Evil)
(No current rulings)

Eidetic Memory (Crossover 6)
- This ability can be used multiple times for the same card if applicable. i.e. If you elect to draw a card with Bizarro [Villain] then you can rotate this card twice, one for each of the two cards drawn, because they are separate instances of drawing a card.

Electricity (Crossover 3)
(No current rulings)

Element Woman (Forever Evil)
- This card counts as all of the card types listed any time she is in your hand, deck, discard pile, or in play.
- If a card effect requires two or more different card types, she will count as each type and fulfill as many of the requirements as she is able to.
- She will trigger all abilities of Vixen [Main Character] if revealed with her ability.

Elephant Form (Teen Titans Go)
(No current rulings)

Emerald Knight (Base Set)
- This effect causes the card being played to be moved to the play zone until the end of turn.

Emperor Penguin (Forever Evil)
(No current rulings)

Energy Absorption (Teen Titans)
(No current rulings)

Engulfing Flames (Crossover 5)
(No current rulings)

Escape Artist (Crossover 7)
(No current rulings)

Escrima Sticks (Crisis 2)
(No current rulings)

Expert Marksman (Forever Evil)
(No current rulings)

Eye Beams (Teen Titans Go)
(No current rulings)

Female Furies (Crossover 7)
(No current rulings)

Firestorm Matrix (Forever Evil)
- If the card given Ongoing changes zones, it will lose Ongoing, and will not be destroyed at the end of the game.

Flashpoint Wonder Woman (Multiverse)
(No current rulings)

Flight (Crisis 1)
- If you avoid an attack with Flight, you may put it on top of your deck with its ability.

Flight Wings (Teen Titans)
(No current rulings)

Forager (Promo - Crossover 7)
(No current rulings)

Force Field (Heroes Unite)
(No current rulings)

Fortress of Solitude (Base Set)
(No current rulings)

Frankenstein (Crisis 3)
- You cannot gain a card worth negative VP with his ability.
- You can use his ability to pay VP only once, and you must decide whether to do so when you play him.
- You are allowed to choose any number for X, as long as you have sufficient VP. If you choose a value of X and there is no card in the destroyed pile with that cost then you still lose the VP, although you will not gain a card.

Ganthet (Crisis 2)
(No current rulings)

Garfield Logan (Teen Titans)
- The effected card will lose its additional type during step #1 of the end of turn procedures.
- His ability does not setup a delayed trigger, it applies to the next card played or discarded. The additional type is granted immediately upon a card being played or discarded.
- The additional type is lost if the card changes zones.
- His ability looks for the first card played or discarded. ex.1: If a card requires you to discard a card as part of its effect, the discarded card will gain the additional type, not the card that is currently resolving and is not yet considered "played".

Geokinesis (Teen Titans)
(No current rulings)

Giant Growth (Forever Evil)
(No current rulings)

Giganta (Forever Evil)
(No current rulings)

Girder (Crossover 5)
(No current rulings)

Girl Power (Crossover 1)
- If you reveal this card when you are attacked, you choose to discard this card or discard a Punch to avoid the attack. No matter which you discard, you draw a card.

Gizmo (Teen Titans)
(No current rulings)

Globe of Transportation (Confrontations)
(No current rulings)

Gorilla Grodd (Base Set)
(No current rulings)

Gotham City (Heroes Unite)
(No current rulings)

Gotham City Docks (Promo)
(No current rulings)

Granny Goodness (Heroes Unite)
(No current rulings)

Grant Wilson (Teen Titans)
(No current rulings)

Grapple Gun (Teen Titans Go)
(No current rulings)

Green Arrow (Base Set)
(No current rulings)

Green Lantern Power Battery (Rivals 2)
(No current rulings)

Green Lantern Power Ring (Heroes Unite)
- This card is considered to be a Power Ring.

Green Lantern Power Ring (Rivals 2)
- This card is considered to be a Power Ring.

Grid (Forever Evil)
(No current rulings)

Gypsy (Promo - Crossover 6)
(No current rulings)

Happy Harbor (Forever Evil)
(No current rulings)

Harley Quinn (Base Set)
(No current rulings)

Hawk & Dove (Teen Titans)
- You can only get an additional +1 Power each time you play this card, no matter how many pairs of cards are in play.

Hawkgirl (Heroes Unite)
(No current rulings)

Heat Vision (Base Set)
(No current rulings)

Helmet of Fate (Heroes Unite)
(No current rulings)

Hero of the Future (Heroes Unite)
(No current rulings)

High-Tech Hero (Base Set)
(No current rulings)

Himon (Crossover 7)
(No current rulings)

Hollis Mason (Crossover 4)
(No current rulings)

Homicidal Maniac (Rivals 1)
(No current rulings)

House of Mystery (Crisis 1)
(No current rulings)

Hugo Strange (Rivals 1)
(No current rulings)

Hummingbird Form (Teen Titans Go)
(No current rulings)

Huntress (Rivals 1)
(No current rulings)

Huntress (Crossover 2)
(No current rulings)

Iced Over (Crisis 3)
(No current rulings)

Impervious (Confrontations)
(No current rulings)

Indigo Tribe (Crisis 2)
- This effect ceases to apply beginning in step #1 of the end of turn procedures.
- This effect overrides any other card Type setting effects for cards that you own or that are in the line-up, such as a card gaining the type Villain by Garfield Logan, etc.
- Some examples of cards unaffected by Indigo Tribe include: Time Traveled Super Villains, and opponent's card you play via: Clayface (Rivals), Telepathy (Crossover 3), etc.

Indigo Tribe Power Ring (Heroes Unite)
- This card is considered to be a Power Ring.
- This will add the actual amount of power given by a card you played earlier in the turn. Example: You had 4 VP and played Man-Bat Serum earlier in the turn, giving you +4 power. You now have 6 VP and play Indigo Tribe Power Ring; you will get +4 power if you choose the Man-Bat Serum.

Inertia (Teen Titans)
(No current rulings)

Infinity Island (Crisis 4)
- If you discard this from play, it cannot use its own ability to return it to your hand. i.e. You play Silent Armor and choose to discard this. It will not return itself to your hand with its own ability.

Insanity (Forever Evil)
- If you use this card to defend against a Super Villain First Appearance Attack then you may put a card from your hand or discard pile into the removed from the game zone.
- If this is the only card in your hand at the start of your turn and you play it, then you will not pass a card, but you will receive one.
- This card is not an attack and its ability cannot be avoided.

Insanity (Rivals 1)
(No current rulings)

Interceptor (Rivals 2)
(No current rulings)

Invulnerable (Forever Evil)
- No matter which version you are playing with, this text should read as follows: "+1 Power. Defense: You may reveal this card from your hand. If you do, discard it or destroy a Vulnerability in your hand or discard pile to avoid an Attack."

Iron Heights (Crossover 5)
- If you use its ability to defend against a Super Villain First Appearance Attack then you place one VP onto the attacking Super Villain.
- You must have at least one VP in order to be able defend an Attack with this card.
- You may defend an unlimited number of Attacks on yourself (from Possession [Super Power], etc) by repeatedly giving yourself one VP. You must have at least one VP to do this, and the net result is that you do not gain or lose VP, but you do avoid the Attack.

J'onn J'onzz (Base Set)
- The Super-Villain is returned to the Super-Villain stack immediately and is eligible to be defeated the same turn.
- The top card of the Super-Villain stack must be face up in order for you to be able to play it. If you have already defeated the Super-Villain this turn his card text ability has no effect.
- If you play and then return Sea King [SV], you will get +1 Power, and for the duration of the turn you may put any cards you buy or gain during your turn on top of your deck.

Jaime Reyes (Teen Titans)
- During your next turn, you can play this card at any time, using the same timing restrictions you would as if it were in your hand.
- This does not count as an Ongoing card while it is in play due to the effect of its Defense ability, though you do control it.
- If you use this card to avoid an Attack, you must play it at some point during your next turn. You cannot choose to not play it.

Jason Blood (Heroes Unite)
(No current rulings)

Jay Garrick (Multiverse)
(No current rulings)

Jayna (Teen Titans Go)
(No current rulings)

Jervis Tetch (Heroes Unite)
(No current rulings)

Jetpack (Teen Titans Go)
(No current rulings)

Jinx (Teen Titans)
(No current rulings)

John Constantine (Crisis 1)
(No current rulings)

Johnny Quick (Forever Evil)
(No current rulings)

Joker's Daughter (Crisis 3)
- If you pass a card worth negative VP, you will lose that much VP; this cannot cause you to have negative VP.

Jump City (Teen Titans Go)
(No current rulings)

Kalibak (Crossover 7)
- As long as this card is in play, you can choose to discard a card for +1 Power any number of times during your turn.

Katana (Heroes Unite)
(No current rulings)

Kick (Base Set)
- No matter which version you are playing with, this card is assumed to be from the Base Set.

Kid Flash (Base Set)
(No current rulings)

Kid Flash (Teen Titans Go)
(No current rulings)

Killer Croc (Heroes Unite)
(No current rulings)

Killer Frost (Crisis 1)
(No current rulings)

Killer Moth (Teen Titans Go)
(No current rulings)

King of Atlantis (Base Set)
(No current rulings)

Koriand'R (Teen Titans)
(No current rulings)

Krypto (Confrontations)
(No current rulings)

Kryptonite (Confrontations)
- Discarding a Weakness is not optional and a player has to reveal their hand to prove that they do not have one.

Kyle Rayner (Heroes Unite)
- Each Shapeshift is considered to be a unique Power Ring. If you play the same Shapeshift multiple times, or if you play multiple Shapeshifts during the same turn, each is considered to be a different Power Ring.
- When playing a Shapeshift, you do not need to announce which unique Power Ring you are considering it to be, it will trigger Kyle Rayner regardless. i.e. When playing Shapeshift you do not need to announce that it is a Green Lantern Power Ring, etc; you will get the 2 Power from it.
- No matter which version you are playing with, this text should read as follows: "+3 Power. For each different Power Ring in your discard pile or that you play or have played this turn, +2 Power. If you play or have played three different Power Rings this turn, you win the game."
- If a Plastic Man copies a Shapeshift then it is considered to be a Power Ring. You do not need to announce which unique Power Ring you are considering it to be, it will trigger Kyle Rayner regardless.
- If a player wins the game with his ability, proceed to step 2 of the End of Game procedures. Any unresolved triggers are lost, etc. You are considered to be the player in 1st place, regardless of any VP count or tiebreakers.

Kyle Rayner (Rivals 2)
(No current rulings)

Lady Vic (Teen Titans)
(No current rulings)

Larfleeze (Heroes Unite)
(No current rulings)

Lasso of Truth (Base Set)
(No current rulings)

Laughing Gas (Rivals 1)
(No current rulings)

Laurel Lance (Crossover 2)
(No current rulings)

Legion Flight Ring (Heroes Unite)
(No current rulings)

Legion Flight Ring (Crossover 3)
(No current rulings)

Legion Headquarters (Crossover 3)
- If this card is put into play you will not draw card from its ability ;it needs to actually have been played to trigger. It will begin watching for the first time you play a Time Travel card as normal. Ex.1: If you put this card into play with Power of the Green [Super Power] its ability will not draw you a card.

Liberty Belle (Crossover 1)
(No current rulings)

Lightning Rod (Crossover 3)
(No current rulings)

Lightning Strike (Crossover 5)
(No current rulings)

Lobo (Base Set)
- You have the option of destroying zero, one or two cards.

Lyssa Drak (Rivals 2)
(No current rulings)

Maash (Rivals 2)
(No current rulings)

Madame Xanadu (Confrontations)
(No current rulings)

Magenta (Crossover 5)
(No current rulings)

Magic (Crisis 1)
- The card you choose to play again is destroyed after resolving it due to this card's ability. It is not a delayed trigger that destroys it, etc.
- If this is the first card you play in a turn, there is not a card you can choose. The card will effectively do nothing, however it will trigger any abilities that trigger on playing a Super Power, etc.

Magic Bracers (Teen Titans)
(No current rulings)

Magic Clone (Teen Titans Go)
(No current rulings)

Magician's Corset (Crisis 1)
(No current rulings)

Magnetism (Crossover 3)
(No current rulings)

Mallet (Forever Evil)
(No current rulings)

Mammoth (Teen Titans)
(No current rulings)

Man-Bat (Forever Evil)
- If used to defend a Super Villain First Appearance Attack, this will take a VP from the attacking Super Villain only if there is one on it (perhaps placed there by Iron Heights [Location]).

Mantis (Crossover 7)
(No current rulings)

Mara Al Ghul (Crisis 4)
(No current rulings)

Mas Y Menos (Teen Titans Go)
- When you play this card, choose a foe. You and that foe each draw a card. (You do not need to High Five that foe.)

Meatball Launcher (Teen Titans Go)
(No current rulings)

Mera (Base Set)
(No current rulings)

Metron (Crossover 7)
- You may not buy any cards from the Kick stack after playing this.

Metropolis (Heroes Unite)
(No current rulings)

Mind Control Hat (Heroes Unite)
- For its third ability, you can choose to play any number of Heroes and Villains in the Line-Up. They are played one at a time, and return to the Line-Up immediately after being played.
- You do not have to play every Hero and Villain in the Line-Up, you can pick and choose. You can choose to play all of them, some of them, or none of them.

Mirakuru (Crossover 2)
(No current rulings)

Mirror Gun (Crossover 5)
- This effect will return at most one copy of each card to your hand. If you play three Punches follow by this card then you can only return one Punch to your hand.
- This card allows you to look for cards with the same name as a card you've previously played this turn. If you have played Bane [Villain, Base Set] this turn then you can return Bane [Villain, Rivals 1] to your hand.

Mirror Images (Crossover 5)
(No current rulings)

Miss Martian (Teen Titans)
- When the game ends, put any cards set aside with this card on top of your deck, they are included in your final VP count.

Miss Martian (Teen Titans Go)
(No current rulings)

Missile Man (Teen Titans Go)
(No current rulings)

Mister Miracle (Crossover 7)
- This cards effect is only active during a player's turn. It will not trigger if it is discarded because of a SV FAA, etc.
- It does not matter which player caused this card to be discarded, it will trigger regardless.

Mogo (Crisis 2)
- If another player opts to not Defend an Attack, then you have the option of using this ability immediately after they declare they are not Defending the Attack.

Moira Queen (Crossover 2)
(No current rulings)

Molecular Vibration (Teen Titans)
(No current rulings)

Mon-El (Crossover 3)
- This card may be used to gain a card that has been given Time Travel, perhaps by Saturn Girl [MC], etc.

Monsieur Mallah (Teen Titans Go)
(No current rulings)

Monument Point (Crossover 1)
(No current rulings)

Moscow (Multiverse)
- No matter which version you are playing with, this text should read as follows: "Ongoing: Once during each of your turns, if you play two or more cards with cost 1 or greater from different sets, draw a card."

Mr. Freeze (Rivals 1)
(No current rulings)

Mr. Zsasz (Heroes Unite)
(No current rulings)

Mystic Bolts (Crossover 1)
- The highest cost cards you can put into your hand is one four and one five cost card.

Mystic Control (Confrontations)
- The person who played this is the person who is causing the card(s) to be discarded.

Nax (Rivals 2)
(No current rulings)

Nereus (Confrontations)
(No current rulings)

New Genesis (Heroes Unite)
(No current rulings)

New Titans Tower (Teen Titans)
(No current rulings)

New York City (Crossover 4)
(No current rulings)

Nightstorm (Crisis 4)
(No current rulings)

Nightwing (Rivals 1)
- This card checks the revealed cards type to determine if you repeat this ability, which may or may not be the type of the card drawn, depending on other effects (such as Jay Garrick [MC], etc).

Nite Owl Mask (Crossover 4)
(No current rulings)

Nth Metal (Base Set)
(No current rulings)

Nth Metal Mace (Crisis 2)
(No current rulings)

OA (Heroes Unite)
- This card checks the printed cost of the Super Villain; it does not consider the additional +2 cost.

Oa (Rivals 2)
(No current rulings)

Ocean Master (Heroes Unite)
(No current rulings)

Omega Beams (Crossover 7)
(No current rulings)

Oracle (Rivals 1)
(No current rulings)

Orange Lantern Power Ring (Heroes Unite)
- This card is considered to be a Power Ring.

Orion (Crossover 7)
- If you have 6 Power and then play Orion, you will get +3 Power and then draw 2 cards because you have 9+ power.

Owlman (Forever Evil)
(No current rulings)

Pandora (Forever Evil)
(No current rulings)

Parallax (Multiverse)
- A 'free' turn granted by a card or ability cannot be lost by any means except for the game ending.
- 'Free turns' are taken in the order given.
- ex: If two players both receive a free turn, and then a player receives a free turn during the first free turn, that turn will not be taken until after the other player has taken the free turn they were previously granted.
- When time is called in the round, there is a set number of additional turns played. This card can be used to take one of those turns, potentially resulting in another player losing one of their final turns.
- You only get the option to use this cards ability when you play it.

Parallax (Rivals 2)
(No current rulings)

Parasite (Heroes Unite)
(No current rulings)

Patty Spivot (Crossover 5)
(No current rulings)

Per Degaton (Crossover 1)
(No current rulings)

Phantom Stranger (Forever Evil)
(No current rulings)

Phantom Zone Projector (Confrontations)
(No current rulings)

Phasing (Crossover 5)
(No current rulings)

Phobia (Teen Titans)
- The player(s) being attacked may discard into their own discard piles if they choose to.

Pied Piper (Crossover 5)
(No current rulings)

Plague (Crisis 4)
(No current rulings)

Plastic Man (Heroes Unite)
- The only thing this card copies is what is inside of the text box of the copied card. It does not copy the cards name, type, cost, VP value, etc.
- If this gains the game text of Shapeshift then it has all card names and is a Hero, Villain and Equipment.
- No matter which version you are playing with, this text should read as follows: "Choose an Equipment in your discard pile or that you played this turn. Plastic Man gains the game text of that card this turn."

Poison Ivy (Base Set)
- The person who discards the card is the person who is causing the card(s) to be discarded, not the player who is playing this card.

Porthole to Nowhere (Crisis 3)
(No current rulings)

Power Armor (Forever Evil)
(No current rulings)

Power Drain (Forever Evil)
- The person who played this is the person who is causing the card(s) to be discarded.

Power Girl (Forever Evil)
(No current rulings)

Power of the Green (Heroes Unite)
- This puts cards into play, but the card put into play is not considered to have been played and will not trigger any effects from having played the Location.

Power of the Red (Crisis 1)
(No current rulings)

Power Ring (Base Set)
- This card is considered to be a Power Ring.

Power Ring (Forever Evil)
- This card is considered to be a Power Ring.

Princess Diana of Themyscira (Base Set)
(No current rulings)

Psycho Pirate (Crisis 1)
- When resolving this attack, If a player is holding Shapeshift, they must either discard Shapeshift (and then any other cards until their hand contains no duplicates), or they must discard all cards in their hand except for one Shapeshift.

Punch (Base Set)
- No matter which version you are playing with, this card is assumed to be from the Base Set.

Rage Blood (Crisis 2)
(No current rulings)

Ragman (Confrontations)
(No current rulings)

Ranx (Rivals 2)
(No current rulings)

Ravager (Teen Titans)
(No current rulings)

Raven (Heroes Unite)
(No current rulings)

Reach Scarab (Teen Titans)
(No current rulings)

Reconstruction (Crossover 4)
(No current rulings)

Red Lantern Corps (Heroes Unite)
(No current rulings)

Red Lantern Power Ring (Heroes Unite)
- This card is considered to be a Power Ring.
- If you only have a single card combined among your deck & discard pile, then you will look at it and then put it back on top of your deck; you do not destroy anything.

Red Robin (Rivals 1)
(No current rulings)

Rioters (Crossover 4)
(No current rulings)

Robin (Base Set)
(No current rulings)

Robin (Rivals 1)
(No current rulings)

Rorschach Mask (Crossover 4)
(No current rulings)

Royal Flush Gang (Forever Evil)
- If you play this card again, both see each other, and count towards the gaining VP clause. ex: If you play RFG and then play it again with Magic you will gain 2 VP if you resolve all of the RFG triggers. ex: If you play RFG and then play it again twice with Duplication you will gain 6 VP (if you resolve all of the RFG triggers).
- The equation for playing n RFGs is: Total RFG VP = n * ( n - 1), where n = number of 'real' RFGs you play
- If you play a Shapeshift then you gain a total of X VP, where X = number of 'real' RFGs you play that turn.
- ex: 1 RFG = 0 VP, 2 RFG = 2 VP, 3 RFG = 6 VP, 4 RFG = 12 VP, 5 RFG = 20, 6 RFG = 30
- ex: 2 'real' RFGs & 1 Shapeshift = 2 * ( 2 - 1) + 2 * 1 = 2 + 2 = 4 VP
- ex: 3 'real' RFGs and 2 Shapeshift = 3 * ( 3 - 1 ) + 3 * 2 = 6 + 6 = 12 VP

S.T.A.R. Labs (Forever Evil)
(No current rulings)

Salaak (Rivals 2)
(No current rulings)

Savagery (Crisis 3)
- You may only pay the VP cost once and you must choose whether to do so or not when you play it.

Scandal Savage (Crossover 6)
(No current rulings)

Scarecrow (Base Set)
(No current rulings)

Scythe (Crossover 1)
- Revealing a Starter is optional and a player does not have to reveal their hand to prove that they do not have one.

Secret Society Communicator (Forever Evil)
(No current rulings)

Shado (Crossover 2)
(No current rulings)

Shadow Thief (Crisis 3)
(No current rulings)

Shapeshift (Teen Titans)
- This card has all card names while in its owner's hand, deck, discard pile, and play area.
- This card is considered a Power Ring, Suicide Squad, etc when counting VP at the end of the game. Its 'every name' characteristic allows it to count for numerous cards; i.e. it counts for both Suicide Sqaud and Saint Walker at the end of the game if you have those cards in your deck.
- If you use Bizarro [Main Character] to put this card on top of the Weakness stack, then this card will be removed from the game.
- This card does not count as being "on your team" as referenced by some cards from the Teen Titans Go! set.
- Although this card can bear the name "Weakness", it does not go on top of the Weakness stack if it is destroyed.
- If you own this card, it counts as a Kick and therefore will not trigger Poison Ivy [Main Character], etc when played.
- Each Shapeshift you play is considered to be a 'different' card for effects such as Superman [MC], Black Canary [MC], etc no matter what other cards you have played, or later play, during that turn. If you have both Superman and Black Canary as your Main Characters you will trigger both of them for each Shapeshift you play during your turn.
- Each Shapeshift in your deck is different from each other Shapeshift. i.e. If you have Superman [MC] and play 2x Shapeshifts during your turn, you will get 2 Power from Superman. If you have a T-Wing [Equipment] and 2x Shapeshifts in your deck, both will count for T-Wing when totaling VP. (In general, this card does not abide by the 'different' card rule.)

Shazam! (Heroes Unite)
(No current rulings)

Shimmer (Teen Titans)
(No current rulings)

Signature Trenchcoat (Crisis 1)
(No current rulings)

Silent Armor (Teen Titans)
(No current rulings)

Silkie (Teen Titans Go)
(No current rulings)

Sinestro Corps Power Rings (Rivals 2)
- This card is considered to be a Power Ring.

Sinestro Power Battery (Rivals 2)
(No current rulings)

Siren (Confrontations)
(No current rulings)

Skeets (Heroes Unite)
(No current rulings)

Skull of Batman (Crisis 2)
(No current rulings)

Sledgehammer (Forever Evil)
(No current rulings)

Slushh (Rivals 2)
(No current rulings)

Sniper Rifle (Crisis 3)
- Each foe is "attacked" by this card, although only one suffers the discard effect.
- Each attacked player must choose if they defend, and then any player(s) that did not defend reveal their hands at the same time.
- The person playing this card chooses the one card to be discarded.

Solomon Grundy (Base Set)
- If this card does not have the type Villain (perhaps due to a player having played Indigo Tribe [Hero]) then its ability cannot be used to place it on top of a deck.

Solstice (Teen Titans)
(No current rulings)

Sonic Siren (Heroes Unite)
(No current rulings)

Sons of Trigon (Teen Titans)
(No current rulings)

Soranik Natu (Rivals 2)
(No current rulings)

Soultaker Sword (Heroes Unite)
(No current rulings)

Speed Force (Teen Titans)
(No current rulings)

Speedy (Teen Titans Go)
(No current rulings)

Star Sapphire (Crisis 2)
(No current rulings)

Star Sapphire Power Ring (Heroes Unite)
- This card is considered to be a Power Ring.
- If a revealed card has multiple types, and one of those types is shared by the other card then you cannot draw them; you must put them back in any order. I.e. if you reveal Element Woman and Kick, you must put them back on top of your deck.

Starbolt (Heroes Unite)
(No current rulings)

Stargirl (Forever Evil)
(No current rulings)

Starman (Crossover 3)
(No current rulings)

Starro (Base Set)
- Cards played by this ability leave play at the same time as they normally would do so. (i.e. Typically during the end of turn procedures for non-Ongoing cards.)
- This card does not resolve until after you have played each card that has been discarded by its ability.

Steel (Forever Evil)
(No current rulings)

Steppenwolf (Crossover 7)
(No current rulings)

Steve Trevor (Forever Evil)
(No current rulings)

Steve Trevor (Confrontations)
(No current rulings)

Suicide Squad (Base Set)
- This card's effect for playing multiple copies of Suicide Squad is not an Attack and cannot be defended.

Super Intellect (Forever Evil)
(No current rulings)

Super Speed (Base Set)
(No current rulings)

Super Strength (Base Set)
(No current rulings)

Super Strength (Teen Titans Go)
(No current rulings)

Superboy (Heroes Unite)
(No current rulings)

Superboy (Teen Titans Go)
(No current rulings)

Supergirl (Base Set)
(No current rulings)

Superwoman (Forever Evil)
(No current rulings)

Swamp Thing (Base Set)
(No current rulings)

T-Car (Teen Titans Go)
(No current rulings)

T-Spheres (Crossover 1)
- You choose a card name when playing this card, not a card type.

T-Wing (Teen Titans)
(No current rulings)

Tactile Telekinesis (Teen Titans)
(No current rulings)

Tamaran (Teen Titans)
- If you reveal a card with negative VP (i.e. Weakness, etc) you will lose that much power; this can cause you to have negative power.

Tar Pit (Crossover 5)
(No current rulings)

Tarot Cards (Crisis 3)
- You may choose any number of players, including yourself.

Tegrof! (Confrontations)
(No current rulings)

Telepathy (Confrontations)
(No current rulings)

Teleportation (Heroes Unite)
(No current rulings)

Terra (Teen Titans Go)
(No current rulings)

The Bat-Signal (Base Set)
(No current rulings)

The Batcave (Base Set)
(No current rulings)

The Blight (Forever Evil)
(No current rulings)

The Cape and Cowl (Base Set)
(No current rulings)

The Deep (Confrontations)
(No current rulings)

The Demon Etrigan (Heroes Unite)
(No current rulings)

The Fastest Man Alive (Base Set)
(No current rulings)

The Hourglass (Crossover 1)
- If you choose a card, you will end up with one more card in hand then you otherwise would have if you did not played this card. (i.e If you would normally discard your hand and draw five cards then you will discard your hand, then return the chosen card to your hand and then draw five cards.
- If you choose a card, it is put into your hand prior to drawing your new hand.
- In order for the card to be put into your hand, it must still be in your play zone.

The Others (Confrontations)
- The cards are all discarded at the same time. You then draw cards equal to the total number you discarded.
- Ex. 1: You discard this card, plus two Punches. You will draw three cards.

The Owlship (Crossover 4)
(No current rulings)

The Penguin (Base Set)
(No current rulings)

The Penguin (Rivals 1)
(No current rulings)

The Riddler (Base Set)
(No current rulings)

The Riddler (Rivals 1)
(No current rulings)

The Rot (Crisis 1)
(No current rulings)

The Top (Crossover 5)
(No current rulings)

The Trench (Confrontations)
(No current rulings)

The Watchtower (Base Set)
(No current rulings)

Tim Drake (Teen Titans)
(No current rulings)

Titans Memorial (Teen Titans)
(No current rulings)

Titans Tower (Base Set)
(No current rulings)

Tomar-Tu (Rivals 2)
- If you give a Super Villain a Weakness, it is removed from the game. It does not return to the SV stack. See also Insanity [SP].

Tornado (Crossover 5)
(No current rulings)

Transmutation (Forever Evil)
(No current rulings)

Trash Hole (Teen Titans Go)
(No current rulings)

Tri-Eye (Rivals 2)
(No current rulings)

Tula (Confrontations)
(No current rulings)

Twin Destroyers of Azarath (Teen Titans Go)
(No current rulings)

Two-Face (Base Set)
(No current rulings)

Two-Face (Rivals 1)
(No current rulings)

Ultra Strength (Forever Evil)
(No current rulings)

Ultraman (Forever Evil)
(No current rulings)

Universo (Crossover 3)
(No current rulings)

Utility Belt (Base Set)
(No current rulings)

Venom Injector (Forever Evil)
(No current rulings)

Verdant (Crossover 2)
(No current rulings)

Vibe (Forever Evil)
(No current rulings)

Vicky Vale (Rivals 1)
(No current rulings)

Victor Zsasz (Rivals 1)
(No current rulings)

Vigilant Guard (Crisis 4)
- When using this to defend an Attack, you can choose a foe. If that foe has not already defended the same Attack, then they are considered to have defended it. i.e. you cannot Defend an Attack for a player that has already Defended it, but you can Defend for a player who has not yet resolved the Attack, because they are after you in turn order, etc.
- If you choose a player who is not being Attacked, the effect does nothing, resulting in you not drawing a card as the only effect.

Vixen (Crossover 6)
(No current rulings)

Vulnerability (Base Set)
- No matter which version you are playing with, this card is assumed to be from the Base Set.

Warm Embrace (Crisis 4)
(No current rulings)

Warrior Princess (Heroes Unite)
(No current rulings)

Water Control (Confrontations)
(No current rulings)

Waterbearer (Crisis 4)
(No current rulings)

Weakness (Base Set)
- Weakness cards return to the Weakness stack when they are destroyed.
- Any card that originated from the Weakness stack has the type "Weakness".
- No matter which version you are playing with, this card is assumed to be from the Base Set.

Whirlwind (Heroes Unite)
(No current rulings)

White Lantern Corps (Crisis 2)
- If this card has an owner immediately before its destroyed, that player will gain it. This card is still considered to have been destroyed, and will trigger effects for destroying a card.

White Lantern Power Battery (Heroes Unite)
- This card is NOT considered a Power Ring when counting VP at the end of the game.

White Lantern Power Ring (Crisis 2)
- This card is considered to be a Power Ring.
- If gaining the card triggers an ability when it's gained, the player playing this card gets that effect, not the player whose discard pile it ends up in.

Willpower (Rivals 2)
(No current rulings)

Winged Warrior (Heroes Unite)
(No current rulings)

Wonder of the Knight (Heroes Unite)
- This effect causes the card being played to be moved to the play zone until the end of turn.

World's Greatest Detective (Rivals 1)
(No current rulings)

World's Mightiest Mortal (Heroes Unite)
(No current rulings)

X-Ray Vision (Base Set)
(No current rulings)

Ya'Wara (Confrontations)
(No current rulings)

Yellow Lantern Corps Power Ring (Heroes Unite)
- This card is considered to be a Power Ring.

You Have Failed This City (Crossover 2)
(No current rulings)

Zoo Keeper (Teen Titans)
(No current rulings)