DCDB Competitive Rules
Season Began: 12 August 2019
Season Ends: 11 November 2019
Current Season: 13

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(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.
1.050: 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 (including items in a hidden zone), 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 an ability has a cost followed by a colon then that ability may be activated any number of times (unless a number of times is specified), following normal timing restrictions, 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.
1.100: Every Ongoing and Main Character ability falls into one of the following categories:
1.101: Type A.) Abilities that trigger on an action being taken (attack, avoid (an attack), buy, defeat, destroy, discard, gain, pass (a card), pay (VP), play, rotate, shuffle, teamwork, etc) or a player reaching a certain point of the game (start of turn, end of turn, etc) are classified as Type A. Abilities that read "X or more", "the Nth", "start of turn", "end of turn", etc trigger as soon as their condition or appropriate time is met, and will not trigger again during the same turn. Abilities that read "(some benefit) for each", "each time", "when", "whenever", etc can trigger an unlimited number of times per turn.
1.102: Type B.) Passive abilities (you pay one less, you are considered to control, you go first, etc), and abilities that allow a player to take an action are classified as Type B. These abilities may be used, or not, at the players discretion.
1.103: Abilities containing the phrase "during each" can only be used once during [each player's turn, each other player's turn, each of your turns], unless specified.
1.104: Some MCs have multiple abilities, each of which fits into one of the two categories. i.e. Bizarro has an ability that triggers on destroying a card (type A) and another ability which lets you draw a card (type B).
1.105: Some non-Ongoing cards set up a trigger similar to type A (Mind Control Hat, Blackbriar Thorn, etc). These are handled the same way as mentioned above.
1.110: For abilities or effects that interact with, or have you choose a specific player, the player chosen must be the one playing the card or using the effect whenever possible.
1.111: Ex. 1: A player gains a Villain with Black Lantern Power Ring. That player can only put the Villain into their own discard pile, they cannot choose any other player.
1.112: Ex. 2: A player plays Shadow Thief [Villain]. The player can only put a zero cost card from their own discard pile into their hand. They cannot choose a card in any other player's discard pile.
1.113: Ex. 3: A player plays Eye Beams [Super Power]. The player may choose any foe, because they are not allowed to choose themselves.
2.000 - Maintaining The Game State
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2.010: Card and Main Character text is resolved in the order it is written. At times you will have to pause resolving a card or MCs text due to it's written instructions, and start resolving another card.
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.2: 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.
2.013: Ex.3: White Lantern Deadman [MC] has you play a card from a foe's hand. You pause resolving WLDM, play and fully resolve the card, then resume playing WLDM, which returns the card to its owner's hand.
2.020: A card is not considered to have been played until it has fully resolved. 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.
2.021: Ex.1: A player plays Power of the Green [Super Power] and puts Central City [Location] into play with it. Central City will trigger on that player playing Power of the Green, because it was in play when Power of the Green finished resolving.
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: Abilities that trigger during a player's turn will not trigger once a player has passed step one of the end of turn procedures.
2.051: Ex.1: If Cheetah [MC] destroys a card an opposing Red Lantern Supergirl [MC] will not trigger.
2.060: Taking an action consists of a player doing one of the following:
2.061: 1.) Playing a card (typically from their hand, etc)
2.062: 2.) Using an activated ability (This is not to be confused with resolving a triggered ability, the two are different.)
2.063: 3.) Buying a card
2.064: 4.) Proceeding to step one of the end of turn procedures
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.2: 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: Effects are resolved in the following order, unless explicitly ruled different: (after resolving an effect, always begin back at step #1)
2.081: 1.) Resolve the current card/ability/effect
2.082: 2.) Non-active player triggers, in turn order, in the order of their choice
2.083: 3.) Active player triggers, in the order of their choice
2.084: 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
3.011: The shared zones are: Destroyed Pile, Kick Stack, Line-Up, Main Deck, Removed From The Game, SuperVillain Stack, Weakness Stack
3.012: Each player has one of the following zones that is unique to them: Below Main Character, Discard Pile, Main Character, On Top Of Main Character, Play, Player's Deck, Player's Hand
3.013: If a card or ability checks for things that are "In Play", it will check the play zones of all players.
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. Players cannot look through a deck for any reason, even if directed to do so by a game ability.
3.050: When a card changes zones, it loses any properties and effects 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. When 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 attribute when it left the Line-Up.
3.060: If you must take an action that affects 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: If an unknown card is revealed from the main deck, and it should not have been, the card should be removed from the game. If any other card is revealed from a deck, and it should not have been, the players should pause the game and notify a judge.
3.081: If a combination of cards or Main Character effects reveals the top card of a player's deck numerous times you do not reveal any additional cards. In this case, the same card is just revealed multiple times (generally resulting in no additional benefit).
3.082: 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: Main Characters are not cards.
4.011: 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.
4.020: If something refers to 'Your Super Hero' or 'Your Super Villain', it refers to all of your Main Characters.
5.000 - Game Cards
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5.010: The card types are: Basic, Equipment, Hard-Light Construct, Hero, Location, Starter, Super Power, Villain, Weakness.
5.015: A cards color is defined by its printed type, which is: Blue (Hero), Green (Weakness), Grey (Equipment), Indigo (Basic), Orange (Super Power), Violet (Location), White (Hard-Light Construct), or Yellow (Starter). Adding or removing a type from a card does not change its color; its color can only be altered by something explicitly changing it.
5.020: To determine if two cards are 'different' from one another, check to see if the printed card names or sets are different. If either is different, the two cards are different.
5.021: Ex.1: When comparing Shapeshift [Teen Titans] with Acrobatic Agility [Teen Titans] you will see that the sets are the same, but the printed names are different.
5.030: If a card or ability you control would cause a card owned by another player to be put into any of your zones, except your play zone, put that card into its owner's respective zone instead.
5.031: Ex.1: 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.
5.040: 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).
5.050: If a player destroys a card owned by another player, it will trigger any effects for destroying a card, but the card will remain in the zone it is currently in rather than being moved to the destroyed pile.
5.060: 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.
5.070: 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 or Super Villain to Attack one or more other players, and proceeds as follows:
6.031: 1.A.) Starting with the next player in the turn order, and continuing in turn order, each player can perform the following set of actions, in this order:
6.032: 1.B.) Use a 'when you are attacked' ability, and then resolve all triggers from it, if any. If using multiple of these abilities, resolve all triggers from the first one before beginning the second one.
6.033: 1.C.) Announce whether they are Defending (i.e. avoiding) the Attack, and if so, resolve the Defense. (Do not resolve any triggers caused by Defending during this step.)
6.034: 1.D.) Repeat for each player. (The idea is that all players are hit by the Attack simultaneously.)
6.035: 1.E.) In turn order, resolve all triggers from each player, if any.
6.036: 2.A.) In turn order, each player resolves the Attack against themselves, as follows:
6.037: 2.B.) Each player that did not Defend (i.e avoid) the Attack resolves it against themselves.
6.038: 2.C.) The Attacker makes any necessary decisions regarding the Attack.
6.039: 2.D.) If an Attack specifies an effect for any player that avoids the Attack, that effect resolves for each player that Defended. (i.e. Mongul IM SV).
6.040: 2.E.) In turn order, resolve all triggers from each player, if any.
6.041: 2.F.) Repeat for each player.
6.042: 3.) If an Attack has an effect that is dependent on whether some number of players Avoid the Attack, the effect happens now (i.e. Dr. Light SV FAA, etc).
6.043: Ex.1) A player Attacks everyone with Sons of Trigon. One player Defends the Attack, and triggers their Main Character Donna Troy. The player resolves their Defense (step 1.C), then waits until other players Defend or not (step 1.D) before resolving Donna's ability (step 1.E). The player then gains a Weakness for avoiding the Attack from Sons of Trigon (step 2.D).
6.050: Block: This ability has no effect.
6.055: Buy a card: During your turn, you may buy a card from the Line-Up or the Kick Stack, and only if you have not defeated a Super Villain this turn. You may buy a card with cost equal to or less than the Power you have plus any modifiers in effect. If you do, then simultaneously reduce your Power by the same amount. The card is then placed into your discard pile. Any effects that trigger from buying the 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 Super Villain: To defeat a Super Villain means to spend power to buy it while it is face up on the Super Villain stack, and only if you have not bought a card this turn. Buying a Super Villain from the Line-Up, gaining one from another zone, etc is not considered Defeating a Super Villain. If you defeat the Super Villain, you may still gain card(s) from another zone if you have an ability that allows you to do so.
6.071: Defeat a Villain: To defeat a Villain means to spend power to buy it from the Line-Up.
6.080: Defend / Defense: This is a special ability that allows a player to Defend a player (typically themselves) from an Attack. A player cannot use a Defense ability unless they are being Attacked. See also: Attack.
6.081: Defend / Defense: You may not use a Defense in response to an Unavoidable Attack.
6.090: Discard: To discard card(s), a player moves those card(s) from their current zone into their discard pile.
6.091: Discard: If a card or ability allows you, or would cause you, to discard card(s), but does not specify a zone for you to discard those card(s) from, you must discard from your hand.
6.092: Discard: If an ability would trigger from card(s) being discarded, it will only trigger on card(s) discarded from hand, unless otherwise stated by the ability.
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. If you gain a card it does not mean you bought it.
6.105: Move: This ability has no effect.
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.
6.121: 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.
6.122: Pass: To pass a card, move it from the first specified zone (if from you, assume your hand if not specified), to the second (if passing to a player, assume their hand if not specified). The card/ability causing the card to be passed has to specifically use the term 'pass'. If the card does not change zones, you have not passed a card.
6.123: Ex. 1: Count Vertigo instructs you to put a card under a foe's Super Hero. Even if you put a card there, that card has not been "passed".
6.124: Ex. 2: If all but one player defends Amazo's FAA, the sole attacked player would have to pass 2 separate cards from their hand to their own hand, so they are instead considered to have not passed any cards.
6.125: Play: To play a card, move it to your Play Zone and resolve the text on the card. You can only play cards from your hand unless a card or ability instructs you to do otherwise.
6.126: Ex. 1: Player 1 puts Punch [Starter] from their hand into their play zone. Player 1 has played a Punch.
6.127: Ex. 2: Player 1 uses the Ongoing ability of Azarath [Location] and discards a card to Attack their foes. Player 1 has not played Azarath (or an Attack), and therefore will not trigger Sinestro [Main Character].
6.128: Ex. 3: If you use Super Speed [Super Power] to Defend an Attack you did not "play" it.
6.129: Ex. 4: If you reveal Cat-Like Reflexes [Super Power] when you are attacked, you did not "play" it.
6.130: Protector: (Apokolips Protector & New Genesis Protector) These abilities have no effect.
6.133: Range: This ability has no effect.
6.134: Refill: To refill the lineup, add cards to it until the lineup contains five cards. The lineup cannot be refilled if it already has five or more cards in it.
6.135: Sidekick: No effect can ever cause a player to have a Sidekick on their team.
6.140: Teamwork: To Teamwork a foe, randomly determine a foe (A player who is unable to reveal a card from their deck, because they have no deck/discard pile, is not eligible to be Teamworked). If you are using the Teamwork ability of an MC (i.e Teamwork: That foe gains 1 VP), you then give that player one VP from the game supply. That player then reveals the top card of their deck and you play it.
6.141: Teamwork: Teamworked cards are cards that are played via the Teamwork ability. Teamworked cards always return to the top of their owner's deck when they leave the play zone, even if a card or ability specifies that they should go to another zone.
6.142: Teamwork: If multiple cards are teamworked from the same player and they need to return to that player's deck at the same time (typically end of the turn), they will return in the reverse order that they were teamworked, so that the order of cards in that player's deck remains the same as best able.
6.143: Teamwork: A player is not considered to have Teamworked a foe until the card they Teamworked has been played.
6.144: Ex.1: Player 1 announces they will use the Teamwork ability of Trickster [MC]. They roll a die, and randomly determine that Player 3 will be the Teamworked player. Player 1 gives Player 3 one VP for being Teamworked from the game supply, and then Player 3 reveals the top card of their deck and Player 1 plays it.
6.145: Ex.2: Player 2 plays Pied Piper [Hero]. They roll a die, and randomly determine that Player 4 will be the Teamworked player. Player 4 reveals the top card of their deck and Player 2 plays it.
6.146: 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, return it at the end of your turn.
6.151: Time Travel: Discarding a card is a cost of using the Time Travel ability, and will not gain a player VP via Black Mask [Villain], etc.
6.152: 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.
6.153: Time Travel: Any card that is Time Traveled is considered to have the ability Time Travel.
6.154: Ex. 1: A player discards a card to Chameleon Boy [MC] to Time Travel a card from the Line-Up. The card will trigger Phantom Girl [MC] and give the player +1 Power for playing a card with Time Travel.
6.160: Unity: Cards with Unity will receive all Unity effects from other cards in play. The player can choose the order that the additional Unity effects resolve in.
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 effects currently resolving. Players are allowed to treat this VP gain as a trigger, and handle it as they do other triggers. In that case they will still receive the VP, however it is as if they got the VP immediately upon gaining the card.
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' or 'during your 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 applicable "end of turn" effects. (i.e. all except Ozymandias [MC], Catwoman [MC], etc)
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. Resolve applicable end of turn effects (i.e. Ozymandias [MC], Catwoman [MC], etc).
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: If time has been called and the final turn has been taken, proceed to step one of the End of Game procedures.
8.101: The next player begins their turn and becomes the active player.
9.000 - Sanctioned Event Structure
(Click to Expand)
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 will typically be paired as four player tables.
9.020: The length of time for each round is 60 minutes; this includes the main character draft and time to play the game. For the top 4 & top 8 matches, the main character draft is untimed, and players have 60 minutes to play the game. 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 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 remove them from the game. 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, or returned to the appropriate player if they were teamworked, etc.
9.060: The minimum number of players for a sanctioned event is eight.
9.070: The number of swiss rounds to be played during a sanctioned event is determined by the number of players that entered, as follows: 8 players = 3 round; 9 - 16 players = 4 Rounds; 17 - 32 players = 5 Rounds; 33 - 64 = 6 Rounds; 65 - 128 = 7 Rounds. The Tournament Organizer may modify the number of rounds to accommodate facility hours of operation, etc.
9.080: For events consisting of three or 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.
9.081: For events 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 players placing first or second in each of the semi-finals games.
9.090: Players receive four match points for first place, two match points for second place, and no points for third or fourth place.
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.
9.110: For tie-breakers in the player standings, the first tie-breaker is the number of first place finishes a player has in that event. The second tie-breaker is the opponent's player points and first place finishes. The third tiebreaker is a random number generator.
9.120: For sanctioned events, Super Villain stacks should be generated from www.dcdeckbuilding.com/sv/. A new SV stack should be generated for each table.
10.000 - Rules Infractions
(Click to Expand)
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. The order of cards in the deck should not be changed when retrieving the Ongoing card.
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 may 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, if possible.
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.
10.042: 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.
10.050: A trigger which only provides power cannot be missed; this is intended to be a shortcut to maintain the pace of the game.
10.051: Ex.1: A player has Batman [Main Character] and plays three Equipment, 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.
11.000 - Sanctioned Event Philosophy
(Click to Expand)
11.010: The only people allowed to talk to a player involved in a sanctioned 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, etc to another player, judges will typically refrain from doing so unless the trigger is detrimental to their opponents. Judges observe games to ensure that players do not cheat or take advantage of a situation, 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 sanctioned events, players may not use electronic devices once the players have begun the Main Character draft, with the exception of taking brief personal calls or responding to messages (with all of their opponent's permission) or for specific activities allowed by the TO or Head Judge. 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 (Note: this is not the player who took the last turn of the game, it is the player who played last in turn rotation throughout 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 in alphabetical order. 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 and Super Villain stack. 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 event 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)
- This MCs ability is type A.

Animal Man (Crisis 1)
- This MCs ability is type B.

Aquaman (Base Set)
- This MCs ability is type A.

Aquaman (Rebirth)
- This MCs ability is type A.

Arsenal (Crisis 4)
- This MCs ability is type A.
- He looks at the actual cost of the card, and doesn't consider cost reductions applied from an effect such as The Comedian, etc.
- He doesn't just check the first card bought or gained from the Lineup, he watches for the first card bought or gained from the Lineup with the lowest cost. ex: If you buy a 5-cost card followed by a 3-cost card he will trigger when you buy the 3-cost card.

Bane (Promo)
- This MCs ability is type A.

Batgirl (Heroes Unite)
- This MCs ability is type B.

Batman (Base Set)
- This MCs ability is type A.

Batman (Rebirth)
- This MCs ability is type A.
- His ability triggers on buying a Villain or Super Villain from the line-up, but does not trigger on buying a SV from the SV stack. It also does not trigger on gaining a Villain. Refer to Definitions section for 'Defeat a Villain', 'Defeat a SuperVillain', and 'Gain a Card'.

Batwoman (Crossover 6)
- This MCs ability is type B.

Beast Boy (Teen Titans)
- This MCs ability is type B.

Beast Boy (Teen Titans Go)
- This MCs ability is type A.

Big Barda (Crossover 7)
- This MCs ability is type A.

Bizarro (Forever Evil)
- This MCs first ability is type A.
- This MCs second ability is type B.
- 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.
- Any card destroyed as a result of the game ending makes you gain a Weakness. ex: Firestorm, Firestorm Matrix, etc.
- 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)
- This MCs ability is type A.

Black Canary (Heroes Unite)
- This MCs ability is type A.

Black Canary (Crossover 6)
- This MCs first ability is type B.
- This MCs second ability is type A.

Black Lightning (Promo)
- This MCs ability is type B.
- 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)
- This MCs ability is type A.
- You may not use this effect on cards bought from the Kick stack or cards gained from other zones.

Blue Beetle (Teen Titans)
- This MCs ability is type B.

Booster Gold (Heroes Unite)
- This MCs first ability is type A.
- This MCs second ability is type A.

Brainiac 5 (Crossover 3)
- This MCs ability is type B.

Captain Boomerang (Crisis 3)
- This MCs ability is type A.

Captain Cold (Crossover 5)
- This MCs first ability is type A.
- This MCs second ability is type B.

Catwoman (Crossover 6)
- This MCs first ability is type B.
- This MCs second ability is type A.

Chameleon Boy (Crossover 3)
- This MCs ability is type B.
- 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.
- Abilities such as The Flash [MC, Crisis 4] that reduce the cost you pay to buy a card do not change the cost of the card, which is what Chameleon Boy is checking.

Cheetah (Crisis 3)
- This MCs ability is type A.

Constantine (Crisis 1)
- This MCs ability is type B.

Cosmic Boy (Crossover 3)
- This MCs ability is type A.

Cyborg (Base Set)
- This MCs first ability is type A.
- This MCs second ability is type A.

Cyborg (Teen Titans Go)
- This MCs ability is type B.

Cyborg (Rebirth)
- This MCs ability is type A.

Darkseid (Crossover 7)
- This MCs ability is type B.

Deadshot (Crisis 3)
- This MCs ability is type A.
- This character's ability does not have to be used on the first discard of the turn. So long as it has not been used yet, it may be used for any discard during the turn.

Deathstroke (Forever Evil)
- This MCs ability is type A.

Doctor Fate (Crossover 1)
- This MCs first ability is type A.
- This MCs second ability is type A.
- Each card you play during your turn counts towards his first and second ability.
- When resolving either of his abilities, the player chooses the two or three cards that satisfy the requirement and signifies to all players which cards they are. If there are multiple options available, the player must declare which cards are linked to which condition.
- If either of his triggers are missed, pause the game and wait for the player to determine which cards are linked. Linked cards should be randomly determined when there is more than one option available. i.e. A player plays a 3 cost, then a 5 cost, followed by a 4 cost and does not announce which card the 4 cost is linked with for the +1 Power trigger. The player should randomly determine if the 3 and 4 are linked, or the 4 and 5. The player will receive +1 Power if his first ability is missed (because of the shortcut for triggers that generate power), but they will not draw a card if his second ability is missed (and in both cases the cards will already be linked, and cannot be used for that ability again this turn).
- Two cards are consecutive if they follow the cost pattern X, X+1. Three cards are consecutive if they follow the cost pattern X, X+1, X+2.
- Cards played in the following orders will all trigger his second ability: A: 3, 4, 5. B: 3, 5, 4. C: 4, 3, 5. D: 4, 5, 3. E: 5, 3, 4. F: 5, 4, 3.
- Ex: If you play 2, 6, 4, 3, you can first choose to draw with 2, 3, 4 and then decide which pair was used for the power (either 2, 3 or 3, 4).

Donna Troy (Crisis 4)
- This MCs first ability is type B.
- This MCs second ability is type A.

Dr. Manhattan (Crossover 4)
- This MCs ability is type A.

Felicity Smoak (Crossover 2)
- This MCs ability is type A.

Golden Glider (Crossover 5)
- This MCs first ability is type A.
- This MCs second ability is type B.

Granny Goodness (Crossover 7)
- This MCs first ability is type A.
- This MCs second ability is type A.

Green Arrow (Crisis 1)
- This MCs ability is type B.
- 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)
- This MCs ability is type A.

Harley Quinn (Forever Evil)
- This MCs ability is type A.
- She triggers on discarding from your hand, or passing a card from any zone.
- Ex: Joker's Daughter [Villain], Mallet [Equipment] and Terra [Villain] are all capable of triggering Harley's ability. Amnesty Bay [Location], Ancient Map [Equipment] and Azarath Metrion Zinthos [Super Power] will not trigger her.

Hawkman (Heroes Unite)
- This MCs ability is type A.

Heatwave (Crossover 5)
- This MCs first ability is type A.
- This MCs second ability is type B.
- No matter which version you are playing with, this text should read as follows: "The first time you destroy a card with cost 2 or greater during each of your turns, gain the top card of the main deck and put it on top of your deck. Teamwork: That foe gains 1 VP."

Huntress (Crossover 6)
- This MCs first ability is type A.
- This MCs second ability is type A.

Indigo-1 (Crisis 2)
- This MCs first ability is type A.
- This MCs second ability is type A.

Jay Garrick (Crossover 1)
- This MCs ability is type A.
- 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.
- 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.
- 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.

John Diggle (Crossover 2)
- This MCs first ability is type A.
- This MCs second ability is type B.
- The zone that Diggle will look for the Defense in is locked in after the Defense resolves, and before any other actions are taken.
- Ex. 01: A player Defends an Attack with Donna Troy (Confrontations) and chooses to discard another card. Diggle will allow you to put Donna on top of your deck from your hand only.
- Ex. 02: A player Defends an Attack with Scandal Savage (Crossover 6). Diggle will allow you to put Scandal on top of your deck from your play area only. If you choose to resolve Scandal's Ongoing ability before Diggle's trigger then you cannot put Scandal from your discard pile on top of your deck.

Kalibak (Crossover 7)
- This MCs ability is type A.

Katana (Crossover 6)
- This MCs ability is type B.

Kid Flash (Promo)
- This MCs ability is type A.
- His ability may be used 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)
- This MCs ability is type A.
- 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)
- This MCs ability is type B.

King Shark (Crisis 3)
- This MCs first ability is type A.
- This MCs second ability is type B.

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

Lex Luthor (Forever Evil)
- This MCs ability is type A.
- When checking the type of card bought/gained, check its type prior to it being bought/gained. i.e. Shapeshift is a Super Power in the line-up, and will not trigger Lex Luthor if you buy it, although it becomes a Hero once you own it.

Lightning Lad (Crossover 3)
- This MCs ability is type A.

Martian Manhunter (Promo)
- This MCs first ability is type A.
- This MCs second ability is type A.

Mirror Master (Crossover 5)
- This MCs first ability is type A.
- This MCs second ability is type B.
- 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)
- This MCs ability is type A.
- 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.

Mister Terrific (Crossover 1)
- This MCs ability is type B.

Nightwing (Heroes Unite)
- This MCs first ability is type A.
- This MCs second ability is type A.

Nightwing (Crisis 4)
- This MCs ability is type B.

Nite Owl (Crossover 4)
- This MCs ability is type A.

Oliver Queen (Crossover 2)
- This MCs ability is type A.

Omen (Crisis 4)
- This MCs ability is type A.

Oracle (Crossover 6)
- This MCs ability is type B.

Orion (Crossover 7)
- This MCs ability is type B.

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

Phantom Girl (Crossover 3)
- This MCs ability is type A.

Power Girl (Crossover 1)
- This MCs ability is type A.

Raven (Teen Titans)
- This MCs ability is type B.

Raven (Teen Titans Go)
- This MCs ability is type B.

Red Lantern Supergirl (Crisis 2)
- This MCs ability is type A.
- 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)
- This MCs ability is type B.

Red Tornado (Heroes Unite)
- This MCs ability is type B.

Robin (Crisis 1)
- This MCs ability is type A.
- 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.
- 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.

Robin (Teen Titans Go)
- This MCs ability is type B.

Rorschach (Crossover 4)
- This MCs ability is type B.
- 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 any cards in your hand under your Main Character and draw 4 cards. Because you do not own Mirakuru, it will be placed under its owner's MC instead of your's, but the cards in your hand will still be placed under your MC. (Mirakuru will not return to the top of your opponent's deck if you do this.) You would then draw four cards.

Roy Harper (Crossover 2)
- This MCs first ability is type B.
- This MCs second ability is type A.

Saint Walker (Crisis 2)
- This MCs ability is type A.

Sara Lance (Crossover 2)
- This MCs first ability is type A.
- This MCs second ability is type B.

Saturn Girl (Crossover 3)
- This MCs ability is type A.

Shazam! (Heroes Unite)
- This MCs ability is type B.

Silk Spectre (Crossover 4)
- This MCs ability is type A.

Simon Baz (Rebirth)
- This MCs ability is type A.

Sinestro (Forever Evil)
- This MCs first ability is type A.
- This MCs second ability is type A.

Skitter (Promo)
- This MCs ability is type B.
- This text should read as follows: "Once during each of your turns, if you control four or more different cards with cost 1, 2, or 3, +3 Power." Note 'four or more' instead of exactly four.

Star Sapphire (Crisis 2)
- This MCs ability is type A.
- 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)
- This MCs ability is type B.

Starfire (Teen Titans)
- This MCs ability is type B.
- This text should read as follows: "Once during each of your turns, if you control four or more different card types, you may destroy a card you control." Note 'four or more' instead of exactly four.

Starfire (Teen Titans Go)
- This MCs ability is type B.

Stargirl (Crossover 1)
- This MCs ability is type A.

Superboy (Teen Titans)
- This MCs ability is type B.

Superman (Base Set)
- This MCs ability is type A.

Swamp Thing (Crisis 1)
- This MCs ability is type B.
- If you discard a Location in the Line-Up it will be removed from the game. This is a special game rule that prevents it from going to any other zone, even if a card or effect specifies where it could go instead.
- You can Time Travel Locations in the Line-up as long as they have the Time Travel ability.

Tempest (Crisis 4)
- This MCs ability is type A.

The Comedian (Crossover 4)
- This MCs first ability is type B.
- This MCs second ability is type A.
- 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)
- This MCs first ability is type B.
- This MCs second ability is type A.
- 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.
- A player drafting this Main Character will not change the player turn order. If the order was previously Player 1, then 2, then 3, then 4 and Player 3 drafts this MC, then the play order will proceed with Player 3 starting the game, followed by player 4, then 1 and player 2 will be the last player.

The Flash (Crisis 4)
- This MCs ability is type B.

The Joker (Promo)
- This MCs ability is type B.

Trickster (Crossover 5)
- This MCs first ability is type A.
- This MCs second ability is type B.
- This ability can be used each time a player shuffles their deck.
- Ex01 : Player A is playing with both Kyle Rayner[MC] and Trickster[MC], and has two cards in their deck. At the beginning of their turn, Player A uses Kyle Rayner's ability by revealing 3 cards with different colors from their hand. Player A draws two cards and then needs to shuffle their discard pile to make a new deck so they can continue drawing. Before they shuffle, Player A may leave a card in their discard pile with Trickster, then shuffle and make a new deck, then draw the remaining three cards.

Vixen (Promo)
- This MCs ability is type B.
- 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)
- This MCs first ability is type B.
- This MCs second ability is type B.

White Lantern Deadman (Crisis 2)
- This MCs ability is type B.
- 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 any cards in your hand under your Main Character and draw 4 cards. Because you do not own Mirakuru, it will be placed under its owner's MC instead of your's, but the cards in your hand will still be placed under your MC. (Mirakuru will not return to your opponent's hand if you do this.) You would then draw four cards.

Wildcat (Crossover 1)
- This MCs ability is type A.

Wonder Girl (Teen Titans)
- This MCs ability is type B.

Wonder Woman (Base Set)
- This MCs ability is type A.
- This is effectively the same effect as her counterpart, Lex Luthor.
- When checking the type of card bought/gained, check its type prior to it being bought/gained. i.e. Shapeshift is a Super Power in the line-up, and will not trigger Wonder Woman if you buy it, although it becomes a Villain once you own it.

Wonder Woman (Rebirth)
- This MCs ability is type A.

Zatanna Zatara (Crisis 1)
- This MCs ability is type B.



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

Amazo (Heroes Unite)
- You may choose up to two cards total to play again. Each of the chosen cards must be in your play area.

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 create an infinite loop of revealing/drawing nothing (i.e. from no deck & discard pile, etc) then the card doesn't do anything else.

Black Lantern Superman - Impossible Mode (Crisis 2)
(No current rulings)

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

Brainiac (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.)

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.)

Brother Blood (Teen Titans Go)
(No current rulings)

Cheshire (Teen Titans)
(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)

Deathstroke (Base Set)
(No current rulings)

Doomsday - Impossible Mode (Crisis 2)
- The FAA effect that destroys the defense will always happen. Before resolving the Defense ability, destroy the Defense (if it's a card ability). Any triggers from destroying the Defense will trigger, and can be resolved after the Defense ability has resolved.

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.
- Dr. Light will not be shuffled back into the SuperVillain until after all players have had a chance to Defend or resolve the Attack.
- If this SuperVillain would be shuffled back into the SV stack, any tokens on it are discarded before it is shuffled back in.

Felix Faust (Promo)
(No current rulings)

Felix Faust - Impossible Mode (Crisis 3)
- If all players except one Defend his FAA, then that player will put the highest cost card in their hand into their discard pile and gain a number of Weaknesses equal to its VP value.

Gizmo (Teen Titans Go)
(No current rulings)

Green Arrow (Forever Evil)
- This card's Ongoing ability is type B.

Green Lantern (Forever Evil)
(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 (Heroes Unite)
(No current rulings)

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

Isabel Rochev (Crossover 2)
(No current rulings)

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 (Heroes Unite)
(No current rulings)

Mongul - Impossible Mode (Crisis 2)
- If the Attack is avoided, the player will gain Weaknesses as if it were the final instructions of the defense ability.

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.

Psimon (Teen Titans)
- No matter how many cards you draw and play, put any 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 and then draw one other card with Psimon.

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.

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)
- This card's Ongoing ability is type A.

Superman (Forever Evil)
(No current rulings)

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

Swamp Thing (Forever Evil)
- He does not provide +2 Power for Locations in the Line-Up, only for Location in play. The same applies if you have Swamp Thing [MC]; any Locations in the Line-up still do not count towards his +2 Power effect.

Terra (Teen Titans)
- This card's Ongoing ability is type B.
- The card must be in your play area in order to destroy it. This applies to both her Ongoing and her FAA ability.

Terra - Impossible Mode (Crisis 4)
- This card's Ongoing ability is type B.

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)

Vandal Savage (Heroes Unite)
- This card's Ongoing ability is type B.

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)

Amanda Waller (Forever Evil)
(No current rulings)

Amnesty Bay (Confrontations)
- This card's Ongoing ability is type B.

Ancient Map (Crisis 4)
- This card's first Ongoing ability is type B.
- This card's second Ongoing ability is type B.

Animal Man (Confrontations)
(No current rulings)

Apokolips (Heroes Unite)
- This card's Ongoing ability is type B.

Aqualad (Teen Titans Go)
(No current rulings)

Aquaman (Rebirth)
(No current rulings)

Aquaman's Trident (Base Set)
- You cannot put a card you bought or gained before playing this on top of your deck.
- This effect triggers upon buying or gaining a card and must be used at that time if you wish to put the card on top of your deck.

Arisia (Rivals 2)
- This card does not adhere to dependency rules the way other cards typically do. The game will remember whether this card has been discarded no matter what zones it moves though, etc. This is a special rule that allows this card to function as intended, and will not allow its ability to trigger more than once each turn.

Arkham Asylum (Base Set)
- This card's Ongoing ability is type A.

Arkham Asylum (Rivals 1)
- This card's Ongoing ability is type B.

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

Atlantis (Crisis 2)
- This card's Ongoing ability is type A.

Atomica (Forever Evil)
(No current rulings)

Azarath (Teen Titans)
- This card's Ongoing ability is type B.

Azarath Metrion Zinthos (Teen Titans)
- This card's Ongoing ability is type B.

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)
- This card only looks into the future. You have to play her before an opponent discards or reveals a card to receive the additional power benefit.

Belle Reve (Forever Evil)
- This card's Ongoing ability is type A.

Beta Club (Crossover 7)
(No current rulings)

Birdarangs (Teen Titans Go)
(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 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 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)
- This card's Ongoing ability is type B.

Blank (Crisis 4)
- This card's Ongoing ability is type B.

Blaster (Teen Titans Go)
(No current rulings)

Blue Beetle (Base Set)
(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)

Brother Blood (Heroes Unite)
(No current rulings)

Bulletproof (Base Set)
(No current rulings)

Bumblebee (Teen Titans)
- This card's Ongoing ability is type B.

Cadmus Labs (Teen Titans)
- This card's Ongoing ability is type B.
- 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)

Catwoman (Base Set)
(No current rulings)

Central City (Forever Evil)
- This card's Ongoing ability is type A.

Chaselon (Rivals 2)
(No current rulings)

Cheetah (Base Set)
(No current rulings)

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

Cinderblock (Teen Titans)
(No current rulings)

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)

Cold Gun (Crossover 5)
- If you play this via Teamwork you will get a VP.

Commissioner Gordon (Forever Evil)
(No current rulings)

Computer Console (Crossover 6)
- This card's first Ongoing ability is type A.
- This card's second Ongoing ability is type A.

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 (Rebirth)
(No current rulings)

Constructs of Fear (Forever Evil)
(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.

Crystal Prism (Teen Titans Go)
- This adds Power for each different card type for the entire turn; its Power is not locked in when its played.

Crystal Shield (Crisis 2)
(No current rulings)

Cyborg (Rebirth)
(No current rulings)

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

Deadman (Heroes Unite)
- You may choose up to two cards total from any combination of the specified zones.

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.

Demonic Influence (Teen Titans)
(No current rulings)

Despotellis (Rivals 2)
(No current rulings)

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

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 (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)
- This card's Ongoing ability is type B.

Eidetic Memory (Crossover 6)
- This card's first Ongoing ability is type A.
- This card's second Ongoing ability is type A.
- 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.
- If you have Mirror Master as one of your MCs, and 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.

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.

Energy Absorption (Teen Titans)
(No current rulings)

Engulfing Flames (Crossover 5)
(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)

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)
(No current rulings)

Force Field (Heroes Unite)
- This card's Ongoing ability is type B.

Fortress of Solitude (Base Set)
- This card's Ongoing ability is type A.

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.
- You may choose to pay zero VP, which will gain you a zero VP card of your choice if there is one in the destroyed pile.

Garfield Logan (Teen Titans)
- This card's Ongoing ability is type B.
- 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".

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)
- This card's Ongoing ability is type B.

Gotham City Docks (Promo)
- This card's Ongoing ability is type B.

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.
- Refer to the Construct keyword (in the definitions section) when determining legal targets for the Defense ability.

Grid (Forever Evil)
(No current rulings)

Gypsy (Promo)
- This card's first Ongoing ability is type A.
- This card's second Ongoing ability is type A.
- Playing this card will trigger itself.

Happy Harbor (Forever Evil)
- This card's Ongoing ability is type A.

Harley Quinn (Base Set)
(No current rulings)

Heat Vision (Base Set)
(No current rulings)

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

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

Hollis Mason (Crossover 4)
(No current rulings)

Homicidal Maniac (Rivals 1)
(No current rulings)

House of Mystery (Crisis 1)
- This card's Ongoing ability is type A.

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.
- If you play Kyle Rayner [Heroes Unite] and then Indigo Tribe Power Ring, choosing Kyle Rayner will only be worth +3 Power (not 5 Power because the Indigo Ring has not yet resolved), and Indigo will not change the Power it provides after Kyle receives the extra bonus for playing the Power Ring.

Inertia (Teen Titans)
- This card's Ongoing ability is type B.

Infinity Island (Crisis 4)
- This card's Ongoing ability is type A.
- 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 (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)
- This card's Ongoing ability is type B.
- 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.
- If a VP token is given to a SV, and then the SV stack is shuffled, the VP token is removed from the game. i.e. Dr. Light FAA causes the SV stack to be shuffled, etc.

Jaime Reyes (Teen Titans)
- 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.
- 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.
- 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)

Jayna (Teen Titans Go)
(No current rulings)

Jervis Tetch (Heroes Unite)
(No current rulings)

Jessica Cruz (Rebirth)
(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)

Jump City (Teen Titans Go)
- This card's Ongoing ability is type A.

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.
- Players may only buy one Kick from the Kick stack during each of their turns.

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)

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.
- 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.
- 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."

Kyle Rayner (Rivals 2)
(No current rulings)

Lady Vic (Teen Titans)
- This card's Ongoing ability is type B.

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)
- This card's Ongoing ability is type A.
- 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.
- Playing this card will trigger itself.

Liberty Belle (Crossover 1)
(No current rulings)

Lobo (Base Set)
- You may choose up to two cards total from any combination of the specified zones.

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)

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]).

Mara Al Ghul (Crisis 4)
- This card's Ongoing ability is type B.

Mera (Base Set)
(No current rulings)

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

Metropolis (Heroes Unite)
- This card's Ongoing ability is type B.

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.
- The cards you can play in the line up are locked in when the condition is met. If cards are added to the line up after this condition is true you cannot play those cards.

Mirakuru (Crossover 2)
(No current rulings)

Mirror Images (Crossover 5)
(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)
- This card's Ongoing ability is type B.

Molecular Vibration (Teen Titans)
- This card's Ongoing ability is type B.

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

Monument Point (Crossover 1)
- This card's Ongoing ability is type A.

Moscow (Multiverse)
- This card's Ongoing ability is type A.

Mother Box (Crossover 7)
- This card's first Ongoing ability is type B.
- This card's second Ongoing ability is type B.
- This card looks at the Main Characters you are playing. You can use one ability or the other, or both, depending on the team you drafted.
- Ex. 1: You are playing as Captain Cold & Cheetah. You can only use the ability to destroy a card in your hand.
- Ex. 2: You are playing as Captain Cold & Animal Man. You may use both abilities at separate times during your turn.

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.

Nax (Rivals 2)
(No current rulings)

Nereus (Confrontations)
(No current rulings)

New Genesis (Heroes Unite)
- This card's Ongoing ability is type B.

New Titans Tower (Teen Titans)
- This card's Ongoing ability is type A.
- Playing this card will trigger itself.

New York City (Crossover 4)
- This card's Ongoing ability is type B.
- The card bought is treated as if it were bought from the Line-Up, and can trigger or be effected by abilities that look for such a card. (i.e. Arsenal [MC], Batwoman [MC], Black Manta [MC], etc).

Nth Metal (Base Set)
(No current rulings)

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

Oa (Heroes Unite)
- This card's Ongoing ability is type A.
- This card checks the printed cost of the Super Villain; it does not consider the additional +2 cost.

Oa (Rivals 2)
- This card's Ongoing ability is type B.

Ocean Master (Heroes Unite)
(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)

Pandora's Box (Forever Evil)
- The revealed card will be the first card added to the Line-Up as long as its cost is one or greater.

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.

Parasite (Heroes Unite)
(No current rulings)

Phantom Zone Projector (Confrontations)
(No current rulings)

Phasing (Crossover 5)
(No current rulings)

Plasmus (Teen Titans)
(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 card's 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.

Power Armor (Forever Evil)
(No current rulings)

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.

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.

Ragman (Confrontations)
(No current rulings)

Ranx (Rivals 2)
- This card's Ongoing ability is type A.

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)

Royal Flush Gang (Forever Evil)
- 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
- 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).

S.T.A.R. Labs (Forever Evil)
- This card's Ongoing ability is type A.

Salaak (Rivals 2)
(No current rulings)

Scandal Savage (Crossover 6)
- This card's first Ongoing ability is type A.
- This card's second Ongoing ability is type B.

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)

Shadow Thief (Crisis 3)
- You can only put a zero cost card from your discard pile into your hand. You cannot choose a card in any other player's discard pile.

Shazam! (Heroes Unite)
(No current rulings)

Signature Trenchcoat (Crisis 1)
(No current rulings)

Silent Armor (Teen Titans)
(No current rulings)

Simon Baz (Rebirth)
(No current rulings)

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

Siren (Confrontations)
(No current rulings)

Skeets (Heroes Unite)
(No current rulings)

Sledgehammer (Forever Evil)
(No current rulings)

Slushh (Rivals 2)
(No current rulings)

Solomon Grundy (Base Set)
- No matter what its card's type is, you can put it on top of your deck when you buy or gain it.

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.

Stargirl (Forever Evil)
(No current rulings)

Steel (Forever Evil)
(No current rulings)

Steppenwolf (Crossover 7)
(No current rulings)

Super Intellect (Forever Evil)
(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)

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.

Tactile Telekinesis (Teen Titans)
- This card's Ongoing ability is type A.
- Playing this card will trigger itself.

Tamaran (Teen Titans)
- This card's Ongoing ability is type B.
- 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)
- You may choose A.) One card from your hand, B.) One card from your discard pile, or C.) One card from your hand and one card from your discard pile.

Tegrof! (Confrontations)
(No current rulings)

Telepathy (Confrontations)
(No current rulings)

Teleportation (Heroes Unite)
(No current rulings)

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

The Batcave (Base Set)
- This card's Ongoing ability is type A.

The Blight (Forever Evil)
(No current rulings)

The Cape and Cowl (Base Set)
(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)
- You may pay three power when you are resolving the card. If you do, this card gains an effect which lets you repeat the process later during your turn. If you don't, then you get +1 Power and cannot later pay three power for its effect.

The Rot (Crisis 1)
- This card's Ongoing ability is type A.

The Trench (Confrontations)
(No current rulings)

The Watchtower (Base Set)
- This card's Ongoing ability is type A.

Tim Drake (Teen Titans)
(No current rulings)

Titans Memorial (Teen Titans)
- This card's Ongoing ability is type A.

Titans Tower (Base Set)
- This card's Ongoing ability is type A.

Tomar-Tu (Rivals 2)
- If you defend a Super Villain FAA, take a Weakness from the Weakness stack and remove it from the game.

Transmutation (Forever Evil)
(No current rulings)

Trash Hole (Teen Titans Go)
- This card's Ongoing ability is type A.

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

Tula (Confrontations)
(No current rulings)

Twin Destroyers of Azarath (Teen Titans Go)
- The 'non-Weakness' clause refers to the card name. i.e. An opponent cannot choose to destroy a Shapeshift in their hand.

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)

Utility Belt (Base Set)
(No current rulings)

Verdant (Crossover 2)
- This card's Ongoing ability is type A.

Vibe (Forever Evil)
(No current rulings)

Vicky Vale (Rivals 1)
(No current rulings)

Victor Zsasz (Rivals 1)
(No current rulings)

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.

Water Control (Confrontations)
(No current rulings)

Waterbearer (Crisis 4)
(No current rulings)

Wayne Manor (Rivals 1)
- This card's Ongoing ability is type B.

Weakness (Base Set)
- 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.
- Weakness cards go to the destroyed zone when they are destroyed, the same as any other card typically does. They do not return to the Weakness stack when they are destroyed.

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 to be a Power Ring.

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.

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.

Wonder Woman's Shield (Rebirth)
- This card's Ongoing ability is type B.

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.

Zodiac Crystals (Rebirth)
(No current rulings)

Zoo Keeper (Teen Titans)
- This card's Ongoing ability is type B.