Dragon Ball Super Card game information and how to play (Fusion World explained)
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Fusion World is the new title / format for the Dragon Ball Super Card Game. Released in February 2023, it’s intended to be more intuitive and accessible, while keeping enough depth for longtime players.
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It inherits many fundamentals from earlier DBSCG ("Masters" / earlier expansions) but streamlines certain rules, uses updated card layout, improved readability, and changes to mechanics to speed up play.
Deck Building & Components
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A deck consists of:
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1 Leader Card
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50–60 Battle Cards & Extra Cards
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Only cards that share at least one color with your Leader may be used in your deck. If your Leader is, say, blue + red, then battle/extra cards must be of blue, red, or both.
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Up to 4 copies of any card with the same card number are allowed in the deck. Different art but same number count as same in terms of that limit.
Game Setup
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Each player starts with their Leader in the Leader Area.
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Shuffle your deck, draw 6 cards as your opening hand. You may mulligan (shuffle all 6 back, draw new 6). Only once.
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Place the top 8 cards of your deck face‑down in your Life Area. These represent your life points. The top of the deck becomes the bottom of the Life Area stack.
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The player going second gets one energy marker in their Energy Area at start.
Key Areas in Play
Here are the main zones / card areas:
Area | Purpose |
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Leader Area | Where your Leader card sits throughout the game. It can awaken (flip) later under certain conditions. |
Deck Area | Your draw deck. If this empties, you lose. |
Life Area | Stack of 8 face‑down cards; when your Leader is attacked, you take cards from here. When they’re all gone, you lose. |
Energy Area | Cards used as energy; you put cards (or energy markers) here to pay costs. Active/rest modes matter. |
Battle Area | Where Battle Cards go; they fight, rest, block, attack, etc. |
Combo Area | Cards used to boost power in battles (“combo”). You can use Battle Cards from hand or Active mode to contribute their "Combo Power.” After the battle, combo cards go to Drop Area. |
Drop Area | Graveyard: used Extra Cards, KO’d Battle Cards, combo cards after use. |
Turn Structure & Phases
Each turn is divided into three phases: Charge Phase, Main Phase, End Phase.
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Charge Phase
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All rested cards (Leader, Battle, etc.) are switched back to Active mode.
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Draw 1 card (except the first player typically doesn’t draw on their first turn).
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You may place one card from your hand into the Energy Area (face‑up, upside down) in Active Mode. This is optional.
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Main Phase
You may perform any of these actions, in any order, as many times as you can / want (subject to energy etc).-
Play Battle Cards from hand, paying their cost by resting Energy cards equal to the cost. Some cards also have a “specified cost” which demands Energy of certain colors.
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Play Extra Cards (spells/support) from hand, also paying energy costs. After use, Extra Cards (unless they are Field‑type or some special kind) go to Drop Area.
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Activate various skills / abilities ("Activate Main", etc.) as long as their conditions are met. Some skills can also be activated during battle, etc.
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Attack: you can attack with your Active Leader or Active Battle Cards. You may choose to attack the opponent’s Leader (to reduce their life) or Rest Mode Battle Cards in their Battle Area. When attacking, your attacker is rested.
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End Phase
End of turn cleanup. Resolve end‑of‑turn effects. Then turn passes to the other player.
Awaken & Leader Flip
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Leaders have an Awaken condition, typically when you have lost half of your life (i.e. 4 out of 8). When that happens, you flip the Leader card to its awakened side. This gives stronger base power and improved / different abilities.
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The flip often represents a power spike, enabling strategic comebacks.
Combo Mechanics
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The Combo system allows you to use other Battle Cards (from hand or Active on field) to boost your attacking (or defending) Battle Card’s power during a battle. This “combo power” is added only for that battle. After the battle, combo cards go to Drop Area.
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This mechanic gives tactical depth: do you commit cards to a combo (leaving them vulnerable / consuming resources), or hold them for other plays?
Victory Conditions
You win by:
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Reducing your opponent’s life to zero cards (i.e. their Life Area is emptied by successful attacks to their Leader).
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Opponent being unable to draw a card when required (deck out)
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