How to Play Fusion World
Two fighters. Two decks built around a Leader. You win by smashing through your opponent's life and landing the finishing blow once they have none left. Bandai's Dragon Ball Super Card Game Fusion World is fast and explosive, built on two ideas you'll master quickly: energy and the combo.
Quick Overview
- 2-player head-to-head, ~15–20 minutes per game
- Each player brings 1 Leader card plus a 50-card deck of Battle & Extra cards
- You start with life cards set from the top of your deck — when you're hit, you take one into hand
- You win by attacking once your opponent is at 0 life and the hit connects
- No separate energy deck — you build energy from your own hand, one card per turn
Card Types
Leader
Your hero. It starts face-up in play, attacks like a fighter, and Awakens into a stronger form when your life runs low. Its color sets your deck's identity.
Battle
The fighters you play to your Battle Area. They have Power for combat and a Combo Power you can use from hand to win a fight.
Extra
One-shot effects played from hand for an energy cost, then sent to the drop area — removal, draw, and battle tricks.
Unison (some sets)
Special cards that team up with your fighters for powerful combined effects in select Fusion World sets.
The Five Colors
Every card belongs to one (sometimes two) of five colors. Your deck is built around your Leader's color — the choice defines its game plan:
Turn Structure
- Refresh — Unsuspend (untap) your Leader, Battle cards, and energy. The player going first skips their first draw.
- Draw — Draw 1 card.
- Charge — Place up to 1 card from your hand face-up into your Energy Area.
- Main Phase — Spend energy to play Battle & Extra cards and use effects, then attack with your Leader and Battle cards by suspending them.
- End — Hand size and end-of-turn effects resolve; play passes to your opponent.
Attacking, Life & Awaken
To attack, suspend your Leader or a Battle card and declare an attack on the opponent's Leader or a suspended Battle card. They may use a <Blocker> to redirect the attack, combo to boost their Power, or simply take it.
When your Leader is hit, you take the top card of your deck as a life card into your hand — so taking damage also arms you with more cards and combo fuel. Once you're at zero life, the next connecting hit ends the game. Many Leaders Awaken when their life drops to a set number, flipping to a stronger Awakened side — so the player on the back foot can roar back. That comeback tension is the heart of Fusion World.
Common Keywords
- <Blocker> — May suspend to redirect an attack onto itself, protecting your Leader.
- <Double Strike> — When this deals damage to a Leader, that player takes 2 life instead of 1.
- <Critical> — Deals extra damage to the opponent's life when it connects with the Leader.
- <Barrier> — Isn't KO'd the first time it would be removed.
Deck-Building Rules
- Exactly 1 Leader card + a 50-card deck of Battle and Extra cards
- Your deck's colors must match your Leader's color(s)
- Max 4 copies of any card by card number
- No land or energy deck — energy is built from your hand, one card per turn
Quick FAQ
Do I need to buy real cards to play on TCG Zen?
No. Our virtual pack sim and collection tracker run on the cards you've ripped digitally. Real-world ownership is tracked separately if you want it.
What's the difference between the original Dragon Ball Super Card Game and Fusion World?
Fusion World (sets prefixed FB) is Bandai's streamlined relaunch of the Dragon Ball Super Card Game built around a Leader, an energy-from-hand system, and the combo mechanic. It's the current, in-print game and the one TCG Zen tracks for pack sim and prices.
How does energy work if there's no energy deck?
Each turn you place one card from your hand into your Energy Area. That energy pays the cost of your cards — a cost like 5(RR) means five energy total, two of which must be Red. Energy unsuspends at the start of your turn, so your available energy grows as the game goes on.
What are Secret Rare and Special Rare cards?
Super Rare, Secret Rare, and the alternate-art treatments are Fusion World's top pull tiers — often foil or full-art versions of marquee fighters like Goku, Vegeta, and Gogeta. They're the case-hit chase in our pack sim, layered on top of the normal rarity slots, just like the real product.