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          XENOSAGA EPISODE 1: DER WILLE ZUR MACHT for PLAYSTATION 2
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                      XENOCARD FAQ AND CARD LIST (v1.1)
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                     By DENOUEMENT (cgparham757@aol.com)
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CURRENT STATUS:
Haven't beaten the Proto Dora yet so I don't have that card's text info, 
should be very soon though, just need to quit Xenocard and actually resume 
the game. Also, the strategies section is bare-bones right now, I should add 
more stuff to it soon. Otherwise, finito! If you have a contribution, please 
send it and also give a name you would like to be credited by if I put it in 
the guide.

DISCLAIMER:
This file is copyright by Denouement (Chris Parham). You may NOT reproduce or 
distribute this guide in any manner, electronically or otherwise, without the 
express written permission of the author. You may not display this guide on 
any page in which there are advertisement banners. Below can be found the 
list of sites that are permitted to host this guide. This list can be changed 
at any time.

List of acceptable sites:
GameFAQs (http://www.gamefaqs.com).

List of sites which do NOT have permission:
www.cheats.de
Cheat Code Central (www.cheatcc.com).


Remember, plagiarism is a crime and is punishable under the law.

Note: You can always find the latest version at GameFAQs, at www.gamefaqs.com
Thanks CJayC!

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E-MAIL POLICY:
I welcome e-mails at cgparham757@aol.com but here are the Do's and the 
Dont's:

DO send questions not in the FAQ.
DO send questions in text or HTML format.
DO send e-mails with "GameFAQs" in the subject line.
DO send suggestions and corrections, this is not a final guide.
DO tell me if you find this guide on a site where it is not permitted (see
   above).

DON'T send executables.
DON'T send vulgar or inappropriate mail.
DON'T send mail over and over again, I only check it once every day, at most.

I will try to get back to you as soon as possible...unless you did one of the 
"DONTS", in which case your mail will be summarily ignored and ruthlessly 
deleted.
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TABLE OF CONTENTS

I.     Introductory Material
II.    Table of Contents
III.   Introduction
IV.    Explanation of the Card Game
         A.    General
         B.    The Cards
         C.    The Layout
         D.    Turn Phases
         E.    Phase I: Draw
         F.    Phase II: Move
         G.    Phase III: Event
         H.    Phase IV: Set
         I.    Phase V: Block
         J.    Phase VI: Battle
         K.    Phase VII: Adjust
         L.    Mechanics of Xenocard
         M.    Buying Cards
V.     Strategies
VI.    Card List
         A.    Battle Cards (#1-#82)
         B.    Event Cards (#83-#120)
         C.    Situation Cards (#121-#142)
VII.   FAQ (Frequently Asked Questions)
VIII.  Card Checklist
IX.    Document Footer
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III. INTRODUCTION
This FAQ concerns the Xenocard subgame, which is a part of the great new game 
Xenogears from Namco for Playstation 2. With that taken care of, this FAQ 
will cover a number of specific things related to the card game. While some 
aspects of the game may also be tangentially explored as they relate to the 
card game, please don't expect much beyond discussion of the game. For more 
extensive discussion, read a complete walkthrough of the game (that should 
help you a lot more). A number of walkthroughs can be found at this URL:

           <http://www.gamefaqs.com/console/ps2/game/31837.html>

Or, visit the Message Board at GameFAQs and someone should be able to help 
you. But always check the FAQs first! If you need something explained 
regarding the card game itself, feel free to e-mail me about it. Don't send 
me any e-mails about the rest of the game as I will simply not respond to 
them. Follow the e-mail rules above, please.

The Xenocard game is perhaps one of the most extensive and in-depth minigames 
ever embedded within an RPG. It is stunningly large and you will almost 
certainly be surprised by it. The only thing that reduces this minigame is 
that it is very self-contained; that is, it does not have a lot of crossover 
with the main game in terms of rewards going from one to the other, and so 
on. Still, it is a lot of fun and is almost a free second game within your 
original purchase.

The first main part of this guide covers the extensive rules of the card game 
as it functions in the game, and also covers some strategies which I and 
others have developed to help you win the game. The second large section is 
the Card List, which is probably what you were looking for when you 
downloaded this guide. It should be pretty complete. Enjoy!

v1.0: Card list essentially complete.

v1.1: This is the first update to the guide, there are no major changes, 
except for more added materials in the Strategies section. Additional updates 
to this section are forthcoming.
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General
-------

You first get your chance to play the card game pretty early in the game. The 
essential item which allows you to play the card game is the Card Passport. 
Acquire the Card Passport by, when you are on the Elsa, talking to the 
bartender robot in the restaurant. 

For all you Final Fantasy VIII and IX players, you might be in for a surprise 
as to exactly how complex this card game can be. It's not just a simple play 
'em and flip 'em card game. In fact, it's more along the lines of Magic: the 
Gathering than the War-derivatives that were Tetra Quest and Triple Triad. 
You would be very well advised to check out the full tutorial that is 
provided by the game since seeing is always a little more enlightening than 
just reading in a text file. Still, the full rules of the game are provided 
here, along with some comments made by me to explicate them a little more 
fully.

The goal of any game of Xenocard is to achieve victory by forcing your 
opponent to run through his entire deck, leaving him with no remaining cards. 
You can attack your opponent's deck in a number of ways, forcing him to lose 
cards and bringing him ever closer to his final defeat. Of course, at the 
same time you must seek to take protective measures for the sake of guarding 
your own deck.

The Cards
---------

There are three types of cards you need to concern yourself with in Xenocard. 
I kind of feel like expanding the comparison to Magic: the Gathering, so let 
me correspond each type of Xenocard with the appropriate type of Magic card. 
(Actually, to be honest, I'll be making a lot of comparisons to M:TG, not 
because I'm somehow obsessed with it, in fact I haven't played in about five 
years, but because the mechanics of Xenocard are basically ripped off 
straight from Magic.)

The first type of card is the red-colored BATTLE cards. These are most 
similar to permanents in M:TG. These cards act as the primary means of 
attacking your opponent, and they mainly include various types of fighters to 
add to your side, as well as equipment to give these fighters. Examples of 
this type of card are the "Lv 1 KOS-MOS" card and the "Battle Suit" card. 
There are a number of different subgroups of this category, which are called 
attributes, but these will be explained later. There are 82 Battle cards in 
the complete Xenocard set, numbered from 1 to 82.

Yellow EVENT cards are similar to instants and interrupts in Magic. They are 
one-turn effect cards, which can be played to somehow effect the game, either 
helping your efforts or damaging your opponent. Examples of Event cards are 
the "Curry" card and the "Miltian Conflict" card. There are 38 Event cards in 
the complete Xenocard set, numbered from 83 to 120.

The final type of card is the blue-colored SITUATION card. These are similar 
to enchantments in Magic. They have a major, lasting effect on the game, and 
may stay active for a longer period of time. Depending upon the card, it may 
last specifically from a few turns, to the entire remaining duration of the 
game.  An example of a Situation card is the "Hilbert Effect" card. There are 
28 Situation cards in the complete Xenocard set, numbered from 121 to 148.

All the cards in the game fit into one of these three categories, however, 
there are a number of subgroups of which you should be acutely aware, as they 
play a great role in the progress of Xenocard. First, there are five 
categories of fighter, or Creature cards, in the game, which all fall under 
the Battle (Red) broad category. These five types are Humans, Realians, 
Mechs, Gnosis, and Unknowns. In addition to these five, the Battle cards also 
include Weapons. I will explain more about the use of these in the strategy 
and deckbuilding section, but be aware of these subtypes. Let me help you 
recognize each of the subtypes, by the symbols which appear in the upper 
right-hand corner of the card:

HUMAN card have a blue men's room symbol. REALIAN cards have a similarly 
shaped symbol, but gray, with a gold plus in the center. GNOSIS cards have a 
distinctive pink swirl on them. MECH cards have a gray thing which looks a 
little like a microphone. UNKNOWN creature cards have a pink Bunnie symbol, 
they are not a category of their own, they just don't belong anywhere else. 
Finally, a last type of Battle card is a WEAPON, which has a red gun picture.

The Layout
----------

During a card game, the layout appears in front of you. You opponent's layout 
is a mirror image of yours on the other side of the table. Here's a little 
ASCII image I made of how your card setup looks, I will use it to detail each 
part of the layout.

+------+---+-------+-------+---+------+   First, area A is the deck area.
|      |   |       |       |   |      |   Here, you can see a little image of
|      | E |   D   |   D   | E |      |   your deck, as well as a very key
|      |   |       |       |   |      |   number, that is, the number of
|  C   +---+-------+-------+---+  F   |   cards you still have left in your
|      |   |       |       |   |      |   deck. Remember, if your deck runs 
|      | E |   D   |   D   | E |      |   out of cards, the game is over and
|      |   |       |       |   |      |   you lose. So don't let your deck 
+------+---+-------+-------+---+------+   run out of cards!
|    B     |       A       |    G     |
+----------+---------------+----------+   The next area, B in the picture, is 
                                          your hand. In this area, you can 
see little images of the cards in your hand. From your hand, battle cards 
will generally be played to the standby area, C. The standby area can hold a 
maximum of four cards in readiness.

The biggest part of the layout is the battlefield. Up to four cards can be 
played in the battlefield, in the four D slots. There are two front row and 
two back row spots. The four E blocks are dedicated to showing info on the 
adjacent battle card in a D slot. Here, you can see the remaining HP of the 
card, and the attack value.

The F area is the Situation area. Situation cards from your hand are played 
to this area, and cannot be placed anywhere else on the field.

Finally, the G area is where your discarded cards are played. There are two 
piles here: on the left, the Lost pile, and on the right, the Junk pile. It 
is much easier to recover cards from the Lost pile than the Junk pile; 
different effects will send cards to different piles. Next to each pile is a 
number showing the number of cards to pile contains.

All the above layout occupies one-half of the battle screen. Your opponent's 
identical layout occupies the other half. Also displayed onscreen at all 
times is a lineup showing whose turn it is, and what phase of that turn 
you're currently in.

Turn Phases
-----------

Each turn during a game of Xenocard consists of seven different phases which 
occur in a specific order. Generally, you will use the Square button to end a 
phase, it will bring up a confirming window. For some phases, if you are 
unable to do anything during them, the computer will end it automatically. 
When a card's action takes place during a certain phase, you will be advised 
of this by a pop-up window.

Another command you should know, for most turn phases, is that if you move 
around the cursor over any card, you can press Triangle to get a detail view 
of that card. Also, if it is one of your cards which has a text ability that 
can be used during that phase, you will be able to use that ability if you 
wish from the detail window. All such special abilities must be activated 
manually.

Phase I: Draw
-------------

This is the most basic phase. In this phase, you draw one card off the top of 
your deck into your hand. This might increase your hand size beyond the usual 
maximum of six cards, but that's okay. During your turn, you can have more 
than six cards in your hand; however, any excess cards will be lost during 
the final phase at the end of your turn.

Phase II: Move
--------------

The Move phase is all about moving your battle cards around on the 
battlefield to suit your needs. You can move cards freely between the standby 
and battlefield areas during this turn. The goal of the Move phase is to set 
up an ideal attack while also taking into account that this will be your 
defensive alignment for next turn as well.

Phase III: Event
----------------

This phase is when you get to use your yellow Event cards. All the 
Requirements and Cost must be met for any event card you play (see the Set 
section below for more on these concepts). Anytime you play an event card, 
the opposing side gets a chance to Block that event with another card. 
Conversely, any event the opponent uses during his event phase can be blocked 
by you. A menu will appear asking if you wish to do this.

Phase IV: Set
-------------

The Set phase is an important part of the game, when the cards in your hand 
will be able to be played onto the battlefield. Generally, you may play one 
battle card per turn, as well as one situation card, but some battle cards 
ignore the one-card per turn rule. This applies mostly to Realian cards but 
some Gnosis can do it also. When a card ignores the one-card-per-turn rule, 
it does not count toward your permitted one card. For instance, you might 
play two Realian Male cards on your turn, in addition to a Lv 1 Shion card, 
to which the one-card-per-turn rule applies as usual. When you first play a 
card, it goes to the standby area of the card layout, and it has an "E" mark 
on it.

Note that you must have space in the standby area for a battle card to be 
set. This area cannot hold more than four cards. So, if you want to set a 
card during your turn, be aware of this during the Move phase and leave space 
open. Note that some cards can be moved straight onto the battlefield. These 
cards require you to discard a card that is already on the field, and play in 
its place. For instance, if the Lv 1 Shion card is on the battlefield, the Lv 
10 Shion card can be played directly into that space, and the Lv 1 card is 
lost. In this case, no "E" mark is placed on the card. It can attack that 
same turn.

Back on topic, the "E" mark indicates that this card, since it was just 
played this turn, cannot count towards the requirements of any other card 
just yet. Requirements and Costs are two important things you must be aware 
of while playing a card. The COST is simply a number, and when the card is 
played, that many cards are moved from your deck to the lost pile. So you 
must weigh the benefit of the card with the damage it will do to your deck.

REQUIREMENTS are also printed on the card as symbols, indicating what kinds 
of cards must already be on your field in order to play this new card. For 
instance, if a card has a requirement of 2 Humans, that means two Human-
attribute battle cards must be present on your battlefield for this card to 
be played. Unless the requirements are met, the card cannot be set. Cards 
with an "E" mark, as stated before, do not count towards any Requirements.

Phase V: Block
--------------

The Block phase is your enemy's opportunity during your turn, and vice versa. 
You might say that in the Yin-Yang symbol, it's the little dot of black on 
the white half! Here, the enemy can use event or effect cards as appropriate 
to help his side's effort. By this point, he will have seen your attack 
setup, and will be trying to correct any massive flaws in his defense.

Some event cards and some battle card text effects can be utilized during 
this phase, however, it is basically pretty useless. If your opponent play's 
an event card, you will be given a chance to block that event if you can and 
want to do so.

Phase VI: Battle
----------------

The Battle phase is when the cards you have on the field will actually do 
damage against other opposing cards, or, hopefully, the enemy deck! This 
phase is actually automatic, and only depends on the setup of the different 
battle cards within the eight battlefield spots there are. During a battle 
phase, each of that player's cards will attack as appropriate to their attack 
type. There are four attack types:

HAND--Cards with the Hand attack ability can only attack from the front row, 
   and they will only do damage to a card directly in front of them. 
   Consequently, cards in the back row and the deck itself cannot be damaged 
   by Hand attacks. Hand is the worst attack type.

BALLISTIC--Cards with the Ballistic ability fire directly ahead and the 
   damage is done to the first target they hit. They can fire from your back 
   row. So, if you have such a card in one of the two left-side spots, they 
   will attack in this order of priority: Enemy Left Front > Enemy Left Rear 
   > Enemy Deck. Obviously, if you are mixing Hand and Ballistic cards, the 
   Hand attack should be in the front, and the Ballistic in the rear for best 
   advantage.

SPREAD--Spread attack cards attack all cards on the enemy battlefield 
   simultaneously. However, they do not attack the enemy deck. This is great 
   for clearing the path to the deck for other cards.

HOMING--Homing attack cards are very powerful. Regardless of where they are 
   on the field, they will attack the opponent's deck, even if he has battle 
   cards deployed in the way. They cannot attack enemy battle cards.

Battle cards attack in a certain order. The order is: Hand first, then 
Ballistic, then Spread, then Homing. If two cards are of the same type, then 
the number of their place on the battlefield (the four slots are numbered 1, 
2, 3, 4) is used to decide which card will attack first, beginning with 1. 
The Lv 1 and Lv 10 Jr. cards attack during the enemy turn; this attack is 
last priority and will occur only after all other enemy cards have attacked.

Some other terminology should be addressed here. First, cards with the 
Penetrating attacks are like Ballistic cards except with rollover (equal to 
Trample in Magic: the Gathering). Let's say that you card has a penetrating 
attack with a value of 5. The enemy's front row card has 2 HP left. In this 
case, that card is destroyed, but 3 damage carries over and is applied to 
either the back row card, or if there is no card in the back row, the deck.

Another term that needs explaining is the term "downed." A downed card cannot 
do any action, for instance, it cannot attack. The card appears grayed out 
and has the word DOWN on it. This status lasts for one turn; it is removed 
during the card's owner's Adjust phase.

Finally, let me point out that some cards only attack every OTHER battle 
phase. These cards need to "charge" for one turn in between attacks; mostly, 
this applies to cards with the Spread attack type. These cards only charge 
while they are on the battlefield; you must keep them in the battlefield 
during their off-turn, or they will not charge up. Note that the card will be 
uncharged on the first turn you move it into battle, so it will not execute 
an attack until its second turn on the battlefield.

Phase VII: Adjust [Discard]
---------------------------

In this phase, you will simply be forced to discard cards from your hand, 
down to six cards. You get to choose which cards you get rid of, but the 
cards you lose go to the Junk pile, not the Lost pile. So, you definitely 
want to avoid having to discard since it is hard to recover those points. 
Also, some automatic effects take place during the Adjust phase, just so they 
will happen at the end of your turn.

Mechanics of Xenocard
---------------------

The above sections explained very well how to play Xenocard, but what about 
actually PLAYING the minigame when you're in the midst of Xenosaga? It's not 
that simple! In fact, I've spoken to some players who didn't even realize 
this game existed until 10-12 hours into their playing of Xenosaga.

First, as I said at the top of this section, the number one thing you must do 
is acquire the Card Passport. You get this on the Elsa, the second ship your 
main group is on. Get it by talking to the robot in the restaurant, behind 
the counter. She will provide you with the Card Passport. Your first 
opportunity to get it comes when you are playing as Shion, trying to take 
food to Commander Cherenkov. Once you have the Card Passport, go to any Save 
Point with a blue EVS box on top of it and you can access the card game. Go 
to the Items menu and then use R1 to access your Special Items; scroll down 
until you reach the Card Passport, and then press Confirm (default circle) to 
access the card game.

There are a number of menu options available within Xenocard. The four 
options are: "Game", "Card", "Help", and "Quit". Under Help, you can either 
view a tutorial on how to play the game, or consult the reference file 
yourself to find information. The function of Quit should be obvious!

Under the Card menu, you can do three different things. First, you can view 
your cards. A scrolling menu will appear with 148 slots; cards you have will 
be shown, and a space containing "???????" will be left where you are missing 
a card from the set. Also, you can open new decks of cards. When you do this, 
the game will show you all the cards in the pack, then will sell any repeats 
at 5 G each, half what you paid for them (remember, you cannot hold more than 
three of any one card). Finally, it will show you all the remaining cards, 
which you are adding to your collection. Simply keep confirming to get 
through these menus.

Also under the Card menu, you can build new decks. Up to five decks can be 
stored at one time in memory. The deck builder is pretty self-explanatory; 
for more tips on building decks see the section below, "Strategies and 
Deckbuilding".

Finally, there is the Game menu, where you actually play the game. There are 
four options. The last two are Two-Player Mode and Change Background. There 
are a bunch of different backgrounds. Two-player Mode is where you can play 
your friends, but I warn you that this mode sucks.

The top option is Exhibition Mode, in this version you will play one game 
only. First, you will have to select the deck you plan to use out of your 
five saved decks. Then you will be shown what opponent you are going to face. 
You can keep switching until the opponent you want comes up. Then the game 
begins. Exhibition victories will reward you with a Booster Pack.

The final mode is Tournament Mode. Here, you play five consecutive matches 
against different opponents, and your goal is to win them all. The best 
prizes are won by winning tournaments. For winning a tournament, first you 
get the normal prizes for winning five games, that is, some combination of 
Booster Packs adding up to five total. Also, the first time you win a 
tourney, you get a Tuned Circuit item as a prize. After this, you might 
randomly win one of the two Swimsuit Promo cards, so keep trying!

Buying Cards
------------

There are many places in the world where you can buy new cards. You receive a 
full deck when you are given the Card Passport, but you will need to buy a 
lot more cards if you want to win games, and certainly if you want to collect 
the full set of all 148 cards. You can being your purchasing on the Elsa 
right after you get the passport, since more Starter Decks and Booster Packs 
#1 are available here. The following list shows all the different places you 
can buy the different card packs, and their cost.

Each type of Pack contains different cards. The Starter Deck contains 40 
cards, enough to play the game with. Each Booster Pack type contains 10 
cards, distributed as 1 Rare, 2 Uncommon, and 7 Commons, which are randomly 
selected, though each card appears either in Pack #1 or Pack #2, not both. 
Some cards come only in special Promo Packs, which contain three of the 
specific card. There is only one of each Promo Pack in existence.

Starter Deck: Many different store sites have the Starter Deck available, the 
     cost is usually 400 G.
Booster Pack #1: See above. The cost is usually 100 G.
Booster Pack #2: Win this as a prize in the Casino (see below, at the end of 
     this section, for Casino information). You will need 100 coins to buy a 
     deck. This item can also be bought at many stores, after you reach the
     Durandal stage of the game.
Promo Pack F: Costs 1000 coins in the Casino prizes, only available after 
     beating Song of Nephalim stage.
Promo Pack G: Same as Promo Pack F.
Promo Pack H: Same as Promo Pack F.
Promo Pack I: Same as Promo Pack F.
Promo Pack J: Same as Promo Pack F.
Promo Pack K: Same as Promo Pack F.
Promo Pack L: Same as Promo Pack F.
Promo Pack M: Same as Promo Pack F.
Promo Pack N: Same as Promo Pack F.
Promo Pack O: Same as Promo Pack F.
Promo Pack P: Same as Promo Pack F.
Promo Pack Q: Costs 1000 coins in the Casino prizes, only available after you 
     have defeated Proto Dora at the Proto Merkabah.

Other Packs in the game (specifically Promo Packs) cannot be bought, but must 
be found in the world as you play the game. The following list details where 
to acquire these Promo Packs.

Promo Pack A: During the Encephalon, check the dome in Miltia's playground 
    for this item. One of the kids (Jr. or MOMO) must be your lead character 
    to get the item--that means you cannot acquire it your first time here, 
    since your group then is Shion and chaos. However, it is possible to get 
    this during the Encephalon stage: just before the battle with Tiamat, 
    jump into the swirling purple vortex and run all the way back to the 
    playground, then put Jr. or MOMO as the lead character and acquire the 
    pack from the dome.
Promo Pack B: In City Section 27 of the Kukai Foundation City, look in the 
    Cleaners at the far left of this section, go inside, and go back to the 
    middle room (this building is three rooms deep. At the upper right of 
    this room are two cylindrical driers, check the one with stairs going up 
    to it to acquire the Promotional Pack B, which contains this card.
Promo Pack C: This pack is won at the A.G.W.S. weapon and armor shop at the 
    Kukai Foundation. At the far right of the upper level is a quiz machine 
    game, win the game to get this pack. The correct answers to the five 
    questions are: Talk to Me; Professor; a smelly-looking purple t-shirt; 
    Holgar; and Luty.
Promo Pack D: On the first screen of the forest inside the Encephalon there 
    is a rock you can destroy on the south side of the road. Follow the 
    tunnel this exposes to find a chest containing this Promo Pack.
Promo Pack E: In Miltia during the Encephalon sequence, there is an area 
    where the street goes back and forth on itself, in the very south of this 
    area is a chest containing the Promo Pack.

Finally, this list details which card is contained in every Promo Pack. Each 
Promo Pack contains three of its card (the most you may carry).

Promo Pack A -- Phenomenon Change
Promo Pack B -- Zohar
Promo Pack C -- Bunnie
Promo Pack D -- Lv 10 KOS-MOS
Promo Pack E -- Lv 10 chaos
Promo Pack F -- AG-05
Promo Pack G -- Third Armament
Promo Pack H -- Testament
Promo Pack I -- AG-04
Promo Pack J -- Phase Cannon
Promo Pack K -- Invoke
Promo Pack L -- Destiny
Promo Pack M -- Dammerung
Promo Pack N -- So Weak!
Promo Pack O -- Rhine Maiden
Promo Pack P -- Unknown Armament
Promo Pack Q -- Proto Dora

THE CASINO: In order to get many of these card packs, it is necessary to 
access the Casino minigame. To do this you will need to get the Casino 
Passport. You need to have reached the Durandal to get this; take the train 
to the Residential Area, go through the door to the left of the train station 
then go up, and when you see a sign for the game room turn right and go 
through the door. In this room, go up the stairs and to the right, and you 
will see a chest that contains the Casino Passport. Use the Casino games to 
make tons of money. Specifically, you earn coins in the games, which you can 
convert to money, or use directly to buy a number of different card packs. 
Poker is a very reliable way to make money if you play with any competence, 
simply use the Hi-Lo double-or-nothing game to earn vast amounts of cash.

Computer Opponents
------------------

There are forty different opponent deck which you might face in Xenocard. 
Each opponent has a different deck, and consequently, a different playstyle. 
You can scroll through different players when selecting a game for Exhibition 
mode, and can in this way choose to try out a new deck against a certain type 
of opponent. Here is the list of all forty opposing players; their name 
suggests the style of deck they have. Over time, I will gather information on 
all the different players.

 1   --    Shion & Ziggy
           Style:
 2   --    Hammer Attack
           Style:
 3   --    Citizens Unite
           Style:
 4   --    VX Attack
           Style:
 5   --    Gnosis Attack
           Style:
 6   --    Big Spender Matthews
           Style: Attrition
 7   --    Girls Power
           Style:
 8   --    Human Touch
           Style:
 9   --    Homing Attack
           Style:
10   --    Realian Blitz
           Style:
11   --    Cool Attack
           Style:
12   --    Momo to the Rescue
           Style:
13   --    Attack of the Gnosis
           Style:
14   --    Event Attack
           Style:
15   --    Common Deck
           Style:
16   --    The Elsa Crew
           Style:
17   --    Bespectacles Attack
           Style:
18   --    Standard Attack
           Style:
19   --    Flat Broke
           Style:
20   --    All-Stars
           Style:
21   --    Reset
           Style:
22   --    Imminent Death
           Style:
23   --    Realians
           Style:
24   --    Shion & Jr
           Style:
25   --    Man & Machine
           Style:
26   --    Homing Rampage
           Style:
27   --    The Way of the Sword
           Style:
28   --    The Zohar
           Style:
29   --    The Menacing Glare
           Style:
30   --    Albedo Strikes Back
           Style:
31   --    Blitz Attack
           Style:
32   --    The Boyz
           Style:
33   --    Uncommon deck
           Style:
34   --    Virgil Attack
           Style:
35   --    Pandemonium
           Style:
36   --    A.G. The Anti-Gnosis
           Style:
37   --    The Big Bluff
           Style:
38   --    MHG Combo
           Style:
39   --    Phase Transition Cannon
           Style:
40   --    Gnosis-Machine Combo
           Style:



 +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
 |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
 +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+

            IV. PART ONE, PART DEUX: STRATEGIES AND DECKBUILDING

 +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
 |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
 +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+

In deckbuilding, you cannot just throw out all your best cards onto the table 
and hope to win. The system of costs and requirements means you need a very 
balanced deck; you will need weak, low-requirement cards in order to play 
more costly and powerful cards onto the table.

Most decks will be based on just one or two of the categories of battle 
cards. This is most effective because it concentrates your requirements, thus 
making it much easier to get cards out. Here's a little summary of the pluses 
and minuses of each major category.

HUMAN--No matter what deck you have, you probably need Humans in it. Many, 
   many cards have human-only or human-and-others requirements. There is a 
   good variety of costs and abilities here, but the stats are at best 
   middling, with no super-powerful cards. Humans are definitely going to be 
   featured in your deck, if only as requirement fillers with a few Citizens.

REALIAN--Realian cards have low stats and are not great for major offensives, 
   but since the one card per turn rule does not apply to them they are great 
   to get a fast start with. Also, they make great defensive shields since 
   they are cheap and you can throw down many each turn. The huge downside is 
   that no card has a Realian requirement, therefore, these cards will only 
   contribute to the Additional requirements of your other cards.

MECH--Mechs have the most devastating attack cards in the game. If you are 
   able to get them onto the battlefield, you are in great shape to crush the 
   enemy deck. Also, some very desirable Situation cards have Mech 
   requirements. On the negative side, most Mechs have pretty high costs, and 
   also require at least Human and possible other Mechs to be deployed. So 
   Mechs are high-cost, but also high-reward.

GNOSIS--Like the Mechs, the Gnosis have some very powerful cards among their 
   number. Also, they will require Humans in the deck with them to get 
   deployed. On the negative side, Gnosis cannot equip weapons. Generally I 
   feel that Gnosis is the weakest of the four attributes and makes for 
   comparatively poor decks, but it can be used fairly effectively as a
   secondary theme of a deck.

With that said, any one deck is probably going to focus on one of these types 
over the other, though of course all will have a taste of Human. In most 
decks those Creature cards will likely comprise about 50-70% of your 40 card 
allotment. The true flavor and playing style of the deck will be determined 
by the additional Event and Situation cards you add to it. Here are some 
general rules to keep in mind when building your deck/playing the game:

1) Consider costs and requirements: when deckbuilding, don't put in a 2 Mech 
   requirement Event when you only have 3 Mechs in the entire deck! During 
   the game, consider the cards you want to play later on and get its 
   necessary requirements out there. Keep them in the standby if necessary to 
   keep them safe. Cards with multiple-type requirements are especially 
   difficult to get down and are very often not worth the trouble.

2) Keep track of the score closely--it will determine what you do in some 
   situations. For instance, say a Waste Money is down, and your opponent has 
   two cards in his deck left. Say he plays a Surprise Attack event card--
   even if you can block it, you might think twice. If you only have one 
   Miyuki's Email, save it to stop any deck replenishing moves on his part, 
   then, on his next turn, he is guaranteed to lose the game. If you waste 
   your blocker, he might get a Supply Fleet in and buy himself time.

3) Some cards just seem to fit in every deck. Examples are the no-cost human 
   cards, which are great for filling requirements, and the Miyuki's E-mail 
   card, which is always nice for blocking enemy Event cards.

Finally, let me discuss some of the broader deck categories, giving a sample 
of such a deck and some advice on how it should be played to best advantage. 
I will begin with my personal play style, the Big Spender/Attrition deck:

---------------------------
ATTRITION / THE BIG SPENDER
---------------------------
Sample Deck:
3x Lv 1 Shion
2x Lv 1 KOS-MOS
2x Lv 10 Shion
3x Civilian Male
3x Realian Male
3x Realian Female
3x Gov't Realian
3x 100 Series
3x Combat Realian M
3x Combat Realian F
3x Bunnie                            Deck Stats:
3x Matthews                                34 Battle Cards
3x Miyuki's E-mail                          3 Event Cards
3x Waste Money                              3 Situation Cards

This is a prototypical attrition deck, also known in this particular CCG as a 
"Waste Money" deck. It can be tweaked in many ways, but the key cards are the 
Matthews, and the Waste Money cards. The goal is to destroy the enemy deck by 
forcing him to draw it down to nothing. Of course, you will be wasting as 
many cards as him, but since your deck is so low-cost, and you can throw 
Realians galore in defense of your deck, you should win in a breeze. This 
type of deck will allow you to defeat almost any opponent. 

In your opening hand, what you really want to see is a Civilian Male or a 
Shion card. This will allow you to get that Human out there, opening up the 
requirements for a number of your other cards. Deploy Realians as they come 
and simply wait for the Waste Money and Matthews to get out there, then get 
them in play. Use your quick Ballistic attackers to get a nice start--these 
are the Lv 1 Shion and the Combat Realians. The KOS-MOS and Lv 10 Shion are 
just in there for kicks; if your battle cards can do serious damage to the 
enemy deck and secure the lead, your enemy is toast once attrition begins.

The crucial risk time is once the other guy gets his big cannons on the 
battlefield. At this time, you should be throwing your Realians in front of 
his tanks to play defense, simply let them die and take the fire to save your 
deck. At this time you might be drawing 3 cards a turn, so it is actually 
possible to replace them as they die. But, if it appears that your deck is 
about to take damage next turn, throw down a Bunnie card to halt the action 
temporarily. If you work any mechs into this style of deck, the Impregnable 
Defense card is also effective for wasting an additional turn, allowing you 
even more time until your opponents deck runs out of cards.

It is my policy with this deck to keep a Civilian Male in the standby if 
possible, to fulfill all Requirement needs. Miyuki's Email should be used 
selectively to prevent the enemy from refreshing his deck; you do not want 
him to recoup the losses you are working hard to force upon him.

-----------------
GNOSIS SPEED DECK
-----------------
Sample Deck:


I said that Gnosis are not great, and by themselves they are fairly weak, but 
they can be incorporated well into Realian and Human decks, and they have 
many of the speed elements of Realians.

---------------
MECH POWER DECK
---------------
Sample Deck:


As far as winning games goes, this deck is not the best bet, and my Attrition 
deck would probably destroy it with ease if played correctly. However, 
attrition is not a particularly fun style of game to play. Conversely, there 
is nothing more fun that throwing down high-cost, high-power Mech cards and 
mauling your opponents defenses.

-----------------
GNOSIS/MECH COMBO
-----------------
Sample Deck:
3x Lv 1 Shion
2x Lv 1 KOS-MOS
1x Lv 10 Shion
3x Civilian Child
3x Civilian Female
3x Civilian Male
2x Drone
2x Zohar Emulator
2x Gremlin
2x Lizardman
2x Hydra
2x Minotaur
2x Golem
2x Gargoyle
2x Miyuki's E-mail
2x Revive DX
2x Song
1x Dammerung
2x Imaginary Space

Well, if you've been reading you're aware that I'm not a big fan of dual-
class decks, and this is definitely one of those. However, some people 
definitely like this style, and it is fun to play, though not as consistent a 
winner. Waste Money and Realian Rush decks are especially trouble against it. 
However, the presence of Mechs and Gnosis offers some interesting 
opportunities for Event and Situation cards which I feel is this decks 
strength.

The main weakness of this deck in my opinion is that it's stretched too thin 
for my liking on requirements, possibly leaving you with a very tough early 
situation. Getting a Shion and a KOS-MOS would be ideal, if you have that you 
are in very good shape, as there's a human and mech right there, along with 
some decent early damage chances.

If you can get through the early stages, putting down Drones and Zohars in 
the front row lets you drop power cards in behind them; when the Zohars are 
near death, discard it with the text ability and go off on the enemy with 
souped-up Gnosis cards. A variety of Gnosis pairs is included here, but later 
refinement will probably lead you to choose 4 cards to have three of instead 
of six pairs.

----------
CHARACTERS
----------
Sample Deck:
3x Lv 1 Shion
3x Lv 1 KOS-MOS
3x Lv 1 Chaos
3x Lv 1 Ziggy
3x Lv 1 Jr.
3x Lv 1 MOMO
3x Lv 10 Shion
3x Lv 10 KOS-MOS
3x Lv 10 Chaos
3x Lv 10 Ziggy
3x Lv 10 Jr.                             Deck Stats:
3x LV 10 MOMO                                 38 Battle Cards
2x 3rd Armament                                2 Event Cards
2x Miyuki's Emails                             0 Situation Cards

Finally, I will throw this deck in just for good measure. As you can see, it 
features the full game cast reprising their roles. It is in fact a crushingly 
powerful deck with very simple play. The downside? You must get Lv 1 Shion in 
your opening hand, and even then, the draw can still leave you high and dry. 
But the 10% of the time you get a nice shuffle, this deck does kick some ass. 
It's not a good deck if you want to win every time, but it is quite enjoyable 
to play.






 +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
 |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
 +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+

                        VI. PART THE SECOND: CARD LIST

 +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
 |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
 +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+

Ah, here's what you were looking for. The complete list of every card in the 
game! What could be more fun than this? Compare the cards you possess to find 
out what you have, and what you are missing, then go out and complete your 
collection.

CARD LIST LEGEND:
The name in the header for each card shows the name as it appears in the full 
listing of cards.
NAME    -- The full name of the card, as it appears on the card.
TYPE    -- The type of the card: Battle, Event, or Situation.
ATTRIB. -- For Battle cards, the attribute or subtype.
COST    -- The cost in cards lost to play the card.
REQ'S   -- The requirements to play the card. Only applies to battle cards.
HP      -- Only applies to battle cards.
ATTACK  -- Only applies to battle cards.
A. TYPE -- Attack type. Only applies to battle cards.
TEXT    -- The card text, taken straight from the game.
RARITY  -- The rarity of the card. Cards can be Common, Uncommon, Rare, or 
           Promo, which means they are only available in promotional packs.
ACQUIRE -- How to acquire this card.
NOTES   -- Any additional information.


+------+-+-----------------------------+
| #001 | | LV 1 SHION                  |
+------+-+-----------------------------+
Name   : Lv 1 Shion
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : None
HP     : 4
Attack : 1
A. Type: Ballistic
Text   : Draw a Lv 10 Shion card from your deck and add to your hand 
   whenever this card destroys an enemy card. Shuffle your deck afterwards.
Rarity : Rare
Acquire: Get from Starter Pack; get from Booster Pack #1.
NOTES: This is a very important card in many decks, because certain strong 
   cards can be played free of cost or cheaper if Shion is on the 
   battlefield, including the stronger version of Shion herself.

+------+-+-----------------------------+
| #002 | | SWIM SUIT SHION             |
+------+-+-----------------------------+
Name   : Swim Suit Shion
Type   : Battle (Red)
Attrib.: Human
Cost   : 0
Req's  : 1 Human.
HP     : 4
Attack : 3
A. Type: Hand
Text   : No special effect.
Rarity : Promo
Acquire: Random card tournament prize--just keep playing and you'll get it
   sometime!

+------+-+-----------------------------+
| #003 | | LV 1 ZIGGY                  |
+------+-+-----------------------------+
Name   : Lv 1 Ziggy
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 1 Human.
HP     : 5
Attack : 2
A. Type: Hand
Text   : Any Battle Cards attacked by this card will be downed. This card 
   cannot equip weapons.
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #004 | | LV 1 MOMO                   |
+------+-+-----------------------------+
Name   : Lv 1 MOMO
Type   : Battle (Red)
Attrib.: Realian
Cost   : 1
Req's  : 1 Human.
HP     : 4
Attack : 1
A. Type: Ballistic
Text   : Gain ATK+1 when the enemy is G.
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #005 | | LV 1 KOS-MOS                |
+------+-+-----------------------------+
Name   : Lv 1 KOS-MOS
Type   : Battle (Red)
Attrib.: Mech
Cost   : 5
Req's  : 1 Human, 1 Additional.
HP     : 6
Attack : 3
A. Type: Ballistic
Text   : When Shion is on your battlefield, you can play this card without 
   cost. This card cannot equip weapons.
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #006 | | LV 1 JR.                    |
+------+-+-----------------------------+
Name   : Lv 1 Jr.
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 1 Human.
HP     : 4
Attack : 1
A. Type: Ballistic
Text   : This card can attack during the enemy battle phase. This ability is 
   not available when a weapon is equipped on this card.
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #007 | | LV 1 CHAOS                  |
+------+-+-----------------------------+
Name   : Lv 1 Chaos
Type   : Battle (Red)
Attrib.: Unknown
Cost   : 1
Req's  : 1 Human.
HP     : 4
Attack : 1
A. Type: Ballistic
Text   : Each turn, this card recovers 2 HP during your adjust phase.
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #008 | | LV 10 SHION                 |
+------+-+-----------------------------+
Name   : Lv 10 Shion
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 3 Human.
HP     : 6
Attack : 3
A. Type: Ballistic
Text   : When Lv 1 Shion is on your battlefield, you can play this card even 
   if other conditions are not met. -1 damage when attacked by R.
Rarity : Rare
Acquire: Get from Booster Pack #1.
NOTES: This card is played directly onto the battlefield, replacing the Lv 1 
   Shion card, if it uses its special deployment. The Lv 1 Shion card is 
   discarded and lost. Any damage carries over.

+------+-+-----------------------------+
| #009 | | SWIM SUIT MOMO              |
+------+-+-----------------------------+
Name   : Swim Suit MOMO
Type   : Battle (Red)
Attrib.: Realian
Cost   : 0
Req's  : 1 Human.
HP     : 4
Attack : 3
A. Type: Hand
Text   : No special effect.
Rarity : Promo
Acquire: Random card tournament prize--just keep playing and you'll get it
   sometime!

+------+-+-----------------------------+
| #010 | | LV 10 ZIGGY                 |
+------+-+-----------------------------+
Name   : Lv 10 Ziggy
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 2 Human.
HP     : 7
Attack : 2
A. Type: Ballistic
Text   : When Lv 1 Ziggy is on your battlefield, you can play this card even 
   if other conditions are not met. Battle cards attacked by this card will 
   be downed. This card cannot equip weapons.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #011 | | LV 10 MOMO                  |
+------+-+-----------------------------+
Name   : Lv 10 MOMO
Type   : Battle (Red)
Attrib.: Realian
Cost   : 1
Req's  : 2 Human.
HP     : 6
Attack : 3
A. Type: Ballistic
Text   : When Lv 1 MOMO is on your battlefield, you can play this card if all 
   conditions are met. When this card is on the battlefield, G cannot move on 
   the battlefield. Gain ATK+1 against G.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #012 | | LV 10 KOS-MOS               |
+------+-+-----------------------------+
Name   : Lv 10 KOS-MOS
Type   : Battle (Red)
Attrib.: Mech
Cost   : 1
Req's  : 2 Human, 2 Additional.
HP     : 8
Attack : 2
A. Type: Spread
Text   : When Lv 1 KOS-MOS is on the battlefield, you can play this card if 
   all conditions are met. This card can only equip KOS-MOS weapons. This 
   card will attack every other turn.
Rarity : Promo
Acquire: On the first screen of the forest inside the Encephalon there is a 
   rock you can destroy on the south side of the road. Follow the tunnel this 
   will expose to find a chest containing this Promo Pack D, which contains 
   this card.

+------+-+-----------------------------+
| #013 | | LV 10 JR.                   |
+------+-+-----------------------------+
Name   : Lv 10 Jr.
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 2 Human.
HP     : 6
Attack : 2
A. Type: Ballistic
Text   : When Lv 1 Jr. is on your battlefield, you can play this card if all 
   conditions are met. This card attacks during the enemy battle phase. This 
   ability is lost if this card equips a weapon.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #014 | | LV 10 CHAOS                 |
+------+-+-----------------------------+
Name   : Lv 10 Chaos
Type   : Battle (Red)
Attrib.: Unknown
Cost   : 1
Req's  : 2 Human.
HP     : 6
Attack : 3
A. Type: Ballistic
Text   : If Lv 1 Chaos is on your battlefield, you can play this card if all 
   the conditions are met. Each turn, this card recovers 3 HP during your 
   adjust phase.
Rarity : Promo
Acquire: In Miltia during the Encephalon sequence, there is an area where the 
   street goes back and forth on itself, in the very south of this area is a 
   chest containing the Promo Pack E, which has this card.


+------+-+-----------------------------+
| #015 | | ALBEDO                      |
+------+-+-----------------------------+
Name   : Albedo
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 1 Human, 1 Additional.
HP     : 5
Attack : 2
A. Type: Ballistic
Text   : When this card is alone on your battlefield, add the number of cards 
   in your junk pile to its ATK. Afterwards, remove the cards in the junk 
   pile from the game. This card cannot equip weapons.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #016 | | HAMMER                      |
+------+-+-----------------------------+
Name   : Hammer
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : None.
HP     : 3
Attack : 1
A. Type: Ballistic
Text   : During battle phase, ATK+1 for every M on your battlefield. This 
   ability is not affected by event cards.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #017 | | CIVILIAN CHILD              |
+------+-+-----------------------------+
Name   : Civilian Child
Type   : Battle (Red)
Attrib.: Human
Cost   : 0
Req's  : None.
HP     : 3
Attack : 1
A. Type: Hand
Text   : No special effect.
Rarity : Common
Acquire: Get from Starter Deck; get from Booster Pack #1.

+------+-+-----------------------------+
| #018 | | CIVILIAN FEMALE             |
+------+-+-----------------------------+
Name   : Civilian Female
Type   : Battle (Red)
Attrib.: Human
Cost   : 0
Req's  : None.
HP     : 3
Attack : 1
A. Type: Hand
Text   : No special effect.
Rarity : Common
Acquire: Get from Starter Deck; get from Booster Pack #1.

+------+-+-----------------------------+
| #019 | | CIVILIAN MALE               |
+------+-+-----------------------------+
Name   : Civilian Male
Type   : Battle (Red)
Attrib.: Human
Cost   : 0
Req's  : None.
HP     : 3
Attack : 1
A. Type: Hand
Text   : No special effect.
Rarity : Common
Acquire: Get from Starter Deck; get from Booster Pack #1.

+------+-+-----------------------------+
| #020 | | CIVILIAN BOY                |
+------+-+-----------------------------+
Name   : Civilian Boy
Type   : Battle (Red)
Attrib.: Human
Cost   : 0
Req's  : None.
HP     : 3
Attack : 1
A. Type: Hand
Text   : No special effect.
Rarity : Common
Acquire: Get from Starter Deck; get from Booster Pack #1.

+------+-+-----------------------------+
| #021 | | SOLDIER                     |
+------+-+-----------------------------+
Name   : Soldier
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : None.
HP     : 3
Attack : 1
A. Type: Ballistic
Text   : No special effect.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #022 | | SECURITY GUARD              |
+------+-+-----------------------------+
Name   : Security Guard
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : None.
HP     : 3
Attack : 1
A. Type: Ballistic
Text   : No special effect.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #023 | | U-TIC SOLDIER               |
+------+-+-----------------------------+
Name   : U-TIC Soldier
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : None.
HP     : 3
Attack : 2
A. Type: Ballistic
Text   : If this card is destroyed, the owner of the card must pay 1 cost.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #024 | | REALIAN MALE                |
+------+-+-----------------------------+
Name   : All-Purpose Realian Male
Type   : Battle (Red)
Attrib.: Realian
Cost   : 0
Req's  : None.
HP     : 2
Attack : 1
A. Type: Hand
Text   : The one card per turn rule does not apply to this card. If you use 
   this card, select one card from the deck during your adjust phase.
Rarity : Common
Acquire: Get from Starter Deck.

+------+-+-----------------------------+
| #025 | | REALIAN FEMALE              |
+------+-+-----------------------------+
Name   : All-Purpose Realian Male
Type   : Battle (Red)
Attrib.: Realian
Cost   : 0
Req's  : None.
HP     : 2
Attack : 1
A. Type: Hand
Text   : The one card per turn rule does not apply to this card. If you use 
   this card, select one card from the deck during your adjust phase.
Rarity : Common
Acquire: Get from Starter Deck.

+------+-+-----------------------------+
| #026 | | GOV'T REALIAN               |
+------+-+-----------------------------+
Name   : Gov't Realian
Type   : Battle (Red)
Attrib.: Realian
Cost   : 0
Req's  : None.
HP     : 2
Attack : 2
A. Type: Hand
Text   : The one card per turn rule does not apply to this card.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #027 | | 100 SERIES                  |
+------+-+-----------------------------+
Name   : Mass Produced 100 Series Realian
Type   : Battle (Red)
Attrib.: Realian
Cost   : 0
Req's  : None.
HP     : 2
Attack : 2
A. Type: Hand
Text   : The one card per turn rule does not apply to this card. Gain ATK+1 
   when enemy is G.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #028 | | COMBAT REALIAN M            |
+------+-+-----------------------------+
Name   : Combat Realian Male
Type   : Battle (Red)
Attrib.: Realian
Cost   : 0
Req's  : None.
HP     : 2
Attack : 1
A. Type: Ballistic
Text   : The one card per turn rule does not apply to this card.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #029 | | COMBAT REALIAN F            |
+------+-+-----------------------------+
Name   : Combat Realian Female
Type   : Battle (Red)
Attrib.: Realian
Cost   : 0
Req's  : None.
HP     : 2
Attack : 1
A. Type: Ballistic
Text   : The one card per turn rule does not apply to this card.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #030 | | BUNNIE                      |
+------+-+-----------------------------+
Name   : Bunnie
Type   : Battle (Red)
Attrib.: Unknown
Cost   : 1
Req's  : 2 Additional.
HP     : 5
Attack : 2
A. Type: Hand
Text   : When the E mark is removed from this card, all the cards on the 
   field of play are downed.
Rarity : Promo
Acquire: This pack is won at the A.G.W.S. weapon and armor shop at the Kukai 
   Foundation. At the far right of the upper level is a quiz machine game, 
   win the game to get this pack. The correct answers to the five questions 
   are: Talk to Me; Professor; a smelly-looking purple t-shirt; Holgar; and 
   Luty. You will receive Promo Pack C as a prize, which contains this card.

+------+-+-----------------------------+
| #031 | | AG-04                       |
+------+-+-----------------------------+
Name   : Ag-04
Type   : Battle (Red)
Attrib.: Mech
Cost   : 2
Req's  : 1 Humn.
HP     : 6
Attack : 2
A. Type: Hand
Text   : If this card's attack connects, the hit battle card is downed.
Rarity : Promo
Acquire: Buy Promo Pack I from the Casino after you complete the Song of 
   Nephilim stage of the game.

+------+-+-----------------------------+
| #032 | | AG-02-M                     |
+------+-+-----------------------------+
Name   : AG-02-M
Type   : Battle (Red)
Attrib.: Mech
Cost   : 2
Req's  : 1 Human, 1 Additional.
HP     : 7
Attack : 2
A. Type: Ballistic
Text   : You can only play one of these cards on the field. If this card's 
   attack connects, the hit battle card is downed.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #033 | | SIMEON                      |
+------+-+-----------------------------+
Name   : Simeon
Type   : Battle (Red)
Attrib.: Mech
Cost   : 4
Req's  : 2 Human, 1 Mech, 1 Blank.
HP     : 9
Attack : 3
A. Type: Spread
Text   : You can only play one of these cards on the field. This card attacks 
   every other battle phase. Each turn, this card inflicts one damage to 
   enemy battle cards.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #034 | | AG-01                       |
+------+-+-----------------------------+
Name   : AG-01
Type   : Battle (Red)
Attrib.: Mech
Cost   : 2
Req's  : 1 Human
HP     : 4
Attack : 2
A. Type: Ballistic
Text   : No special effect.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #035 | | PROTO DORA                  |
+------+-+-----------------------------+
Name   : Proto Dora
Type   : Battle (Red)
Attrib.: Mech
Cost   : 3
Req's  : 1 Human, 1 Mech, 1 Additional.
HP     : 8
Attack : 10
A. Type: Ballistic
Text   : 
Rarity : Promo
Acquire: Buy Promo Pack Q from the Casino after you beat the Proto Dora Boss.

+------+-+-----------------------------+
| #036 | | AG-05                       |
+------+-+-----------------------------+
Name   : AG-05
Type   : Battle (Red)
Attrib.: Mech
Cost   : 4
Req's  : 2 Human, 1 Additional.
HP     : 8
Attack : 7
A. Type: Ballistic
Text   : This card attacks every other battle phase. The attacks of this card 
   penetrate.
Rarity : Promo
Acquire: Buy Promo Pack F from the Casino after you complete the Song of 
   Nephilim stage of the game.

+------+-+-----------------------------+
| #037 | | DRONE                       |
+------+-+-----------------------------+
Name   : Drone
Type   : Battle (Red)
Attrib.: Mech
Cost   : 2
Req's  : 1 Human.
HP     : 9
Attack : 2
A. Type: Hand
Text   : No special effect.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #038 | | VX-7000                     |
+------+-+-----------------------------+
Name   : VX-7000
Type   : Battle (Red)
Attrib.: Mech
Cost   : 4
Req's  : 1 Human, 1 Additional.
HP     : 6
Attack : 3
A. Type: Ballistic
Text   : You can only play one of these cards on the field. The attacks of 
   this card penetrate. If Jr. is on the battlefield, you can play this card 
   without cost.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #039 | | VX-9000                     |
+------+-+-----------------------------+
Name   : VX-9000
Type   : Battle (Red)
Attrib.: Mech
Cost   : 3
Req's  : 2 Human.
HP     : 6
Attack : 3
A. Type: Ballistic
Text   : You can only play one of these cards on the field. When this card is 
   destroyed in the battle phase, select and destroy one battle card in the 
   enemy's standby area.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #040 | | VX-10000                    |
+------+-+-----------------------------+
Name   : VX-10000
Type   : Battle (Red)
Attrib.: Mech
Cost   : 3
Req's  : 1 Human, 1 Additional.
HP     : 6
Attack : 3
A. Type: Ballistic
Text   : You can only play one of these cards on the field. When this card is 
   on the battlefield, all homing attacks miss. If Shion is on the 
   battlefield, you can play this card without cost.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #041 | | VX-4000                     |
+------+-+-----------------------------+
Name   : VX-4000
Type   : Battle (Red)
Attrib.: Mech
Cost   : 3
Req's  : 2 Human.
HP     : 5
Attack : 1
A. Type: Spread
Text   : You can only play one of these cards on the field.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #042 | | VX-20000                    |
+------+-+-----------------------------+
Name   : VX-20000
Type   : Battle (Red)
Attrib.: Mech
Cost   : 3
Req's  : 2 Human, 1 Additional.
HP     : 5
Attack : 5
A. Type: Homing
Text   : You can only play one of these cards on the field. This card attacks 
   every other battle phase.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #043 | | SABER                       |
+------+-+-----------------------------+
Name   : Saber
Type   : Battle (Red)
Attrib.: Weapon
Cost   : 0
Req's  : 1 Mech.
HP     : 0
Attack : 7
A. Type: Hand
Text   : The one card per turn rule does not apply to this card. Only M can 
   equip this card. Gain ATK+3 when enemy is G.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #044 | | CANNON                      |
+------+-+-----------------------------+
Name   : Cannon
Type   : Battle (Red)
Attrib.: Weapon
Cost   : 1
Req's  : 2 Mech.
HP     : 0
Attack : 8
A. Type: Ballistic
Text   : The one card per turn rule does not apply to this card. Only M can 
   equip this card. This card's attacks penetrate. This card attacks every 
   other battle phase.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #045 | | SHIELD                      |
+------+-+-----------------------------+
Name   : Shield
Type   : Battle (Red)
Attrib.: Weapon
Cost   : 2
Req's  : 1 Mech.
HP     : 0
Attack : 0
A. Type: None
Text   : The one card per turn rule does not apply to this card. Only M can 
   equip this card. Equipped cards take -1 damage from normal attacks during 
   the battle phase.
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #046 | | AIRD                        |
+------+-+-----------------------------+
Name   : Aird
Type   : Battle (Red)
Attrib.: Weapon
Cost   : 1
Req's  : 1 Mech.
HP     : 0
Attack : 5
A. Type: Homing
Text   : The one card per turn rule does not apply to this card. Only M can 
   equip this card. Directly attacks the deck. This card attacks every other 
   battle phase.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #047 | | BEAM                        |
+------+-+-----------------------------+
Name   : Beam
Type   : Battle (Red)
Attrib.: Weapon
Cost   : 1
Req's  : 1 Mech, 1 Additional.
HP     : 0
Attack : 4
A. Type: Spread
Text   : The one card per turn rule does not apply to this card. Only M can 
   equip this card. This card attacks every other battle phase. After one 
   use, this card is discarded.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #048 | | BATTLE SUIT                 |
+------+-+-----------------------------+
Name   : Battle Suit
Type   : Battle (Red)
Attrib.: Weapon
Cost   : 1
Req's  : 2 Human.
HP     : 0
Attack : 0
A. Type: None
Text   : The one card per turn rule does not apply to this card. Only H and R 
   can equip this card. Equipped cards take -1 damage from normal attacks 
   during the battle phase.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #049 | | MISSILE POD                 |
+------+-+-----------------------------+
Name   : Missile Pod
Type   : Battle (Red)
Attrib.: Weapon
Cost   : 1
Req's  : 2 Human.
HP     : 0
Attack : 2
A. Type: Spread
Text   : Only H and R can equip this card. After one use, this card is 
   discarded.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #050 | | HANDGUN                     |
+------+-+-----------------------------+
Name   : Handgun
Type   : Battle (Red)
Attrib.: Weapon
Cost   : 0
Req's  : 1 Human.
HP     : 0
Attack : 1
A. Type: Ballistic
Text   : The one card per turn rule does not apply to this card. Only H and R 
   can equip this card.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #051 | | RIFLE                       |
+------+-+-----------------------------+
Name   : Rifle
Type   : Battle (Red)
Attrib.: Weapon
Cost   : 1
Req's  : 1 Human.
HP     : 0
Attack : 2
A. Type: Ballistic
Text   : The one card per turn rule does not apply to this card. Only H and R 
   can equip this card.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #052 | | ROCKET                      |
+------+-+-----------------------------+
Name   : Rocket
Type   : Battle (Red)
Attrib.: Weapon
Cost   : 3
Req's  : 1 Human, 1 Additional.
HP     : 0
Attack : 3
A. Type: Ballistic
Text   : The one card per turn rule does not apply to this card. Only H and R 
   can equip this card.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #053 | | THIRD ARMAMENT              |
+------+-+-----------------------------+
Name   : Third Armament
Type   : Battle (Red)
Attrib.: Weapon
Cost   : 1
Req's  : 2 Human, 1 Mech.
HP     : 0
Attack : 10
A. Type: Spread
Text   : Exclusively for Lv 10 KOS-MOS. This card can only be played when 
   both KOS-MOS and Shion are on the battlefield. This card attacks every 
   other battle phase.
Rarity : Promo
Acquire: Buy Promo Pack G from the Casino, after defeating the Song of 
   Nephilim phase of the game.

+------+-+-----------------------------+
| #054 | | EYEGLASSES                  |
+------+-+-----------------------------+
Name   : Eyeglasses
Type   : Battle (Red)
Attrib.: Weapon
Cost   : 2
Req's  : 2 Human.
HP     : 0
Attack : 0
A. Type: Spread
Text   : Only H and R can equip this card. Converts attack to spread. After 
   one use, this card is discarded.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #055 | | VIRGIL                      |
+------+-+-----------------------------+
Name   : Virgil
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 1 Human, 1 Additional.
HP     : 4
Attack : 2
A. Type: Ballistic
Text   : When this card is on the battlefield, all R on your battlefield are 
   destroyed, and 4 damage is dealt to the enemy's deck for every R.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
NOTE: Virgil's effect occurs not the same turn you move him onto the 
   battlefield, but on the next enemy Adjust phase. Therefore, you will need 
   to keep him alive through one enemy turn, or, if he is being used against 
   you, you will have one turn to destroy him.

+------+-+-----------------------------+
| #056 | | MARGULIS                    |
+------+-+-----------------------------+
Name   : Margulis
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 1 Human, 1 Additional.
HP     : 4
Attack : 4
A. Type: Hand
Text   : When the E mark is removed from this card, you can select a 
   situation card to destroy.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #057 | | MATTHEWS                    |
+------+-+-----------------------------+
Name   : Matthews
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 1 Human.
HP     : 5
Attack : 4
A. Type: Hand
Text   : When this card is on the field, one cost must be paid before the 
   draw phase. When this card is on the battlefield, an additional one cost 
   must be paid. (Both players)
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #058 | | GAIGNUN                     |
+------+-+-----------------------------+
Name   : Gaignun
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 1 Human, 1 Additional.
HP     : 5
Attack : 4
A. Type: Hand
Text   : When the E mark is removed from this card, all R on the battlefield 
   go back to their owners hands. (Both players)
Rarity : Uncommon
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #059 | | TESTAMENT                   |
+------+-+-----------------------------+
Name   : Testament
Type   : Battle (Red)
Attrib.: Unknown
Cost   : 2
Req's  : 2 Gnosis, 1 Human.
HP     : 6
Attack : 5
A. Type: Hand
Text   : When the E mark is removed from this hand [sic--the word card is 
   intended], down one enemy battle card on the battlefield.
Rarity : Promo
Acquire: Buy Promo Pack H from the Casino, after defeating the Song of 
   Nephilim stage of the game.

+------+-+-----------------------------+
| #060 | | WILHELM                     |
+------+-+-----------------------------+
Name   : Wilhelm
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 3 Human.
HP     : 3
Attack : 1
A. Type: Ballistic
Text   : When this card is destroyed from a normal attack, it destroys the 
   attacking card. Then, 4 damage is dealt to the enemy's deck.
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #061 | | CHERENKOV                   |
+------+-+-----------------------------+
Name   : Cherenkov
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 1 Human.
HP     : 3
Attack : 2
A. Type: Ballistic
Text   : If destroyed, and the top card in the junk pile is H, R, or M, 
   switch places with that card during the adjust phase. The switched card 
   will have 1 HP.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #062 | | TONY                        |
+------+-+-----------------------------+
Name   : Tony
Type   : Battle (Red)
Attrib.: Human
Cost   : 2
Req's  : 1 Human.
HP     : 3
Attack : 2
A. Type: Ballistic
Text   : When the E mark is removed from this card, down one enemy card in 
   the standby area.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #063 | | ALLEN                       |
+------+-+-----------------------------+
Name   : Allen
Type   : Battle (Red)
Attrib.: Human
Cost   : 2
Req's  : 1 Human, 2 Additional.
HP     : 3
Attack : 2
A. Type: Ballistic
Text   : When the E mark is removed from this card, move one card from the 
   battlefield back to the standby area. This ability cannot be used if the 
   standby area is full.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #064 | | JULI MIZRAHI                |
+------+-+-----------------------------+
Name   : Juli Mizrahi
Type   : Battle (Red)
Attrib.: Human
Cost   : 0
Req's  : 1 Human.
HP     : 2
Attack : 1
A. Type: Ballistic
Text   : When this card is on the battlefield, discard it during your event 
   or block phase to gain ATK+1 on all of your H during that turn.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #065 | | PELLEGRI                    |
+------+-+-----------------------------+
Name   : Pellegri
Type   : Battle (Red)
Attrib.: Human
Cost   : 0
Req's  : 1 Human, 1 Mech.
HP     : 4
Attack : 1
A. Type: Hand
Text   : When this card is on the battlefield, discard it during your event 
   or block phase to gain ATK+1 on all of your M during that turn.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #066 | | ZOHAR EMULATOR              |
+------+-+-----------------------------+
Name   : Zohar Emulator
Type   : Battle (Red)
Attrib.: Mech
Cost   : 1
Req's  : 1 Human.
HP     : 10
Attack : 0
A. Type: Hand
Text   : You can only play one of these cards on the field. This card cannot 
   equip weapons. When this card is on the battlefield, discard it during 
   your event or block phase to gain ATK+2 on all of your G during that turn.
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #067 | | KOBOLD                      |
+------+-+-----------------------------+
Name   : Kobold
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 1 Human.
HP     : 5
Attack : 1
A. Type: Ballistic
Text   : Discard one H and play in its place. The one card per turn rule does 
   not apply to this card.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #068 | | GOBLIN                      |
+------+-+-----------------------------+
Name   : Goblin
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 1 Human.
HP     : 5
Attack : 2
A. Type: Hand
Text   : Discard one H and play in its place. The one card per turn rule does 
   not apply to this card. Cards attacked by this card are downed.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #069 | | OGRE                        |
+------+-+-----------------------------+
Name   : Ogre
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 1 Human, 2 Additional.
HP     : 7
Attack : 3
A. Type: Ballistic
Text   : Discard one H and play in its place.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #070 | | GREMLIN                     |
+------+-+-----------------------------+
Name   : Gremlin
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 1 Human, 1 Mech.
HP     : 1
Attack : 2
A. Type: Spread
Text   : Discard one H and play in its place.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #071 | | LIZARDMAN                   |
+------+-+-----------------------------+
Name   : Lizardman
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 1 Human, 1 Mech.
HP     : 5
Attack : 2
A. Type: Homing
Text   : Discard one H and play in its place.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #072 | | HYDRA                       |
+------+-+-----------------------------+
Name   : Hydra
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 2 Human, 1 Mech.
HP     : 6
Attack : 4
A. Type: Homing
Text   : Discard two H and play in its place. The one card per turn rule does 
   not apply to this card.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #073 | | CERBERUS                    |
+------+-+-----------------------------+
Name   : Cerberus
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 2 Human.
HP     : 10
Attack : 4
A. Type: Ballistic
Text   : Discard two H and play in its place. Cards attacked by this card are 
   downed.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #074 | | FAIRY                       |
+------+-+-----------------------------+
Name   : Fairy
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 2 Human.
HP     : 3
Attack : 1
A. Type: Spread
Text   : Discard one H and play in its place.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #075 | | MINOTAUR                    |
+------+-+-----------------------------+
Name   : Minotaur
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 2 Human, 1 Additional.
HP     : 10
Attack : 4
A. Type: Ballistic
Text   : Discard one H and play in its place.
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #076 | | GOLEM                       |
+------+-+-----------------------------+
Name   : Golem
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 1 Human, 1 Additional.
HP     : 5
Attack : 3
A. Type: Ballistic
Text   : Discard one H and play in its place. The one card per turn rule does 
   not apply to this card.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #077 | | GARGOYLE                    |
+------+-+-----------------------------+
Name   : Gargoyle
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 1 Gnosis, 2 Human.
HP     : 10
Attack : 5
A. Type: Ballistic
Text   : Discard 2 H and play in its place. When this card attacks, all 
   battle cards on the enemy's field takes one damage. Only one of these 
   cards can be played on the field.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #078 | | UNICORN                     |
+------+-+-----------------------------+
Name   : Unicorn
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 2 Gnosis, 1 Human.
HP     : 7
Attack : 2
A. Type: Ballistic
Text   : Discard one H and play in its place. When this card is on the 
   battlefield, it recovers 3 HP during the adjust phase.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #079 | | SANCTUARY SHIP              |
+------+-+-----------------------------+
Name   : Sanctuary Ship
Type   : Battle (Red)
Attrib.: Gnosis
Cost   : 0
Req's  : 1 Gnosis, 1 Additional.
HP     : 8
Attack : 3
A. Type: Ballistic
Text   : Destroy all battle cards on the field and play in their place. If 
   this card is on the battlefield during the draw phase, this card's player 
   draws two cards from the lost pile instead of the deck.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #080 | | KIRSCHWASSER                |
+------+-+-----------------------------+
Name   : Kirschwasser
Type   : Battle (Red)
Attrib.: Realian
Cost   : 1
Req's  : 2 Additional.
HP     : 3
Attack : 1
A. Type: Ballistic
Text   : If this card is on the battlefield with Albedo or MOMO, those cards 
   gain ATK+1 during the battle phase.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #081 | | DURANDAL                    |
+------+-+-----------------------------+
Name   : Durandal
Type   : Battle (Red)
Attrib.: Mech
Cost   : 3
Req's  : 1 Human, 1 Mech, 1 Additional.
HP     : 8
Attack : 3
A. Type: Ballistic
Text   : You can only play one of these cards on the field. This card cannot 
   equip weapons.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #082 | | JOACHIM MIZRAHI             |
+------+-+-----------------------------+
Name   : Joachim Mizrahi
Type   : Battle (Red)
Attrib.: Human
Cost   : 1
Req's  : 1 Human.
HP     : 3
Attack : 0
A. Type: Hand
Text   : If this card is on the battlefield with MOMO during the battle 
   phase, MOMO's HP cannot fall under 1.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #083 | | MIYUKI'S EMAIL              |
+------+-+-----------------------------+
Name   : Miyuki's E-Mail
Type   : Event (Yellow)
Attrib.: --
Cost   : 1
Req's  : 1 Human, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : Neutralizes the effect of the enemy's event card. The neutralized 
   card is discarded.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #084 | | CURE-ALL                    |
+------+-+-----------------------------+
Name   : Cure-All
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Human.
HP     : --
Attack : --
A. Type: --
Text   : Revives one downed card.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #085 | | CURRY                       |
+------+-+-----------------------------+
Name   : Curry
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : All your battle cards except G recover full HP.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #086 | | BIO SPHERE                  |
+------+-+-----------------------------+
Name   : Bio Sphere
Type   : Event (Yellow)
Attrib.: --
Cost   : 1
Req's  : 2 Additional.
HP     : --
Attack : --
A. Type: --
Text   : All your battle cards except G on the battlefield recover 3 HP.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #087 | | SUPPLY SHIP                 |
+------+-+-----------------------------+
Name   : Supply Ship
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 2 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Your deck recovers five cards. You cannot recover more cards than 
   there are in the lost pile.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #088 | | SUPPLY FLEET                |
+------+-+-----------------------------+
Name   : Supply Fleet
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 2 Human.
HP     : --
Attack : --
A. Type: --
Text   : Recover the deck with cards equal to the number of battle cards in 
   your field. You cannot recover more cards than there are in the lost pile.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #089 | | RETREAT                     |
+------+-+-----------------------------+
Name   : Retreat
Type   : Event (Yellow)
Attrib.: --
Cost   : 1
Req's  : 2 Human.
HP     : --
Attack : --
A. Type: --
Text   : Move one enemy battle card to the standby area. You cannot use this 
   card if the standby area is full.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #090 | | WOGLINDE                    |
+------+-+-----------------------------+
Name   : Woglinde
Type   : Event (Yellow)
Attrib.: --
Cost   : 1
Req's  : 1 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Move one enemy battle card to the standby area. You cannot use this 
   card if the standby area is full.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #091 | | SURPRISE ATTACK             |
+------+-+-----------------------------+
Name   : Surprise Attack
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Gnosis.
HP     : --
Attack : --
A. Type: --
Text   : Inflict 2 damage to one enemy battle card on the battlefield.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #092 | | FEDERATION CRUISER          |
+------+-+-----------------------------+
Name   : Federation Cruiser
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Inflict 2 damage to one enemy battle card on the battlefield.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #093 | | INVITATION                  |
+------+-+-----------------------------+
Name   : Invitation from the Mysterious Girl
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Human, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : This card can only be used during your event phase. Recover the deck 
   with cards equal to the total amount of your hand attack cards on the 
   battlefield. You cannot recover more cards than there are in the lost 
   pile.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #094 | | MARY & SHELLEY              |
+------+-+-----------------------------+
Name   : Mary & Shelley
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 2 Additional.
HP     : --
Attack : --
A. Type: --
Text   : Add two cards to your hand from the deck.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #095 | | U.M.N. INVASION             |
+------+-+-----------------------------+
Name   : U.M.N. Invasion
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Gnosis.
HP     : --
Attack : --
A. Type: --
Text   : Add two cards to your hand from the lost pile.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #096 | | INVESTIAGTION               |
+------+-+-----------------------------+
Name   : Investigation of the Planetary Disappearance
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 2 Additional.
HP     : --
Attack : --
A. Type: --
Text   : Look at the top five cards of the deck, choose one, and return the 
   rest. Shuffle the cards afterwards.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #097 | | LANDING OPERATIONS          |
+------+-+-----------------------------+
Name   : Landing Operations
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Destroy one situation card.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #098 | | PREMONITION                 |
+------+-+-----------------------------+
Name   : Premonition of Gnosis
Type   : Event (Yellow)
Attrib.: --
Cost   : 3
Req's  : 2 Gnosis.
HP     : --
Attack : --
A. Type: --
Text   : Destroy one card with an E mark.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #099 | | DRAGON SKULL                |
+------+-+-----------------------------+
Name   : Dragon Skull
Type   : Event (Yellow)
Attrib.: --
Cost   : 1
Req's  : 2 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Destroy one downed G card.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #100 | | EXPULSION ORDER             |
+------+-+-----------------------------+
Name   : Expulsion Order
Type   : Event (Yellow)
Attrib.: --
Cost   : 3
Req's  : 2 Human.
HP     : --
Attack : --
A. Type: --
Text   : Destroy one enemy H battle card with an E mark.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #101 | | IMPREGNABLE GUARD           |
+------+-+-----------------------------+
Name   : Impregnable Guard
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Mech, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : You deck will not receive any damage during the battle phase. This 
   effect lasts for one turn.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #102 | | ARTICLE 4-13                |
+------+-+-----------------------------+
Name   : Article 4 Paragraph 13
Type   : Event (Yellow)
Attrib.: --
Cost   : 2
Req's  : 1 Human, 1 Mech, 2 Additional.
HP     : --
Attack : --
A. Type: --
Text   : This card can only be used during your event phase. The stats of all 
   R on your battlefield will change to ATK=0, HP=1. Then, for each R 
   remaining after the enemy's adjust phase, inflict 6 damage to the enemy's 
   deck. (Cannot be stacked)
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #103 | | PHASE CANNON                |
+------+-+-----------------------------+
Name   : Phase Transition Cannon
Type   : Event (Yellow)
Attrib.: --
Cost   : 4
Req's  : 1 Human, 2 Mech, 1 Gnosis.
HP     : --
Attack : --
A. Type: --
Text   : Destroy all G and M battle cards on the battlefield. (Both players)
Rarity : Promo
Acquire: Buy Promo Pack J from the Casino after you have defeated the Song of 
   Nephilim stage of the game.

+------+-+-----------------------------+
| #104 | | NOTICE                      |
+------+-+-----------------------------+
Name   : Notice from the Federation
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 2 Additional.
HP     : --
Attack : --
A. Type: --
Text   : Destroy the weapon of the selected battle card.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #105 | | RESOLUTION                  |
+------+-+-----------------------------+
Name   : Resolution of the Assembly
Type   : Event (Yellow)
Attrib.: --
Cost   : 1
Req's  : 1 Human, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : Destroy all weapons equipped on battle cards that are on the field 
   (Both players).
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #106 | | RECYCLER                    |
+------+-+-----------------------------+
Name   : Recycler
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Human, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : Move one W or M battle cards from the junk pile to the hand.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #107 | | REVIVE DX                   |
+------+-+-----------------------------+
Name   : Revive DX
Type   : Event (Yellow)
Attrib.: --
Cost   : 1
Req's  : 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : Move two H battle cards from the junk pile to the hand. This card 
   cannot be used unless there are at least two H cards in your junk pile.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #108 | | STIM DX                     |
+------+-+-----------------------------+
Name   : Stim DX
Type   : Event (Yellow)
Attrib.: --
Cost   : 3
Req's  : 2 Human, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : This card can only be used in your event phase. One selected card 
   will have double the ATK during your turn. Homing and penetrating attacks 
   are not affected by this ability.
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #109 | | SIMULATION                  |
+------+-+-----------------------------+
Name   : Simulation
Type   : Event (Yellow)
Attrib.: --
Cost   : 3
Req's  : 1 Human, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : If a situation card is at the top of your junk pile area, move the 
   card into the situation area.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #110 | | WAR CASUALTY                |
+------+-+-----------------------------+
Name   : Honorable War Casualty
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 2 Human.
HP     : --
Attack : --
A. Type: --
Text   : Discard as many battle cards as you like. For each discarded card, 
   your deck recovers four. You cannot recover more cards than there are in 
   the lost pile.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #111 | | X•BUSTER                    |
+------+-+-----------------------------+
Name   : X•BUSTER
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Inflict one damage to all battle cards on the field (Both players).
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #112 | | CHARGE                      |
+------+-+-----------------------------+
Name   : Charge
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Down one battle card.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #113 | | PRECISE SHOOTING            |
+------+-+-----------------------------+
Name   : Precise Shooting
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Inflict 1 damage to a battle card.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #114 | | INVOKE                      |
+------+-+-----------------------------+
Name   : Invoke
Type   : Event (Yellow)
Attrib.: --
Cost   : 3
Req's  : 1 Human, 2 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Destroy all battle and situation cards. This effect can only be used 
   during your event phase.
Rarity : Promo
Acquire: Buy Promo Pack K from the Casino after you have defeated the Song of 
   Nephilim stage of the game.

+------+-+-----------------------------+
| #115 | | CONFUSION                   |
+------+-+-----------------------------+
Name   : Confusion
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Gnosis.
HP     : --
Attack : --
A. Type: --
Text   : Change the enemy's battlefield formation, switching the front row 
   with the back row.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #116 | | MILTIAN CONFLICT            |
+------+-+-----------------------------+
Name   : Miltian Conflict
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 2 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Down battle cards that are played in the back row of the enemy's 
   battlefield.
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #117 | | SONG                        |
+------+-+-----------------------------+
Name   : Song of the Mysterious Girl
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Gnosis, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : Neutralizes the effect of the enemy's event card. The neutralized 
   card is discarded.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #118 | | START UP                    |
+------+-+-----------------------------+
Name   : Start Up
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 1 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Revive one downed card.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #119 | | DESTINY                     |
+------+-+-----------------------------+
Name   : Destiny
Type   : Event (Yellow)
Attrib.: --
Cost   : 1
Req's  : 3 Human.
HP     : --
Attack : --
A. Type: --
Text   : Trade one H battle card on the battlefield with one H battle card 
   from the junk pile. Cards restricted to one on the field cannot be traded. 
   The damage carries over, and any equipped weapon is destroyed.
Rarity : Promo
Acquire: Buy Promo Pack L from the Casino after you have defeated the Song of 
   Nephilim stage of the game.

+------+-+-----------------------------+
| #120 | | BREAK THROUGH               |
+------+-+-----------------------------+
Name   : Break Through Enemy Lines
Type   : Event (Yellow)
Attrib.: --
Cost   : 0
Req's  : 2 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Inflict 2 damage on one battle card in the standby.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #121 | | HILBERT EFFECT              |
+------+-+-----------------------------+
Name   : Hilbert Effect
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 1 Mech; 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : G card on the battlefield are immediately immobilized, and their ATK 
   goes down by 1. This effect lasts 2 turns, then is discarded. (Both
   players).
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #122 | | ANALYZE                     |
+------+-+-----------------------------+
Name   : Analyze
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 1 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Both players play the game while showing the cards in their hands.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #123 | | TUNE-UP                     |
+------+-+-----------------------------+
Name   : Tune-Up
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 2 Mech.
HP     : --
Attack : --
A. Type: --
Text   : During the battle phase, your M cards take -1 damage. This effect 
   can be stacked. This effect lasts three turns, and the card is then 
   discarded.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #124 | | STIM                        |
+------+-+-----------------------------+
Name   : Stim
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 2 Human.
HP     : --
Attack : --
A. Type: --
Text   : During the battle phase, H cards in your battlefield gain ATK+1. 
   This effect can be stacked. This effect lasts three turns and then the 
   card is discarded.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #125 | | GOOD LUCK                   |
+------+-+-----------------------------+
Name   : Good Luck
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 2 Human
HP     : --
Attack : --
A. Type: --
Text   : During the battle phase, H cards on your battlefield will evade all 
   normal attacks. This effect lasts for three turns, and the card is then 
   discarded.
Rarity : Common
Acquire: Get from Booster Pack #1.
NOTE: When a card "evades" an attack, the damage simply passes through it as 
   if it was not there. If it was acting as a blocker to your deck or to 
   another card, whatever was behind it will be hit.

+------+-+-----------------------------+
| #126 | | ARMISTICE                   |
+------+-+-----------------------------+
Name   : Armistice
Type   : Situation (Blue)
Attrib.: --
Cost   : 2
Req's  : 2 Human.
HP     : --
Attack : --
A. Type: --
Text   : While this card is on the field, both players skip their battle 
   phases. This effect lasts one turn, and the card is then discarded.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #127 | | HUMAN SACRIFICE             |
+------+-+-----------------------------+
Name   : Human Sacrifice
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 1 Human, 1 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Every time your battle card is destroyed in battle, the deck regains 
   a number of cards equal to the cost of the battle card. This effect cannot 
   be stacked.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #128 | | KUKAI FOUNDATION            |
+------+-+-----------------------------+
Name   : Kukai Foundations
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 1 Human, 1 Mech, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : During your battle phase, all battle cards in the standby other than 
   G recovers 1 HP. This effect cannot be stacked.
Rarity : Rare
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #129 | | DÄMMERUNG                   |
+------+-+-----------------------------+
Name   : Dämmerung
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 3 Human, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : Your deck recovers one card per round. If there are no cards in the 
   lost pile, your deck does not recover.
Rarity : Promo
Acquire: Buy Promo Pack M from the Casino after you have defeated the Song of 
   Nephilim stage of the game.
NOTE: This card's effect can be stacked.

+------+-+-----------------------------+
| #130 | | SUPPLY ORDER                |
+------+-+-----------------------------+
Name   : Supply Order
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 1 Human, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : Whenever a R card is destroyed, the owner of the card draws one card 
   from the deck.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #131 | | GNOSIS PHENOMENON           |
+------+-+-----------------------------+
Name   : Gnosis Phenomenon
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 1 Gnosis.
HP     : --
Attack : --
A. Type: --
Text   : When your card is destroyed, it goes into the lost pile rather than 
   the junk pile.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #132 | | GNOSIFY                     |
+------+-+-----------------------------+
Name   : Gnosify
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 1 Gnosis.
HP     : --
Attack : --
A. Type: --
Text   : During the event or block phase, discard two cards from your hand. 
   Then, draw one card from the lost pile.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #133 | | COLLECTIVE                  |
+------+-+-----------------------------+
Name   : Collective Unconsciousness
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : None.
HP     : --
Attack : --
A. Type: --
Text   : During your draw phase, look at the top card on your deck and select 
   whether to keep it or place it at the bottom of the deck. This effect 
   cannot be stacked. This card is discarded after three turns if you do not 
   have a G card in your field.
Rarity : Rare
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #134 | | TRANSFIGURATION             |
+------+-+-----------------------------+
Name   : Transfiguration
Type   : Situation (Blue)
Attrib.: --
Cost   : 1
Req's  : 2 Gnosis.
HP     : --
Attack : --
A. Type: --
Text   : During the event or block phase, discard one G card from your hand. 
   Then, look through the deck and select one G card, and reshuffle the deck.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #135 | | MYSTERIOUS GIRL             |
+------+-+-----------------------------+
Name   : Mysterious Girl
Type   : Situation (Blue)
Attrib.: --
Cost   : 1
Req's  : 2 Additional.
HP     : --
Attack : --
A. Type: --
Text   : During the battle phase, all battle cards except G gain ATK+1. This
   effect can be stacked (Both players). This card is discarded after one 
   turn.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #136 | | TERRITORY SHIFT             |
+------+-+-----------------------------+
Name   : Territory Shift
Type   : Situation (Blue)
Attrib.: --
Cost   : 1
Req's  : 2 Gnosis.
HP     : --
Attack : --
A. Type: --
Text   : When a G battle card attacks the deck, the owner of the deck must 
   discard one card from the hand. (Both players) (Cannot be stacked)
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #137 | | PILGRIMAGE FLEET            |
+------+-+-----------------------------+
Name   : Pilgrimage Fleet
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 1 Gnosis, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : G cards in the standby recovers 1 HP during their owner's adjust 
   phase. (Both players) (Effect cannot be stacked)
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #138 | | IMAGINARY SPACE             |
+------+-+-----------------------------+
Name   : Imaginary Space
Type   : Situation (Blue)
Attrib.: --
Cost   : 1
Req's  : 2 Gnosis, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : During your draw phase, draw from the lost pile rather than the 
   deck. You cannot draw if you do not have any cards in the lost pile.
Rarity : Common
Acquire: Get from Booster Pack #2.

+------+-+-----------------------------+
| #139 | | A RAT IN A TRAP             |
+------+-+-----------------------------+
Name   : A Rat in a Trap
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 3 Additional.
HP     : --
Attack : --
A. Type: --
Text   : When this card is on the field, battle cards cannot withdraw from 
   the field. This card is discarded after two turns during your draw phase. 
  (Both players)
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #140 | | SO WEAK!                    |
+------+-+-----------------------------+
Name   : So Weak!
Type   : Situation (Blue)
Attrib.: --
Cost   : 2
Req's  : 2 Human, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : When this card is discarded during event or block phase, three 
   damage is inflicted on one battle card on the battlefield.
Rarity : Promo
Acquire: Buy Promo Pack N from the Casino after you have defeated the Song of 
   Nephilim stage of the game.

+------+-+-----------------------------+
| #141 | | WASTE MONEY                 |
+------+-+-----------------------------+
Name   : Waste Money
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 1 Human, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : Both players can draw one additional card during their draw phase. 
   This effect can be stacked.
Rarity : Common
Acquire: Get from Booster Pack #1.
NOTES: Waste Money is an obscenely strong card, especially when you start to 
   stack its effect. Not only does it effectively half the time a game will 
   last, but it makes your opponent more wary to play high-cost cards. This 
   is a great card in nearly any deck; if you plan to have the lead, Waste 
   Money is perfect since it will simply run down both you and your opponent, 
   and you will win first.

+------+-+-----------------------------+
| #142 | | PHENOMENON CHANGE           |
+------+-+-----------------------------+
Name   : Phenomenon Change
Type   : Situation (Blue)
Attrib.: --
Cost   : 1
Req's  : 2 Additional.
HP     : --
Attack : --
A. Type: --
Text   : When this card is discarded during the event or block phase, one 
   situation card of the enemy on the field is destroyed.
Rarity : Promo
Acquire: During the Encephalon, check the dome in Miltia's playground for 
   this item. One of the kids (Jr. or MOMO) must be your lead character to 
   get the item--that means you cannot acquire it your first time here, since 
   your group then is Shion and chaos. However, it is possible to get this 
   during the Encephalon stage: just before the battle with Tiamat, jump into 
   the swirling purple vortex and run all the way back to the playground, 
   then put Jr. or MOMO as the lead character and acquire the pack from the 
   dome.


+------+-+-----------------------------+
| #143 | | RHINE MAIDEN                |
+------+-+-----------------------------+
Name   : Rhine Maiden
Type   : Situation (Blue)
Attrib.: --
Cost   : 2
Req's  : 2 Mech.
HP     : --
Attack : --
A. Type: --
Text   : When this card is discarded during the event or block phase, the 
   enemy's deck takes 4 damage.
Rarity : Promo
Acquire: Buy Promo Pack O from the Casino after you have defeated the Song of 
   Nephilim stage of the game.

+------+-+-----------------------------+
| #144 | | UNKNOWN ARMAMENT            |
+------+-+-----------------------------+
Name   : Unknown Armament
Type   : Situation (Blue)
Attrib.: --
Cost   : 3
Req's  : 2 Human, 1 Mech, 1 Additional.
HP     : --
Attack : --
A. Type: --
Text   : When this card is discarded during the event or block phase, all 
   battle cards on the field receive 2 damage. (Both players)
Rarity : Promo
Acquire: Buy Promo Pack P from the Casino after you have defeated the Song of 
   Nephilim stage of the game.

+------+-+-----------------------------+
| #145 | | ZOHAR                       |
+------+-+-----------------------------+
Name   : Zohar
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 2 Additional.
HP     : --
Attack : --
A. Type: --
Text   : During the battle phase, all battle cards gain ATK+1. (Both players)
   (This effect can be stacked)
Rarity : Promo
Acquire: In City Section 27 of the Kukai Foundation City, look in the 
   Cleaners at the far left of this section, go inside, and go back to the 
   middle room (this building is three rooms deep. At the upper right of this 
   room are two cylindrical driers, check the one with stairs going up to it 
   to acquire the Promotional Pack B, which contains this card.

+------+-+-----------------------------+
| #146 | | D.S.S.S.                    |
+------+-+-----------------------------+
Name   : D.S.S.S.
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 1 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Deploy all G cards that are possible to be deployed. After one turn, 
   this card will be discarded during your draw phase.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #147 | | COMPULSORY SORTIE           |
+------+-+-----------------------------+
Name   : Compulsory Sortie
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 2 Mech.
HP     : --
Attack : --
A. Type: --
Text   : Deploy all battle cards that are possible to be deployed. After one 
   turn, this card will be discarded during your draw phase.
Rarity : Common
Acquire: Get from Booster Pack #1.

+------+-+-----------------------------+
| #148 | | OVERRIDE CODE               |
+------+-+-----------------------------+
Name   : Override Code
Type   : Situation (Blue)
Attrib.: --
Cost   : 0
Req's  : 2 Human.
HP     : --
Attack : --
A. Type: --
Text   : Deploy all R cards that are possible to be deployed. After one turn, 
   this card will be discarded during your draw phase.
Rarity : Common
Acquire: Get from Booster Pack #1.



+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
 |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
 +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+

             VII. BECAUSE I HAVE TO: FREQUENTLY ASKED QUESTIONS

 +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
 |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
 +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+

Here are some of the most asked questions about the Xenocard game. I tell you 
right now, don't e-mail me with a question in this section. Why? First, your 
query is already answered in the guide, and then AGAIN in this section! The 
reason it's here is because I've already seen too many stupid e-mails like 
yours, asking this question. Anyway, here are the FAQs:

Q. How do I play the card game?
A. First, the number one thing you must do is acquire the Card Passport. You 
   get this on the Elsa, the second ship your main group is on. Get it by 
   talking to the robot in the restaurant, behind the counter. She will 
   provide you with the Card Passport. Your first opportunity to get it comes 
   when you are playing as Shion, trying to take food to Commander Cherenkov. 
   Once you have the Card Passport, go to any Save Point with a blue EVS box 
   on top of it and you can access the card game. Go to the Items menu and
   then use R1 to access your Special Items; scroll down until you reach the 
   Card Passport, and then press Confirm (default circle) to access the card 
   game.

Q. Where do I get the Swim Suit MOMO and Swim Suit Shion cards?
A. You win these cards by defeating tournaments in the card game. That is, 
   you must defeat five consecutive opponents. By using one of my recommended 
   decks it should be possible for you. The cards are given randomly, so 
   don't be disappointed if you don't get the one you want, just keep trying!

*****************************************************************************
CARD CHECKLIST
Print out the following checklist and mark off the cards you achieve, as you 
acquire them. The cards are listed in order of their number.
                                             ____
001  Lv 1 Shion                             |____|
002  Swim Suit Shion                        |____|
003  Lv 1 Ziggy                             |____|
004  Lv 1 MOMO                              |____|
005  Lv 1 KOS-MOS                           |____|
006  Lv 1 Jr.                               |____|
007  Lv 1 Chaos                             |____|
008  Lv 10 Shion                            |____|
009  Swim Suit MOMO                         |____|
010  Lv 10 Ziggy                            |____|
011  Lv 10 MOMO                             |____|
012  Lv 10 KOS-MOS                          |____|
013  Lv 10 Jr.                              |____|
014  Lv 10 Chaos                            |____|
015  Albedo                                 |____|
016  Hammer                                 |____|
017  Civilian Child                         |____|
018  Civilian Female                        |____|
019  Civilian Male                          |____|
020  Civilian Boy                           |____|
021  Soldier                                |____|
022  Security Guard                         |____|
023  U-TIC Soldier                          |____|
024  Realian Male                           |____|
025  Realian Female                         |____|
026  Gov't Realian                          |____|
027  100 Series                             |____|
028  Combat Realian M                       |____|
029  Combat Realian F                       |____|
030  Bunnie                                 |____|
031  AG-04                                  |____|
032  AG-02-M                                |____|
033  Simeon                                 |____|
034  AG-01                                  |____|
035  Proto Dora                             |____|
036  AG-05                                  |____|
037  Drone                                  |____|
038  VX-7000                                |____|
039  VX-9000                                |____|
040  VX-10000                               |____|
041  VX-4000                                |____|
042  VX-20000                               |____|
043  Saber                                  |____|
044  Cannon                                 |____|
045  Shield                                 |____|
046  Aird                                   |____|
047  Beam                                   |____|
048  Battle Suit                            |____|
049  Missile Pod                            |____|
050  Handgun                                |____|
051  Rifle                                  |____|
052  Rocket                                 |____|
053  Third Armament                         |____|
054  Eyeglasses                             |____|
055  Virgil                                 |____|
056  Margulis                               |____|
057  Matthews                               |____|
058  Gaignun                                |____|
059  Testament                              |____|
060  Wilhelm                                |____|
061  Cherenkov                              |____|
062  Tony                                   |____|
063  Allen                                  |____|
064  Juli Mizrahi                           |____|
065  Pellegri                               |____|
066  Zohar Emulator                         |____|
067  Kobold                                 |____|
068  Goblin                                 |____|
069  Ogre                                   |____|
070  Gremlin                                |____|
071  Lizardman                              |____|
072  Hydra                                  |____|
073  Cerberus                               |____|
074  Fairy                                  |____|
075  Minotaur                               |____|
076  Golem                                  |____|
077  Gargoyle                               |____|
078  Unicorn                                |____|
079  Sanctuary Ship                         |____|
080  Kirschwasser                           |____|
081  Durandal                               |____|
082  Joachim Mizrahi                        |____|
083  Miyuki's E-mail                        |____|
084  Cure-All                               |____|
085  Curry                                  |____|
086  Bio Sphere                             |____|
087  Supply Ship                            |____|
088  Supply Fleet                           |____|
089  Retreat                                |____|
090  Woglinde                               |____|
091  Surprise Attack                        |____|
092  Federation Cruiser                     |____|
093  Invitation                             |____|
094  Mary & Shelley                         |____|
095  U.M.N. Investigation                   |____|
096  Investigation                          |____|
097  Landing Operations                     |____|
098  Premonition                            |____|
099  Dragon Skull                           |____|
100  Expulsion Order                        |____|
101  Impregnable Guard                      |____|
102  Article 4-13                           |____|
103  Phase Cannon                           |____|
104  Notice                                 |____|
105  Resolution                             |____|
106  Recycler                               |____|
107  Revive DX                              |____|
108  Stim DX                                |____|
109  Simulation                             |____|
110  War Casualty                           |____|
111  X•BUSTER                               |____|
112  Charge                                 |____|
113  Precise Shooting                       |____|
114  Invoke                                 |____|
115  Confusion                              |____|
116  Miltian Conflict                       |____|
117  Song                                   |____|
118  Start Up                               |____|
119  Destiny                                |____|
120  Break Through                          |____|
121  Hilbert Effect                         |____|
122  Analyze                                |____|
123  Tune-Up                                |____|
124  Stim                                   |____|
125  Good Luck                              |____|
126  Armistice                              |____|
127  Human Sacrifice                        |____|
128  Kukai Foundation                       |____|
129  Dämmerung                              |____|
130  Supply Order                           |____|
131  Gnosis Phenomenon                      |____|
132  Gnosify                                |____|
133  Collective                             |____|
134  Transfiguration                        |____|
135  Mysterious Girl                        |____|
136  Territory Shift                        |____|
137  Pilgrimage Fleet                       |____|
138  Imaginary Space                        |____|
139  A Rat in a Trap                        |____|
140  So Weak!                               |____|
141  Waste Money                            |____|
142  Phenomenon Change                      |____|
143  Rhine Maiden                           |____|
144  Unknown Armament                       |____|
145  Zohar                                  |____|
146  D.S.S.S.                               |____|
147  Compulsory Sortie                      |____|
148  Override Code                          |____|



*****************************************************************************
LE CONCLUSION
Well, that is it for this Xenocard guide. Just to recap, address any 
questions about the Xenocard game, which are not covered in the guide, to me. 
For any other questions, direct them to somebody else. I hope this guide was 
helpful and that you enjoyed it.
*****************************************************************************
ACKNOWLEDGEMENTS:
Thanks to Namco and everyone else associated with the creation of this game.
Thanks to GameFAQs, and especially to CJayC for doing such a great job there.
Most of all thanks to me, for the time it took to gather this information and
     write this FAQ.
A bunch of people have sent me some helpful e-mails about the game, problems 
     with the guide, or with tips for material to add to the guide. Thanks!

*****************************************************************************
This file is copyright by Denouement (Chris Parham). You may NOT reproduce or 
distribute this guide in any manner, electronically or otherwise, without the 
express written permission of the author. You may not display this guide on 
any page in which there are advertisement banners. Below can be found the 
list of sites that are permitted to host this guide. This list can be changed 
at any time.

"The Xenosaga Episode 1: Der Wille Zur Macht Xenocard FAQ and Card List"
Last Update: 11 May 2003
Version: 1.1
DENOUEMENT