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    XenoCard FAQ/Card List by Denouement

    Version: 1.1 | Updated: 05/11/03 | Printable Version | Search Guide | Bookmark Guide

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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!
    
    *****************************************************************************
    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.
    *****************************************************************************
    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
    *****************************************************************************
    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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                   IV. PART ONE, PART ONE: EXPLANATION OF THE GAME
    
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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:
    
    
    
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     |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
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                IV. PART ONE, PART DEUX: STRATEGIES AND DECKBUILDING
    
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    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.
    
    
    
    
    
    
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                            VI. PART THE SECOND: CARD LIST
    
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    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