# One Piece Card Game — full knowledge bundle Single-file bundle for LLM consumption: rules, glossary, errata, and (when size permits) the card catalog. Individual sections are available separately — see the game's llm.txt index. ## MCP server Prefer the TCG Knowledge MCP server over scraping these files when your client speaks MCP. It is read-only: comprehensive rules, errata, glossaries, tournament policy, and card catalogs. Start with list_games. Human guide: https://tcg.online/mcp Remote HTTP: POST https://api.tcg.online/mcp (streamable HTTP, JSON-RPC, protocol 2025-06-18). Staging host: https://staging-api.cardgoat.org/mcp Remote config: { "mcpServers": { "tcg-knowledge": { "url": "https://api.tcg.online/mcp" } } } Source: https://github.com/TheCardGoat/the-card-goat-online (tools/tcg-mcp-server/) Stdio (local, requires Bun): { "mcpServers": { "tcg-knowledge": { "command": "bun", "args": ["tools/tcg-mcp-server/server.ts"] } } } HTTP (self-host): bun tools/tcg-mcp-server/server.ts --http --port 8180 then POST JSON-RPC to http://127.0.0.1:8180/mcp. GET /healthz for liveness. Rate limited at 60 requests/min with burst 30. Tools: list_games, list_rules_documents, search_rules, read_rules_document, search_glossary, search_cards, get_card, list_card_sets. ## One Piece Card Game Comprehensive Rules # One Piece Card Game Comprehensive Rules Source: submodules/one-piece/.agents/skills/op-rules/comprehensive-rules.md --- Local source: submodules/one-piece/.agents/skills/op-rules/comprehensive-rules.md Publisher's current source: [Bandai](https://en.onepiece-cardgame.com/pdf/rule_comprehensive.pdf?20260828=) (local copy: 1.2.0) # ONE PIECE CARD GAME Comprehensive Rules **Version 1.2.0** **Last updated: 1/16/2026** --- ## Table of Contents 1. [Game Overview](#1-game-overview) 2. [Card Information](#2-card-information) 3. [Game Areas](#3-game-areas) 4. [Basic Game Terminology](#4-basic-game-terminology) 5. [Game Setup](#5-game-setup) 6. [Game Progression](#6-game-progression) 7. [Card Attacks and Battles](#7-card-attacks-and-battles) 8. [Activating and Resolving Effects](#8-activating-and-resolving-effects) 9. [Rule Processing](#9-rule-processing) 10. [Keyword Effects and Keywords](#10-keyword-effects-and-keywords) 11. [Other](#11-other) --- ## 1. Game Overview ### 1-1. Number of Players **1-1-1.** Fundamentally, this game is intended to be played by two players, head-to-head. These rules do not currently support play by three or more players. ### 1-2. Ending the Game **1-2-1.** The game ends when either player loses the game. When a player's opponent loses the game, the player who has not lost wins the game. - **1-2-1-1.** The two defeat conditions are as follows: - **1-2-1-1-1.** When you have 0 Life cards and your Leader takes damage. - **1-2-1-1-2.** When you have 0 cards in your deck. **1-2-2.** When either player meets a defeat condition, they will lose the game according to the rule processing at the next time of rule processing. (See 9. Rule Processing) - **1-2-2-1.** If either player's Leader takes damage when that player has 0 Life cards remaining during the game, that player has met a defeat condition. - **1-2-2-2.** If either player has 0 cards in their deck during the game, that player has met a defeat condition. **1-2-3.** Either player may concede at any point during a game. When a player concedes, they lose immediately and the game ends. **1-2-4.** A concession is not affected by any card. Furthermore, concession cannot be forced by any card effect, and defeat by concession cannot be replaced by any replacement effect. **1-2-5.** The effects of some cards may cause a player to win or lose the game. In such a case, the player wins or loses during the processing of that effect, and the game ends. ### 1-3. Fundamental Principles **1-3-1.** When card text contradicts the Comprehensive Rules, the card text takes precedence over the Comprehensive Rules. **1-3-2.** If a player is required to perform an impossible action for any reason, that action is not carried out. Likewise, if an effect requires the player to carry out multiple actions, some of which are impossible, the player performs as many of the actions as possible. - **1-3-2-1.** If an object is required to change to a given state, and the object is already in that state, the object's state remains the same, and the action is not performed. - **1-3-2-2.** If a player is required to perform an action 0 or a negative number of times for any reason, that action is not carried out. A request to perform a certain action negative times does not imply performing its opposite action. **1-3-3.** If a card's effect requires a player to carry out an action while a currently active effect prohibits that action, the prohibiting effect always takes precedence. **1-3-4.** If both players are required to make choices simultaneously for any reason, the player whose turn it is makes the choices first. After that player has made their choices, the other player makes their choices. **1-3-5.** If a card or rule requires a player to choose a number, unless otherwise specified, the player must choose a whole number of 0 or greater. Players cannot choose numbers containing fractions less than 1, or negative numbers. - **1-3-5-1.** If a card or rule specifies a maximum value for a number, such as "up to ...", as long as no minimum number is specified, the player can choose 0. **1-3-6.** If a card effect changes information on a card, unless otherwise specified or defined by the rules, numbers on a card cannot contain fractions less than 1. If non-power numbers would become negative, they are treated as 0, except in cases where the information is added to or subtracted from. - **1-3-6-1.** Power can become a negative value. - **1-3-6-1-1.** Even if a card's power becomes a negative value, unless otherwise specified, that card will not be trashed or otherwise moved to another area. - **1-3-6-2.** If the information regarding a cost is being changed by an effect, it may become a negative value only for the duration of that calculation. Outside of such calculations, the cost of a card whose value becomes negative is treated as being 0. - **1-3-6-2-1.** If a card whose cost is already negative would have its cost further increased or decreased by an effect, that negative value is included in those calculations. **1-3-7.** Unless otherwise specified, card effects are carried out in the order described on the card. **1-3-8.** If card effects require a player to rest a card and set it as active simultaneously, the effect requiring the player to rest the card always takes precedence. **1-3-9.** Cost and Activation Cost - **1-3-9-1.** Cost refers to a payment that must be made to play a card. A card's cost is the number written in its upper left corner. (See 6-5-3-1.) - **1-3-9-2.** Activation cost refers to a payment required to activate a card's effect. (See 8-3.) **1-3-10.** If both players are instructed to perform some action at the same time according to a card's effect, the turn player is to perform the action first, followed by the non-turn player. --- ## 2. Card Information ### 2-1. Card Name **2-1-1.** This is the card's fixed name. **2-1-2.** Some text will include text in [ ] brackets without a clarifying noun afterwards. This refers to cards with the card name specified in the [ ] brackets. - **2-1-2-1.** Some text will include part of a card name in " " quotation marks. This text refers to cards with a card name containing the text in the quotation marks. **2-1-3.** As an exception, some cards get card names from their text. Treat these cards as if they have this name by default, including during deck construction and when in secret areas. ### 2-2. Card Category **2-2-1.** This specifies the card's category. **2-2-2.** There are five card categories: Leader card, Character card, Event card, Stage card, and DON!! card. **2-2-3.** Cards in the Leader card category are placed in the Leader area. - **2-2-3-1.** When a card's text refers to "Leader" or "Leader card", this means a card in the Leader card category placed in the Leader area. **2-2-4.** Cards in the Character card category are placed in the Character area. - **2-2-4-1.** When a card's text refers to "Character", this means a card in the Character card category placed in the Character area. - **2-2-4-2.** When a card's text refers to "Character card", this means a card in the Character card category that is located outside of the Character area. - **2-2-4-3.** When a card's text refers to "Leader and/or Character cards", the latter means a card in the Character card category placed in the Character area. **2-2-5.** Cards in the Event card category can have their effects activated by the card being moved from the player's hand to the trash. - **2-2-5-1.** When a card's text refers to "Event" or "Event card", this means a card in the Event card category. **2-2-6.** Cards in the Stage card category are placed in the Stage area. - **2-2-6-1.** When a card's text refers to "Stage", this means a card in the Stage card category. - **2-2-6-2.** When a card's text refers to "Stage card", this means a card in the Stage card category that is located outside of the Stage area. ### 2-3. Color **2-3-1.** This specifies the card's colors. It may be referenced in card text. **2-3-2.** All cards have colors which are indicated by the colors of sections of the hexagon in the lower left corner of the card. **2-3-3.** There are six colors: red, green, blue, purple, black, and yellow. - **2-3-3-1.** In the hexagon, the upper right is red, the right is green, the lower right is blue, the lower left is purple, the left is black, and the upper left is yellow. **2-3-4.** Some cards have multiple colors, such as red and blue, or green and purple. **2-3-5.** Cards with multiple colors, such as red and green, are treated as a card of every color they possess. **2-3-6.** Cards with multiple colors are sometimes referred to as "multicolor" in card text. ### 2-4. Type **2-4-1.** This specifies the card's types. It may be referenced in card text. **2-4-2.** Some cards may have multiple types. Where a card has multiple types, each type will be separated by a slash (/). **2-4-3.** Some text will include text in { } brackets. This refers to cards with the type specified in the { } brackets. - **2-4-3-1.** Some text will include part of a type in " " quotation marks. This text refers to cards with a type containing the text in the quotation marks. **2-4-4.** As an exception, some cards get types from their text. Treat these cards as if they have this type by default, including during deck construction and when in secret areas. ### 2-5. Attribute **2-5-1.** This specifies the card's attribute. It may be referenced in card text. **2-5-2.** There are six attributes: Slash, Strike, Ranged, Special, Wisdom, and "?". **2-5-3.** Some cards have multiple attributes, such as Slash and Strike, or Ranged and Special. **2-5-4.** If a card has multiple attributes, such as Slash and Strike, it is treated as a card with all the attributes it possesses. **2-5-5.** Only Leader cards and Character cards have attributes. **2-5-6.** Some text will include text in < > brackets. This refers to cards with the attribute specified in the < > brackets. **2-5-7.** As an exception, some cards get attributes from their text. Treat these cards as if they have this attribute by default, including during deck construction and when in secret areas. ### 2-6. Power **2-6-1.** This specifies the card's strength in battles. (See 7. Card Attacks and Battles) **2-6-2.** Only Leader cards and Character cards have power. **2-6-3.** An effect may make a power value greater or less than the written value. ### 2-7. Cost **2-7-1.** This specifies the cost needed to play the card from your hand. (See 6-5-3-1.) **2-7-2.** When playing a Character card from your hand, you should first reveal the card you wish to play, select a number of active DON!! cards in your cost area equal to the card's cost, rest those DON!! cards, and then play the revealed card. **2-7-3.** When activating an Event card from your hand, you should first reveal the card you wish to activate, select a number of active DON!! cards in your cost area equal to the card's cost, rest those DON!! cards, and then trash the revealed card to activate it. **2-7-4.** When playing a Stage card from your hand, you should first reveal the card you wish to play, select a number of active DON!! cards in your cost area equal to the card's cost, rest those DON!! cards, and then play the revealed card. **2-7-5.** Only Character cards, Event cards and Stage cards have costs. **2-7-6.** An effect may make a cost greater or less than the written value. ### 2-8. Card Text **2-8-1.** This describes the card's effects. **2-8-2.** Unless otherwise specified, card text on Leader cards, Character cards, and Stage cards is valid only in the Leader area, Character area, and Stage area, respectively. **2-8-3.** Text is resolved in order starting from the text closest to the top. **2-8-4.** Some text has detailed explanations of keyword effects or other card effects inside ( ) parentheses. These are called explanatory notes and their purpose is to provide further explanation of effects. - **2-8-4-1.** Explanatory notes do not influence gameplay. - **2-8-4-2.** As an exception, some effect text may be included in parentheses to make the effect easier to understand. **2-8-5.** A card without card text may be described in text as having "no base effect". ### 2-9. Life **2-9-1.** This specifies the Life value of a Leader card. **2-9-2.** At the start of the game, each player draws a number of cards equal to the Life value indicated on their Leader card from the top of their deck and places them face-down in their Life area without looking at their contents. - **2-9-2-1.** At this time, the cards are to be placed in order such that the card at the top of the deck is at the bottom in the Life area. **2-9-3.** Only Leader cards have Life. **2-9-4.** An effect may make a Life value greater than the written value. ### 2-10. (Symbol) Counter **2-10-1.** This specifies the power increase to a Character card's power that can be activated during the Counter Step. **2-10-2.** Only Character cards have (Symbol) Counter. ### 2-11. [Trigger] **2-11-1.** This is an effect that can be activated instead of the player adding the card from their Life area to their hand on taking damage. **2-11-2.** [Trigger] is part of the card text. ### 2-12. Copyright Notice **2-12-1.** This is the card's copyright inscription. It does not affect gameplay. ### 2-13. Rarity **2-13-1.** This specifies the card's rarity. It does not affect gameplay. ### 2-14. Card Number **2-14-1.** This is referenced during game preparation. **2-14-2.** When preparing for a game, there should be no more than 4 cards with the same card number in your deck. **2-14-3.** This is the card number of this card. It may be referenced in card text. ### 2-15. Block Symbol **2-15-1.** This specifies the block this card is part of. It does not affect gameplay. ### 2-16. Illustration **2-16-1.** This is the card's illustration inspired by its contents. It does not affect gameplay. ### 2-17. Illustrator's Name **2-17-1.** This is the name of the illustrator who created the card's illustration. It does not affect gameplay. --- ## 3. Game Areas ### 3-1. Areas **3-1-1.** The areas are the deck, DON!! deck, hand, trash, Leader area, Character area, Stage area, cost area, and Life area. **3-1-2.** The Leader area, Character area, Stage area, and cost area are sometimes collectively referred to as "the field". **3-1-3.** Unless otherwise specified, each player possesses one of every area. **3-1-4.** The number of cards in each area is open information that can be confirmed by both players at any time. **3-1-5.** Cards in some areas are revealed to both players while others are not. Areas with revealed cards are called open areas, while areas with hidden cards are called secret areas. **3-1-6.** When a card is moved from the Character area or Stage area to another area, unless otherwise specified, the card is treated as a new card in a new area. Effects that were applied to the card in the original area are not carried over to the new area. - **3-1-6-1.** When a DON!! card moves from one area to another, all effects that were previously applied to that DON!! card are removed. **3-1-7.** When multiple cards are placed in an area simultaneously, unless otherwise specified, the owner of the cards decides the order in which they are placed in the new area. **3-1-8.** When multiple cards are placed from an open area in a secret area simultaneously, if the owner of the cards can determine the order the cards are placed in, the other player cannot confirm the order in which the cards are placed. ### 3-2. Deck **3-2-1.** Each player places their deck here at the start of the game. **3-2-2.** The deck is a secret area. Cards in this area are placed face-down in a stack and, unless otherwise specified, neither player can check the contents or order of those cards, nor can they change their order. **3-2-3.** When multiple cards in a deck are moved simultaneously, they should be moved one by one. **3-2-4.** When a player is instructed to shuffle a deck, the player will randomly change the order of cards in that deck. ### 3-3. DON!! Deck **3-3-1.** Each player places their DON!! deck here at the start of the game. **3-3-2.** The DON!! deck is an open area. Cards in this area are placed face-down in a stack, and both players can freely view the contents and order of these cards, and change their order. **3-3-3.** When multiple DON!! cards in a DON!! deck are moved simultaneously, they should be moved one by one. ### 3-4. Hand **3-4-1.** This is where each player places the cards they draw from their deck. **3-4-2.** The hand is a secret area, but a player can freely view the contents and change the order of cards in their hand. **3-4-3.** Players cannot view the contents of cards in the other player's hand unless otherwise specified. ### 3-5. Trash **3-5-1.** Character cards that have been K.O.'d and Event cards that have been activated are placed in this area. **3-5-2.** The trash is an open area. Cards in this area are placed face-up in a stack, and either player can freely view the contents and order of these cards. Players may freely change the order of cards in their own trash. When placing new cards in this area, they are normally placed on top of the cards that are already there. ### 3-6. Leader Area **3-6-1.** Each player places their Leader card face-up in this area at the start of the game. **3-6-2.** The Leader area is an open area. **3-6-3.** A card placed in the Leader area which is treated as a Leader card cannot be moved from the Leader area by card effects or rules and will remain in the Leader area. ### 3-7. Character Area **3-7-1.** This is where each player places their Character cards. **3-7-2.** The Character area is an open area. Cards in this area are placed face-up. **3-7-3.** Placing a Character card in the Character area is called "play[ing]" that card. **3-7-4.** Played cards cannot attack on the turn in which they are played unless otherwise specified. **3-7-5.** When placing cards in the Character area, they should be set as active unless otherwise specified. **3-7-6.** Up to 5 Character cards can be placed in the Character area. - **3-7-6-1.** If there are 5 Character cards in the Character area and a player wants to play a new Character card, that player should reveal the card they want to play, trash 1 of the Character cards already in their Character area, and then play the new Character card in the Character area. - **3-7-6-1-1.** Trashing a Character according to 3-7-6-1. is treated as processing a rule, and no effect can be applied. ### 3-8. Stage Area **3-8-1.** This is where each player places their Stage cards. **3-8-2.** The Stage area is an open area. Cards in this area are placed face-up. **3-8-3.** Placing a Stage card in the Stage area is called "play[ing]" that card. **3-8-4.** When placing cards in the Stage area, they should be set as active unless otherwise specified. **3-8-5.** Up to 1 Stage card can be placed in the Stage area. - **3-8-5-1.** If there is 1 Stage card in the Stage area and a player wants to play a new Stage card, that player should reveal the card they want to play, trash the 1 Stage card already in their Stage area, and then play the new Stage card in the Stage area. ### 3-9. Cost Area **3-9-1.** DON!! cards are placed in this area. **3-9-2.** The cost area is an open area. Either player can freely view the contents of these cards. Players may freely change the order of cards in their own cost area. When paying a cost, players may freely choose which cards to use. **3-9-3.** When placing DON!! cards in the cost area, they should be set as active unless otherwise specified. ### 3-10. Life Area **3-10-1.** The Life cards for a player's Leader are placed in this area. **3-10-2.** The Life area is a secret area. Cards in this area are, unless otherwise specified, placed face-down in a stack and neither player can check the contents of those cards, nor can they change their order. When moving a card from their Life area to another area, a player must select the card at the top of their Life cards unless otherwise specified. - **3-10-2-1.** An effect may cause a card to be added to the Life area face-up. In such a case, the face-up card is treated as a card in an open area as an exception. **3-10-3.** Effects that refer to looking at Life cards can be processed regardless of whether the Life cards are face-up or face-down. After such an effect is processed, the Life cards should be placed as they were before the effect was processed (i.e., face-up or face-down). --- ## 4. Basic Game Terminology ### 4-1. Effects **4-1-1.** Effects are specified in card text. **4-1-2.** Keyword effects, such as [Activate: Main], [Blocker], [Counter], and [Trigger], are found in effects. (See 10-1.) ### 4-2. Player **4-2-1.** "Player" refers to the person who possesses a card. - **4-2-1-1.** When a card's text refers to "owner", this means the original holder of the card. **4-2-2.** At the end of the game, each player has all cards they own returned to them. ### 4-3. Turn Player and Non-Turn Player **4-3-1.** The "turn player" is the player whose turn is currently in progress. **4-3-2.** The "non-turn player" is the player whose turn is currently not in progress. ### 4-4. Card States **4-4-1.** Cards in the Leader area, Character area, Stage area, and cost area should be in one of the following two states: - **4-4-1-1.** Active: A card positioned vertically from the player's point of view. - **4-4-1-2.** Rested: A card positioned horizontally from the player's point of view. **4-4-2.** As an exception, given DON!! cards are neither active nor rested. ### 4-5. Draw a Card **4-5-1.** "Draw a card" is the act of adding the top card of a deck to your hand without revealing it to the other player. **4-5-2.** When directed to "draw 1 card", add 1 card from the top of your deck to your hand without revealing it to the other player. **4-5-3.** When directed to "draw X cards", nothing happens if X is 0. If X is 1 or higher, repeat the "draw a card" process that many times. **4-5-4.** When directed to "draw up to X card(s)", nothing happens if X is 0. If X is 1 or higher, carry out the following actions: - **4-5-4-1.** You can end this action. - **4-5-4-2.** Draw 1 card. - **4-5-4-3.** If you have carried out 4-5-4-2 X times, end this action. If not, return to 4-5-4-1. ### 4-6. Damage Processing **4-6-1.** The act of dealing damage is referred to as "damage processing". **4-6-2.** If any action deals damage to a Leader, the player whose Leader has taken damage will perform the following procedure: - **4-6-2-1.** If the damage taken is 1, the player whose Leader has taken damage moves 1 card from the top of their Life cards to their hand. - **4-6-2-2.** If the damage received is X, nothing happens if X is 0. If X is 1 or higher, the player repeats the "If the damage taken is 1" process (4-6-2-1) that many times. **4-6-3.** If a card with [Trigger] is added to the player's hand from their Life area during this procedure, the player can choose to activate that [Trigger]. (See 10-1-5.) - **4-6-3-1.** If a Life card cannot be added to the hand due to an effect or replacement effect, the [Trigger] cannot be activated. ### 4-7. Play a Card **4-7-1.** Playing a card refers to a player paying its cost and activating it or playing it from their hand. **4-7-2.** When a card cannot be played, this means a player cannot pay its cost and activate it or play it from their hand. ### 4-8. Up to X Card(s) **4-8-1.** If a direction states "up to X card(s)", when the effect is activated, choose between 0 and X cards immediately before the effect is processed. Then, resolve the effect. **4-8-2.** "Draw up to X card(s)" is an exception processed according to 4-5-4. ### 4-9. "Base" **4-9-1.** The term "base" appears in some card text. **4-9-2.** "Base" refers to the number or card text as it appears on that card. - **4-9-2-1.** If there are several effects that set a base power to a certain value, and those effects all affect the same card, if the values differ, apply the effect with the highest value. - **4-9-2-2.** If there are several effects that set a base cost to a certain value, and those effects all affect the same card, if the values differ, apply the effect with the highest value. ### 4-10. "If" and "Then" **4-10-1.** If a preceding "if" clause in the text cannot be resolved, the following clause in that text also cannot be resolved. **4-10-2.** If a preceding "then" clause in the text cannot be resolved, the following clause in that text can still be resolved. ### 4-11. "Remove" **4-11-1.** The term "remove" appears in some card text. **4-11-2.** "Remove" refers to moving a card from the area it is placed in to another area. ### 4-12. « Set Power to 0 » **4-12-1.** « Set Power to 0 » is an effect that reduces the power of the target for a specified duration, by the same amount as the target's current power at the time the effect was activated. **4-12-2.** If the target card's power is already in the negatives, nothing will happen when « Set Power to 0 » is applied to it. --- ## 5. Game Setup ### 5-1. Preparing Leader Cards, Decks, and DON!! Decks **5-1-1.** Each player prepares a Leader card, deck, and DON!! deck from their cards before the game begins. **5-1-2.** Each player needs exactly 1 Leader card, a 50-card deck, and a 10-card DON!! deck to play. - **5-1-2-1.** A deck is a bundle of cards made up of Character cards, Event cards, and Stage cards. - **5-1-2-2.** Only cards of a color included on the Leader card can be included in a deck. Cards of a color not included on the Leader card cannot be added to the deck. - **5-1-2-3.** A deck can contain no more than 4 cards with the same card number. - **5-1-2-4.** Effects related to deck construction rules are treated as permanent effects (see 8-1-3-4-3.) which replace the deck construction rules above. - **5-1-2-4-1.** Effects related to deck construction are those specifying that the deck can contain a specified number of cards of a certain category, or that the deck cannot contain a specified number of cards of a certain category. - **5-1-2-4-2.** Effects related to deck construction are valid during deck construction. ### 5-2. Pre-Game Preparations **5-2-1.** Before playing the game, each player must follow the procedure below: - **5-2-1-1.** Each player presents the deck they're going to use in this game. This deck (at this time) must meet the deck construction rules specified in 5-1-2. - **5-2-1-2.** Each player thoroughly shuffles their deck. Then, each player places their deck face-down in their deck area. - **5-2-1-3.** Each player places their Leader card face-up in their Leader area. - **5-2-1-4.** The players decide, by Rock-Paper-Scissors or some other means, which player will decide whether they want to go first or second. - **5-2-1-4-1.** No intervention of any kind is allowed in the player's decision whether to go first or second. - **5-2-1-5.** Once it is determined which player will decide whether to go first or second, that player declares whether they will go first or second. - **5-2-1-5-1.** If a Leader has an effect that reads "At the start of the game", that effect is processed at this time. If there are multiple effects that read "At the start of the game", the player who chose to go first or second processes their effects first, in any order, followed by the player who did not choose to go first or second, who then processes their effects in any order. - **5-2-1-5-2.** If changes are made to a deck as the result of an effect that reads "At the start of the game", it is then shuffled by the owner of that deck. - **5-2-1-6.** Each player draws 5 cards from their deck as their opening hand. Then, beginning with the player going first, each player may redraw their hand once according to the procedure below. - **5-2-1-6-1.** The player returns all of the cards in their hand to their deck, reshuffles, and then redraws 5 cards. - **5-2-1-7.** Each player places a number of cards from the top of their deck equal to the Life value of their Leader face-down in their Life area such that the card at the top of their deck is at the bottom in their Life area. - **5-2-1-8.** The first player begins the game and starts their turn. --- ## 6. Game Progression ### 6-1. Turn Flow **6-1-1.** A "turn" refers to a sequence consisting of a Refresh Phase, Draw Phase, DON!! Phase, Main Phase, and End Phase. **6-1-2.** The game is progressed by one of the players serving as the turn player. The turn player performs the phases following the procedures below. ### 6-2. Refresh Phase **6-2-1.** Currently applied effects that last "until the start of your next turn" end. **6-2-2.** Your own and your opponent's effects that read "at the start of your/your opponent's turn" activate. **6-2-3.** Return all DON!! cards given to cards in your Leader area and Character area (see 6-5-5-1.) to your cost area and rest them. **6-2-4.** Set all rested cards placed in your Leader area, Character area, Stage area, and cost area as active. ### 6-3. Draw Phase **6-3-1.** The turn player draws 1 card from their deck. Note that the player going first does not draw a card on their first turn. ### 6-4. DON!! Phase **6-4-1.** Place 2 DON!! cards from the DON!! deck face-up in the cost area. Note that the player going first places only 1 DON!! card face-up in their cost area on their first turn. **6-4-2.** If there is only 1 card in the DON!! deck, place 1 DON!! card face-up in the cost area. **6-4-3.** If there are 0 cards in the DON!! deck, do not place a DON!! card in the cost area. ### 6-5. Main Phase **6-5-1.** Your own and your opponent's effects that read "at the start of the Main Phase" activate. **6-5-2.** In the Main Phase, you may perform the following Main Phase actions: "6-5-3. Play a Card", "6-5-4. Activate a Card's Effect", "6-5-5. Give DON!! Cards", and "6-5-6. Battle". You can perform these actions in any order and as many times as you wish. - **6-5-2-1.** On declaring the end of the Main Phase, proceed to "6-6. End Phase". #### 6-5-3. Play a Card **6-5-3-1.** You can pay the cost and play a Character card or Stage card, or activate an Event card marked with [Main] from your hand. You can perform these actions in any order and as many times as you wish. #### 6-5-4. Activate a Card's Effect **6-5-4-1.** The turn player can activate effects marked with [Main] or [Activate: Main]. #### 6-5-5. Give DON!! Cards **6-5-5-1.** Place 1 active DON!! card from your cost area underneath your Leader or a Character card in the cost area such that it remains visible. This is called "giving". **6-5-5-2.** Leader cards and Character cards gain 1000 power during your turn for each DON!! card given to them. **6-5-5-3.** Giving can be performed as many times as you wish to the extent possible. **6-5-5-4.** When a card that has been given a DON!! card is moved to another area, all DON!! cards given to that card are placed in the cost area and rested. #### 6-5-6. Battle **6-5-6-1.** Neither player can battle on their first turn. **6-5-6-2.** For more information on battles, please refer to "7. Card Attacks and Battles" below. ### 6-6. End Phase **6-6-1.** This is the phase in which various end-of-turn processes are carried out. - **6-6-1-1.** Auto effects that read "[End of Your Turn]" (Keyword) and "[End of Your Opponent's Turn]" (Keyword) are activated. - **6-6-1-1-1.** Auto effects that read "[End of Your Turn]" (Keyword) and "[End of Your Opponent's Turn]" (Keyword) can only be activated and resolved once. - **6-6-1-1-2.** After all "[End of Your Turn]" (Keyword) effects have been activated and resolved, all "[End of Your Opponent's Turn]" (Keyword) effects are activated and resolved. - **6-6-1-1-3.** If there are multiple "[End of Your Turn]" (Keyword) effects to be resolved, the turn player may activate and resolve them in any order. - **6-6-1-1-4.** If there are multiple "[End of Your Opponent's Turn]" (Keyword) effects to be resolved, the non-turn player may activate and resolve them in any order. - **6-6-1-2.** After all processing that is to be carried out at this time has been completed, any remaining effects are processed in the following order: 1. Process any continuous effects of the turn player that have been activated and resolved, but are only due to be processed "at the end of this turn" or "at the end of your turn". The turn player's effects that last "until the end of the turn" and "until the end of the End Phase" become invalid. If there are multiple such processes, the turn player may process them in any order. 2. Process any continuous effects of the non-turn player that have been activated and resolved, but are only due to be processed "at the end of this turn" or "at the end of your opponent's turn". The non-turn player's effects that last "until the end of the turn" and "until the end of the End Phase" become invalid. If there are multiple such processes, the non-turn player may process them in any order. - **6-6-1-3.** After all processing in 6-6-1-2 has been completed, the turn player's effects that last "during this turn" become invalid. If there are multiple such processes, the turn player may process them in any order. Then, any of the non-turn player's effects that last "during this turn" become invalid. If there are multiple such processes, the non-turn player may process them in any order. - **6-6-1-4.** The turn ends, the non-turn player becomes the new turn player, and the game proceeds to the Refresh Phase of the next turn. --- ## 7. Card Attacks and Battles **7-1.** During the Main Phase, the turn player can rest an active Leader card in their Leader area, or an active Character card in their Character area, to attack an opponent's Leader card in their Leader area, or rested Character card in their Character area. When an attack is made, the game proceeds to Battle (see 6-5-6.) and is processed in order from the Attack Step (see 7-1-1.) to the Damage Step (see 7-1-4.). ### 7-1-1. Attack Step **7-1-1-1.** Attacks are carried out by the Leader card, or a Character card in the Character area. First, the turn player declares their attack by resting their active Leader card or 1 active Character card. **7-1-1-2.** The turn player then selects the target of their attack. The target can be either the opponent's Leader card or 1 of their rested Character cards in their Character area. **7-1-1-3.** Effects that read [When Attacking], "when you attack", [On Your Opponent's Attack] or 「When Attacked」 activate. **7-1-1-4.** If, at the end of the Attack Step, the attacking card or the target card for the attack has moved areas due to some method, proceed not to the Block Step (see 7-1-2.), but to the End of the Battle (see 7-1-5.). ### 7-1-2. Block Step **7-1-2-1.** The player being attacked can activate the [Blocker] effect of their card only once during that battle. **7-1-2-2.** When a [Blocker] is activated, effects that read [On Block] or "when you block" activate. **7-1-2-3.** If, at the end of the Block Step, the attacking card or the target card for the attack has moved areas due to some method, proceed not the Counter Step (see 7-1-3.), but to the End of the Battle (see 7-1-5.). ### 7-1-3. Counter Step **7-1-3-1.** Effects of the player being attacked that read "when attacked" activate. **7-1-3-2.** The player being attacked may perform the following actions in any order and as many times as they wish: - **7-1-3-2-1.** Activate [(Symbol) Counter]: The player being attacked may trash a Character card with [(Symbol) Counter] from their hand to activate an effect that increases the power of their Leader or 1 Character card by the value of the [(Symbol) Counter] during that battle. - **7-1-3-2-2.** Activate an Event card: The player being attacked may pay the cost of an Event card with [Counter] in their hand, and then trash it to activate the [Counter] effect. **7-1-3-3.** If, at the end of the Counter Step, the attacking card or the target card for the attack has moved areas due to some method, proceed not to the Damage Step (see 7-1-4.), but to the End of the Battle (see 7-1-5.). ### 7-1-4. Damage Step **7-1-4-1.** Compare the power of the attacking card and the card being attacked. If the power of the attacking card is greater than or equal to the power of the card being attacked, the battle is won, and the result is either 7-1-4-1-1. or 7-1-4-1-2., depending on the category of the card being attacked. - **7-1-4-1-1.** If a Leader card: 1 damage is dealt to that Leader. - **7-1-4-1-1-1.** If the opponent has 0 Life at the point when it is determined that damage will be dealt, the attacking player wins the game. - **7-1-4-1-1-2.** If the opponent has 1 or more Life at the point when it is determined that damage will be dealt, the opponent adds the card at the top of their Life cards to their hand. At this time, if a card with [Trigger] is added to the opponent's hand from their Life area, the opponent may choose to reveal the card and activate its [Trigger] instead of adding it to their hand (see 10-1-5.). - **7-1-4-1-1-3.** If the damage taken is 2 or more due to an effect such as [Double Attack], repeat 7-1-4-1-1-2. a number of times equal to the amount of damage. - **7-1-4-1-2.** If a Character card: That Character card is K.O.'d (see 10-2-1.). Then, proceed to End of the Battle (see 7-1-5.). **7-1-4-2.** If the power of the attacking card is less than the power of the card being attacked, the attacking card will lose the battle, and nothing will happen during that battle. Then, proceed to the End of the Battle (see 7-1-5.). ### 7-1-5. End of the Battle **7-1-5-1.** The battle ends. **7-1-5-2.** Your own and your opponent's effects that read "at the end of the/this battle" or "if this ... battles" activate. **7-1-5-3.** The turn player's effects that last "during this battle" become invalid. **7-1-5-4.** The non-turn player's effects that last "during this battle" become invalid. **7-1-5-5.** The battle ends and the game returns to 6-5-2. --- ## 8. Activating and Resolving Effects ### 8-1. Effects **8-1-1.** "Effect" refers to a command issued by the text of a card and its cost. **8-1-2.** Effects may include words indicating choice, such as "can" and "may". Where such a word is included, players may choose not to activate the relevant effect. Where no such word is included, the effect must always be activated and processed to the extent possible. **8-1-3.** Effects generally fall into one of four categories: "auto effects", "activate effects", "permanent effects", and "replacement effects". - **8-1-3-1.** "Auto effects" always activate once automatically when the activation event described in the text occurs during the game. If the same event occurs again, the effect automatically activates again as many times as the event occurs, unless otherwise specified. - **8-1-3-1-1.** Auto effects may be described in card text as [On Play], [When Attacking], [On Block], [On K.O.], [End of Your Turn], and [End of Your Opponent's Turn]. In the case of other descriptions such as "when ..." and "on ...", these effects are still categorized as auto effects. - **8-1-3-1-2.** Some auto effects require an activation cost and/or the fulfillment of conditions. - **8-1-3-1-3.** An auto effect will not activate and cannot be resolved even if the activation timing is fulfilled if the card that fulfilled the activation timing of that auto effect moves to another area before that effect is activated. - **8-1-3-2.** "Activate effects" can be declared and activated by the turn player during their Main Phase (see 6-5-4.). - **8-1-3-2-1.** Activate effects may be described in card text as [Activate: Main] or [Main]. - **8-1-3-2-2.** Some activate effects require an activation cost and/or the fulfillment of conditions. - **8-1-3-3.** "Permanent effects" constantly affect gameplay in some way while they are valid. - **8-1-3-3-1.** Permanent effects may be those effects that, based on the card text, cannot be classified as auto, activate, or replacement effects, but can be classified as permanent effects. - **8-1-3-3-2.** Some permanent effects require the fulfillment of conditions for their effect to be valid. - **8-1-3-3-3.** Some permanent effects read "according to/under the rules". In this case, the effect is valid and continues to affect gameplay even when the card is in a secret area. - **8-1-3-3-4.** "Permanent effects" constantly affect gameplay in some way while they are valid. - **8-1-3-3-5.** If a permanent effect changes its own impact on the game or that of another permanent effect while it is being applied, due to that permanent effect itself or another permanent effect, the following order is used to process the changes, taking into account any continuous effects that have already been resolved: 1. The turn player processes their permanent effects in any order. 2. The non-turn player processes their permanent effects in any order. 3. If steps I and II change the game's state further, repeat the process until no further changes occur. - **8-1-3-4.** "Replacement effects" are those effects that are denoted by the word "instead". - **8-1-3-4-1.** If a replacement is available but you choose not to apply the replacement, the replacement effect will not be resolved. - **8-1-3-4-2.** If more than one replacement effect could apply to replace a situation, the replacement effect of the card that generated that replacement effect takes precedence, followed by the replacement effects of the turn player in the order chosen by that player. Then, the non-turn player may apply their replacement effects in the order they choose. - **8-1-3-4-3.** Once an individual process or situation has been replaced by any sequence of replacements, the same replacement effects cannot be applied to it again repeatedly. - **8-1-3-4-4.** A replacement effect applies to replace the entire part of the processing of an effect indicated by the replacement effect, even if the processing of that effect is still in progress. - **8-1-3-4-4-1.** If an effect is applied in order starting from the text closest to the top and a replacement effect is applied in the middle of that text, the remaining text is carried out in order after the replacement effect is applied. - **8-1-3-4-5.** If it is not possible to carry out the replacement effect specified by "instead", that replacement effect cannot be applied. - **8-1-3-4-6.** If the conditions to activate another replacement effect are fulfilled as a result of activating a replacement effect, that other replacement effect can be activated. - **8-1-3-4-7.** The part of an effect where a replacement effect has been applied is treated as an effect that was activated by the owner of that replacement effect. **8-1-4.** Effects can be one-shot effects or continuous effects. - **8-1-4-1.** One-shot effects refer to effects that affect the game at the moment they are resolved and complete their processing immediately. - **8-1-4-2.** Continuous effects refer to effects that continue to affect the game for a specified duration. ### 8-2. Valid and Invalid Effects **8-2-1.** Some effects may render specific effects valid or invalid. In this case, process the effect according to the rules below: - **8-2-1-1.** If it is specified that an effect is partially or totally invalid under specific conditions, the invalid effect will not occur. If that effect requires a choice, the choice will not be made. If that effect has an activation cost, that cost cannot be paid. - **8-2-1-2.** If it is specified that an effect is partially or totally valid only under specific conditions, that part is invalid if those conditions are not fulfilled. **8-2-2.** Cards with invalid effects are not treated as cards with "no base effect". **8-2-3.** Auto effects or activate effects that have already been activated and resolved are not invalidated by other effects. **8-2-4.** If a card with an effect that has been invalidated gains a new effect, that effect is not invalidated unless otherwise indicated. ### 8-3. Activation Cost and Conditions **8-3-1.** An effect may specify that the action before the : colon must be taken. This is referred to as the effect's activation cost. - **8-3-1-1.** If there are multiple actions in one activation cost, they are to be carried out in order starting from the text closest to the top. - **8-3-1-2.** Then, if activation costs are added by other effects, these are to be carried out in the order for resolving those effects. - **8-3-1-3.** If it is not possible to pay some or all of the activation cost, the activation cost to activate the effect cannot be paid at all. - **8-3-1-3-1.** If you have fulfilled the conditions to pay the activation cost, activated the effect, and become unable to pay the activation cost while in the process of paying the activation cost, pay as much of the activation cost as possible. You cannot resolve the effect as written after the : colon. In addition, see 10-2-13-5. regarding the processing of [Once Per Turn] effects in this situation. - **8-3-1-4.** Activation costs may be specified using "can" or "may". The player can choose not to pay the activation cost; however, this will mean the effect cannot be activated. - **8-3-1-5.** Activation costs may be specified using a symbol such as ①. That symbol means that the player must select a number of active DON!! cards equal to the number in the symbol from their cost area and rest them. - **8-3-1-6.** Activation costs may be specified using a symbol such as "DON!! −X". This means that the player must select a total number of DON!! cards equal to the value of X from their Leader area, Character area, and cost area, and return them to their DON!! deck. - **8-3-1-7.** Where an activation cost is replaced according to an effect, it is possible to carry out the replacement processing instead of paying the activation cost. If the activation cost is not paid as described in the text, the effect following the : colon will not be processed. - **8-3-1-8.** Effect text may include text such as "when...". This is referred to as the activation timing of that effect. Some keywords also have activation timing. **8-3-2.** Effect text may include text such as [DON!! xX], [Your Turn], and [Opponent's Turn]. This is referred to as the effect's condition. - **8-3-2-1.** If there are multiple conditions in one effect, all of the conditions must be fulfilled. - **8-3-2-2.** If other conditions are added by another effect, all of those conditions must also be fulfilled. - **8-3-2-3.** Conditions may be specified using [DON!! xX]. This condition is met when the number of DON!! cards given to this card is equal to or greater than the value of X. If there is a specific activation timing for the [DON!! xX] effect to activate, then even if the activation timing is met, the effect cannot be activated unless the other conditions for [DON!! xX] are also met at that time. - **8-3-2-4.** Conditions may be specified using [Your Turn]. This condition is met during your turn. - **8-3-2-5.** Conditions may be specified using [Opponent's Turn]. This condition is met during your opponent's turn. **8-3-3.** Effect text may include "if...". So long as that clause is not fulfilled, effects after the "if" clause will not be resolved. ### 8-4. Activation and Resolution **8-4-1.** To activate an effect, follow the procedure below: - **8-4-1-1.** If there are conditions for activation, those conditions must be met. The effect cannot be activated if the conditions are not met. - **8-4-1-2.** Specify the effect to be activated. If it is an effect of a card in your hand, reveal that card. - **8-4-1-3.** If there are activation costs required to activate that effect, determine the activation costs and pay all activation costs. - **8-4-1-4.** Activate the effect. - **8-4-1-5.** Resolve the effect. **8-4-2.** When activating the effect of an Event card, trash that Event card and carry out the specified effect. **8-4-3.** When the effect of a card in the Leader area, Character area, or Stage area is activated, carry out that effect. **8-4-4.** When "choose", "select", "up to" or another phrase indicating choice is included in the effect, the indicated cards, players, or other items are to be chosen when required to do so during the resolution of the skill. - **8-4-4-1.** When the number to be chosen is specified, the player must choose as many cards, players, or other items as they can, up to the number specified. However, if "up to" is specified, the player may also choose 0. - **8-4-4-2.** When the items to be chosen are unrevealed cards in a secret area, and the choice requires information from the card, players cannot guarantee that the chosen card meets the required conditions. Thus, a player can decide not to choose a card from a secret area, even if it may fulfill the conditions. - **8-4-4-3.** When there are no specific instructions in the text for choosing a card, player, or other item, if the effect applies to a card, it indicates the card from which the effect originates. If the effect applies to a player, it indicates the player of that effect. - **8-4-4-4.** When choosing cards from the deck, check the cards' faces and choose the specified cards. **8-4-5.** Auto effects that activate when a card is moved from one area to another will only activate if the area the card is moved to is an open area. For example, this applies to cards with an [On K.O.] effect. **8-4-6.** When an effect is activated, it is activated and resolved taking into account any continuous effects that were resolved before it, as well as any valid permanent effects. ### 8-5. Card Activation and Effect Activation **8-5-1.** Card activation and effect activation are different. **8-5-2.** Card activation refers to using an Event card from your hand. **8-5-3.** Effect activation refers to activating the effect of a card. **8-5-4.** For example, when a card reads "when you activate an Event", it is referring to card activation. ### 8-6. Order of Effect Resolution **8-6-1.** When the activation timing of card effects of both the turn player and non-turn player is fulfilled at the same time, the turn player will resolve their effect first. If, in so doing, the activation timing of another card effect of the turn player is fulfilled, the non-turn player will first resolve their card effect for which the activation timing has been fulfilled. After that, the turn player will resolve their card effect. - **8-6-1-1.** If the activation timing of effects A and B of the turn player are fulfilled at the same time, and effect A is resolved first, thereby fulfilling the activation timing of effect C, effect C can be resolved following the resolution of effect B. **8-6-2.** If the activation timing of an effect is fulfilled during damage processing, the effect can be activated after all damage processing has been resolved. - **8-6-2-1.** If a Life card that is checked during damage processing has [Trigger], you can temporarily suspend the damaging processing, reveal the card with [Trigger] and activate that [Trigger] effect instead of adding it to your hand. **8-6-3.** If the activation timing of an effect is fulfilled by activating a card or activating an effect, the effect can be activated after the resolution of the effect of the previously activated card. --- ## 9. Rule Processing ### 9-1. Fundamental Rule Processing **9-1-1.** Rule processing refers to processing that is automatically carried out according to the rules when specific events have occurred or are occurring during the game. **9-1-2.** Rule processing is immediately resolved when the corresponding event occurs, even if other actions are in the process of being carried out. ### 9-2. Defeat Judgment Processing **9-2-1.** At the point when rule processing begins, if any player fulfills any of the defeat conditions below, all of those players lose the game. - **9-2-1-1.** If either player's Leader takes damage when that player has 0 Life cards, that player has fulfilled the defeat conditions for the game. - **9-2-1-2.** If either player has 0 cards in their deck, that player has fulfilled the defeat conditions for the game. --- ## 10. Keyword Effects and Keywords ### 10-1. Keyword Effects #### 10-1-1. [Rush] **10-1-1-1.** [Rush] is a keyword effect that allows a Character card to attack during the same turn in which it is played. #### 10-1-2. [Double Attack] **10-1-2-1.** [Double Attack] is a keyword effect that, when damage is dealt to the opponent Leader's Life by an attack from a card that has this effect, causes 2 damage to be dealt to the Leader's Life instead of 1. #### 10-1-3. [Banish] **10-1-3-1.** [Banish] is a keyword effect that, when damage is dealt to the opponent Leader's Life by an attack from a card that has this effect, causes a card in the opponent's Life area to be trashed instead of being added to their hand. At this time, the [Trigger] is not activated. #### 10-1-4. [Blocker] **10-1-4-1.** [Blocker] is a keyword effect with an activation timing that is fulfilled when one of your other cards is being attacked, allowing you to activate it by resting this card during the Block Step. The [Blocker] card takes the place of the card being attacked. #### 10-1-5. [Trigger] **10-1-5-1.** [Trigger] is a keyword effect that, on taking damage when there is a card in your Life area with [Trigger], allows you to reveal that card and activate its [Trigger], instead of adding the card to your hand. **10-1-5-2.** You can also choose not to activate the [Trigger]. In such a case, add the card to your hand without revealing it. **10-1-5-3.** If you take damage and activate a [Trigger], the card whose [Trigger] is being activated itself does not belong in any area while that [Trigger] is being activated. After finishing processing that activated [Trigger] effect, trash that card unless otherwise specified. #### 10-1-6. [Rush: Character] **10-1-6-1.** [Rush: Character] is a keyword effect that allows a Character card to attack the opponent's Character cards on the turn the [Rush: Character] card was played. #### 10-1-7. [Unblockable] **10-1-7-1.** [Unblockable] is a keyword effect that prevents the opponent from activating [Blocker] when attacked by a card with this effect. In other words, this card cannot be blocked by the opponent. ### 10-2. Keywords #### 10-2-1. K.O. **10-2-1-1.** "K.O." is a keyword that refers to a Character card being trashed on losing a battle, or a Character card being trashed due to a card's effect. **10-2-1-2.** As an instruction, "K.O." means to place a Character card from the Character area into the owner of that card's trash. **10-2-1-3.** [On K.O.] and effects that read "cannot be K.O.'d" or similar are only valid when the card is K.O.'d by an effect or due to the result of a battle. If a Character card is trashed due to some other method, it is not treated as "K.O.'d". #### 10-2-2. [Activate: Main] **10-2-2-1.** [Activate: Main] is a keyword indicating an effect can be activated during the Main Phase, except when in battle. #### 10-2-3. [Main] **10-2-3-1.** [Main] is a keyword exclusively found on Event cards that can only be used during the Main Phase, except in battle. It indicates that an effect can be activated by using an Event card during the Main Phase, except in battle. - **10-2-3-1-1.** As an exception, [Trigger] and other effects may also allow [Main] to be activated in certain situations. #### 10-2-4. [Counter] **10-2-4-1.** [Counter] is a keyword exclusively found on Event cards that can only be used during your opponent's Counter Step. It indicates that an effect can be activated by using an Event card during the Counter Step. - **10-2-4-1-1.** As an exception, [Trigger] and other effects may also allow [Counter] to be activated in certain situations. - **10-2-4-1-2.** [Counter] cannot be activated by effects unless the effect indicates "activate [Counter]". #### 10-2-5. [When Attacking] **10-2-5-1.** [When Attacking] is a keyword indicating that the activation timing is fulfilled and an effect activates when you declare an attack during your Attack Step (see 7-1-1.). #### 10-2-6. [On Play] **10-2-6-1.** [On Play] is a keyword indicating that the activation timing is fulfilled and an effect activates when the card is played. #### 10-2-7. [End of Your Turn] **10-2-7-1.** [End of Your Turn] is a keyword indicating that the activation timing is fulfilled and an effect activates at the End Phase of your turn (see 6-6-1-1.). #### 10-2-8. [End of Your Opponent's Turn] **10-2-8-1.** [End of Your Opponent's Turn] is a keyword indicating that the activation timing is fulfilled and an effect activates at the End Phase of your opponent's turn. #### 10-2-9. [DON!! xX] **10-2-9-1.** [DON!! xX] is a keyword indicating a condition that is satisfied when this card originally has no or less than X number of DON!! cards and is given DON!! cards such that the number of DON!! cards given to it is X or higher. #### 10-2-10. DON!! −X **10-2-10-1.** "DON!! −X" is a keyword indicating a condition requiring you to select a total number of DON!! cards equal to the value of X from your Leader area, Character area, and cost area, and return them to your DON!! deck. #### 10-2-11. [Your Turn] **10-2-11-1.** [Your Turn] is a keyword indicating a condition that is satisfied during your turn. #### 10-2-12. [Opponent's Turn] **10-2-12-1.** [Opponent's Turn] is a keyword indicating a condition that is satisfied during your opponent's turn. #### 10-2-13. [Once Per Turn] **10-2-13-1.** [Once Per Turn] is a keyword indicating an effect can only be activated and resolved once during that turn. **10-2-13-2.** Where there are multiple cards with the same effect, [Once Per Turn] effects can be activated and resolved once for each card. **10-2-13-3.** After a [Once Per Turn] effect has been resolved once, it cannot be activated again, even if the conditions can be met during that turn. In addition, that card's activation cost cannot be paid again during that turn. **10-2-13-4.** If a card is moved to another area after its [Once Per Turn] effect has been resolved once, if the card once again appears on the field, the [Once Per Turn] effect can be activated again because it is treated as a different card. (See 3-1-6.) **10-2-13-5.** If a [Once Per Turn] effect is activated and you become unable to pay the activation cost while in the process of paying that activation cost, you may not activate the [Once Per Turn] effect again even if the effect following that activation cost did not resolve as result (see 8-3-1-3.). #### 10-2-14. Trash **10-2-14-1.** "Trash" is a keyword indicating that a card is to be selected from the hand and placed in the trash. #### 10-2-15. [On Block] **10-2-15-1.** [On Block] is a keyword indicating that the activation timing is fulfilled and an effect activates during the Block Step when you have activated your [Blocker] (see 7-1-2-2.). #### 10-2-16. [On Your Opponent's Attack] **10-2-16-1.** [On Your Opponent's Attack] is a keyword indicating that the activation timing is fulfilled when your opponent has declared an attack during their Attack Step (see 7-1-1.), and an effect activates after your opponent's [When Attacking] and other Attack Step effects, if any, have been activated (see 7-1-1-3.). #### 10-2-17. [On K.O.] **10-2-17-1.** [On K.O.] is a keyword indicating that when the card is K.O.'d on the field, the activation timing is fulfilled and you should check whether the activation conditions have been met. If all the conditions have been met, the effect is activated on the field. After that, the Character card with the activated [On K.O.] effect is trashed, and the [On K.O.] effect is resolved while the card is in the trash. **10-2-17-2.** [On K.O.] is different from other auto effects because the Character card moves areas between the effect is activated and resolved. --- ## 11. Other ### 11-1. Infinite Loops **11-1-1.** When carrying out some processing, there may be occasions where an action can be or must be carried out infinitely. This is called an infinite loop, and one cycle of action from the start to the end of the loop is called a loop action. If such an event occurs, follow the procedure below. - **11-1-1-1.** If neither player can stop an infinite loop, the game ends in a draw. - **11-1-1-2.** If only one player has the choice to stop the infinite loop during the loop action, that player declares how many times they wish to carry out the loop action. Carry out the loop action that many times and finish it at a timing when that player can choose to stop the infinite loop. The player cannot choose to restart the loop even if the game is in exactly the same state (all cards in all areas are the same) as before the loop unless they are forced to do so. - **11-1-1-3.** If both players have the choice to stop the infinite loop during the loop action, the turn player first decides how many times they wish to carry out the loop action. Next, the non-turn player decides how many times they wish to carry out the loop action. Carry out the loop action the fewer of these two times and finish it at a timing when the player who chose the fewer of these two times can choose to stop the infinite loop. The players cannot choose to restart the loop even if the game is in exactly the same state (all cards in all areas are the same) as before the loop unless they are forced to do so. ### 11-2. Revealing Cards **11-2-1.** When a card is required to be moved from one secret area to another secret area, such as "Add Monkey.D.Luffy from your deck to your hand", the card being moved must always be revealed, even if there are no instructions to reveal it. **11-2-2.** When a card in a secret area is revealed by a card's effect or cost, the card is set as unrevealed after that card's effect or cost is resolved. ### 11-3. Viewing Secret Areas **11-3-1.** Some effects enable players to look at secret areas. Unless otherwise specified by the card, such effects apply only to the player of that effect. **11-3-2.** Cards remain in their original areas while being looked at. **11-3-3.** After looking at cards in secret areas, if there is nothing in the card text regarding actions to be taken in reference to the cards that were looked at, those cards must be returned to their original area in their original state. ## Glossary # Glossary Source: submodules/one-piece/.agents/skills/op-rules/references/glossary.md --- Local source: submodules/one-piece/.agents/skills/op-rules/references/glossary.md Publisher's current source: [Bandai](https://en.onepiece-cardgame.com/pdf/rule_comprehensive.pdf?20260828=) (local copy: 1.2.0) # One Piece Glossary Load this file before rules-facing One Piece work. Use these terms in player-facing copy, tests, and implementation notes unless the codebase has an established narrower type name. ## Core Objects - Leader: The Leader card in the Leader area. Leader damage and Life determine defeat. - Character: A card in the Character area. Characters can attack and be attacked while rested. - Event: A one-shot card activated from hand by paying cost, then trashed. - Stage: A persistent card in the Stage area. - DON!! card: The resource card used to pay costs and increase power when given to a Leader or Character. ## Areas - Deck: The main deck. Having 0 cards in deck is a defeat condition. - DON!! deck: The separate DON!! card deck. - Hand: A private area. - Trash: The discard area. - Leader area: Open area containing the Leader card. - Character area: Open area containing Characters. The default maximum is 5 Characters. - Stage area: Open area containing a Stage. The default maximum is 1 Stage. - Cost area: Open area where DON!! cards are placed and rested to pay costs. - Life area: Secret area containing Life cards for the Leader. ## State And Turn Terms - Turn player: The player whose turn it is. - Non-turn player: The other player. - Active: Upright state. - Rested: Sideways state. - Refresh Phase: Phase that returns given DON!! to the cost area rested, then sets rested cards active. - Draw Phase: Phase where the turn player draws. - DON!! Phase: Phase where DON!! cards are placed from the DON!! deck into the cost area. - Main Phase: Phase where the turn player may play cards, activate effects, give DON!!, and battle. - End Phase: Phase where end-of-turn effects and cleanup happen. ## Combat And Damage - Battle: The attack process from Attack Step through End of the Battle. - Attack Step: Attacker rests and chooses a legal target. - Block Step: Defending player may activate [Blocker]. - Counter Step: Defending player may use Counter effects to increase power for the battle. - Damage Step: Compare power and apply Leader or Character damage. - Damage processing: Procedure for adding Life to hand or activating [Trigger]. - Life: Cards set aside from the deck at setup. If a Leader would take damage with 0 Life, that player is defeated. - Power: The value used to compare battle outcomes. - Counter: A Character counter value or Event [Counter] usable during the Counter Step. ## Keywords - [Rush]: Character can attack the turn it is played. - [Double Attack]: Damage to Leader Life from this attack is 2 instead of 1. - [Banish]: Life damaged by this attack is trashed instead of added to hand, and [Trigger] does not activate. - [Blocker]: During the Block Step, rest this card to make it the attack target. - [Trigger]: Optional effect that may activate when the card is added from Life to hand due to damage. - [Rush: Character]: Character can attack opposing Characters the turn it is played. - [Unblockable]: Opponent cannot activate [Blocker] against this attack. - [Main]: Activation timing during the Main Phase. - [Counter]: Event timing usable during the opponent's Counter Step. - [DON!! xX]: Condition requiring at least X DON!! cards given to the card. - DON!! -X: Cost or condition returning X DON!! cards from Leader, Character, or cost area to the DON!! deck. - [On Play]: Timing when the card is played. - [When Attacking]: Timing when the card attacks. - [On Block]: Timing when the player activates [Blocker]. ## Errata & Rulings # Errata & Rulings Status: not tracked in the tcg-engines repository. No One Piece errata text is tracked in this export. Official rule updates and card-text errata: https://en.onepiece-cardgame.com/rules/. ## One Piece Organized Play Tournament Rules Manual # One Piece Organized Play Tournament Rules Manual Source: submodules/one-piece/.agents/skills/op-rules/references/tournament-policy (1 tournament-policy files) --- Local source: submodules/one-piece/.agents/skills/op-rules/references/tournament-policy/tournament-rules-manual.md Publisher document: [Bandai](https://en.onepiece-cardgame.com/pdf/tournament_rules_manual.pdf) Last Updated: October 17, 2025 BANDAI ORGANIZED PLAY One Piece Card Game Tournament Rules Manual The Bandai Organized Play Tournament Rules Manual outlines the requirements of all participants – players, judges, spectators, tournament organizers, etc., at any Bandai Organized Play event for the One Piece Card Game. All participants are expected to read, understand, and obey the rules contained within this document to the best of their ability and ask questions of a tournament official if anything is unclear. This ensures smooth operation of events and a satisfying experience for all participants, regardless of playing experience. The Tournament Rules Manual and other associated organized play documents help to maintain fairness and integrity at events, ensuring that Bandai events are consistently run to the same high standards. Participants will always know what to expect at any Bandai Organized Play event. Participants who behave in a way that damages the fairness and integrity of an event may receive penalties from judges or tournament officials, or face consequences from Bandai. If you have any questions regarding the Tournament Rules Manual, contact us at BANDAI_globalop@carddass.com. 1 Table of Contents 1.0 Event Participants .............................................................................................................................. 5 1.1 Players ..................................................................................................................................... 5 1.2 Ineligible Participants .............................................................................................................. 5 1.3 Head Judge .............................................................................................................................. 6 1.4 Floor Judge .............................................................................................................................. 6 1.5 Tournament Organizer ............................................................................................................ 8 1.6 Scorekeeper............................................................................................................................. 8 1.7 Spectators................................................................................................................................ 9 1.8 Media ...................................................................................................................................... 9 2.0 Player Requirements ......................................................................................................................... 9 2.1 Bandai TCG+ .................................................................................................................................. 9 2.2 Convention Events ....................................................................................................................... 10 2.3 Government Identification .......................................................................................................... 10 2.4 Tournament Materials ................................................................................................................. 10 2.4.1 Cards......................................................................................................................................... 11 2.4.2 Sleeves ...................................................................................................................................... 11 2.4.3 Pen............................................................................................................................................ 12 2.4.4 Supplementary Objects ............................................................................................................ 12 2.4.5 Playmats ................................................................................................................................... 12 2.5 Player Knowledge ........................................................................................................................ 12 2.6 Player Behavior............................................................................................................................ 12 2.7 Player Communication ................................................................................................................ 13 3.0 Tournament Information ................................................................................................................. 13 3.1 Health and Safety Considerations ................................................................................................ 13 3.2 Tournament Levels ...................................................................................................................... 14 3.3 Tournament Formats ................................................................................................................... 14 3.4 Tournament Structure ................................................................................................................. 14 3.4.1 Single-Elimination ..................................................................................................................... 15 3.4.2 Swiss ......................................................................................................................................... 15 3.4.3 Swiss + Single Elimination Top Cut Finals.................................................................................. 16 3.5 Match Structure........................................................................................................................... 16 3.6 Number of Rounds ...................................................................................................................... 17 3.7 Publishing Tournament Information............................................................................................ 17 3.8 Stream Broadcasts of Match Play ................................................................................................ 18 2 3.9 Reporting Tournament Results .................................................................................................... 18 4.0 Tournament Play ............................................................................................................................. 18 4.1 Gamesmanship ............................................................................................................................ 18 4.2 Tournament Registration............................................................................................................. 18 4.3 Special Assistance ........................................................................................................................ 19 4.4 Deck List Submission.................................................................................................................... 19 4.5 Shuffling....................................................................................................................................... 19 4.6 Determining Starting Player ......................................................................................................... 20 4.7 Game Area Layout ....................................................................................................................... 20 4.8 Note Taking ................................................................................................................................. 21 4.9 Official Errata Document ............................................................................................................. 21 4.10 Game State ................................................................................................................................ 21 4.11 Public Knowledge ...................................................................................................................... 22 4.12 Private Knowledge ..................................................................................................................... 22 4.13 Life Area / Hand / Deck Verification .......................................................................................... 23 4.14 Appeals ...................................................................................................................................... 23 4.15 Conceding a Game or Match...................................................................................................... 23 4.17 Random Outcome...................................................................................................................... 23 4.18 Intentional Draws ...................................................................................................................... 23 5.0 Reporting Match Results ................................................................................................................. 24 5.1 Reporting the Match Result ......................................................................................................... 24 5.2 End of Round Procedures ............................................................................................................ 24 5.3 Match Pairings ............................................................................................................................. 25 5.4 Tie Breakers and Calculating Final Placement ............................................................................. 26 5.5 Earning Invitations or Byes .......................................................................................................... 27 6.0 Dropping Out ................................................................................................................................... 27 7.0 Tournament Penalties ..................................................................................................................... 27 7.1 Determining an Infraction............................................................................................................ 27 7.2 Types of Penalties ........................................................................................................................ 28 7.3 Assigning Penalties ...................................................................................................................... 29 7.4 Examples of Infractions ............................................................................................................... 30 7.4.1 Game Play Error ........................................................................................................................ 30 7.4.2 Event Errors .............................................................................................................................. 31 7.4.3 Unsportsmanlike Conduct ........................................................................................................ 34 8.0 Online Event Supplement ................................................................................................................ 38 8.1 Online Software ........................................................................................................................... 38 3 8.2 Tournament Guidelines ............................................................................................................... 38 8.3 Deck Registration......................................................................................................................... 38 8.4 Player Setup................................................................................................................................. 38 4 1.0 Event Participants In this Tournament Rules Manual, players, spectators, judges, organizers, media, etc., are collectively defined as event participants. All event participants must conduct themselves in a sensible manner in the event area, venue, and outside the venue. All participants must act so the event can operate fairly, and work to make the event a satisfying experience for all involved. All event participants must understand and honor these rules. In the event of a serious offense, the tournament organizer retains the right to eject offender(s) from the venue. 1.1 Players To participate in official Bandai events, players are required to register for Bandai TCG+ account. If you do not have one, you can register here: https://www.bandai-tcg-plus.com/ Players may not register for more than 1 Bandai TCG+ account. You should ensure the information associated with your Bandai TCG+ account remains up to date. Players must remain in good standing in order to participate in Bandai Organized Play events. To remain in good standing, you must adhere to all responsibilities outlined in this and all other official documents. Players have the following responsibilities: • To understand the rules and standards of player behavior; • To not engage in unsportsmanlike conduct; • To have read and understood: o the latest version of the Comprehensive Rules, Official Rule Manual, and Q&A documents located at https://en.onepiece-cardgame.com/rules/ o as well as carefully reading and understanding the cards contained within their deck; • To legibly complete a deck list form and submit it when required; • To communicate clearly with opponents, judges and tournament staff, announcing and responding to timing and effect activations and reporting their completed match results immediately after finishing; • To follow the announced starting time and time limits; • To not conduct illegal activity; • To notify judges if they witness rule violations; • To co-operate with judges so that events can be run smoothly; • To call a judge if they are: concerned about a rule or game policy; offered a bribe; asked to bet on a match; asked to forge match results or if they see a contradiction in match results. Players should not call judges in an attempt to gain an unfair advantage, or to seek penalties against other players, or to misrepresent the game state. 1.2 Ineligible Participants Any tournament official associated with or working an event cannot play in that specific event. This includes, but is not limited to: Tournament Organizers; Store Owners; Judges on staff and Scorekeepers. Players who have been suspended from Bandai Organized Play may not play, judge or act as event staff in official events. 5 Players who have been banned by Tournament Organizers or stores cannot participate in official events hosted by that Tournament Organizer or store. 1.3 Head Judge The Head Judge oversees the tournament and the rest of the Judge staff. There can only be one Head Judge for official Bandai Organized Play events. If there is only one Judge on staff for a tournament, that Judge assumes the role of Head Judge. Otherwise, the Head Judge will be selected from amongst the available Judges by the Tournament Organizer. It is recommended a Level 2 Judge is selected as Head Judge for Championship-level events. The Head Judge has the right to make final decisions regarding card interpretations, game play rulings and appeals at events. Fundamentally, a head judge’s rulings will not be overturned during the event. The Head Judge has the following responsibilities: • To familiarize themselves with and properly enforce current and correct rulings; • To ensure players take appropriate action when they violate the rules of the game or event, whether intentionally or not; • To deliver the final ruling in all instances, including overruling the decisions of floor judges, on appeal, if necessary; • To assign tasks to floor judges as the situation arises; • To be physically present and available during the event to ensure event issues and appeals are answered promptly. • To act as a mentor for the event’s judge staff. It is beneficial for judges to receive feedback and evaluation throughout events to enable the judge staff to continue to develop. • In the event of a disqualification or suspension, the Head Judge is responsible for submitting an accurate report of the event to Bandai Organized Play and the Tournament Organizer. This report needs to detail the factors leading to the decision to disqualify the player. If the Head Judge is unable to execute their duties for a given period, they may temporarily transfer their responsibilities to another judge. The tournament / event organizer may also act in place of the Head Judge in situations where not doing so would damage the integrity of the event. The Head Judge has the authority to disqualify participants deemed detrimental to the event’s smooth operation, and can eject them from the venue with the consent of the tournament / event organizer. 1.4 Floor Judge Floor Judges are responsible for monitoring the tournament floor, answering rulings questions from participants, correcting illegal plays, resolving player disputes, performing deck checks, handling pairing sheets and match result slips, and any other tasks the Head Judge or Tournament Organizer may assign. Judges are expected to be fair, friendly and firm while staffing an event, and to abide by the Judge Code of Conduct at all times. Judges are always expected to encourage good sporting behavior from participants. While judging, Judges should be professional, and try to avoid excessive socializing with other judges or event participants, and not engage in other activities that may distract them from the tournament. Unless answering a Judge call or correcting a rule or game violation, Judges should refrain from conversing with players engaged in tournament match play. Judges may not wear judge shirts when they are not officially rostered on as judge staff for an event. 6 Judges should adhere to the responsibilities assigned to them on the floor and as members of a specialized team such as Decks or Stream. They should be prepared to assist other judges in assigned tasks. • Judges are responsible for staying current with new rulings, policies and new cards as they are released. • Judges should constantly observe the event, maintaining the cleanliness and attractiveness of the tournament area by removing trash, pushing in chairs, straightening tables and adjusting table numbers. • Judges should actively walk the tournament floor and observe matches. Judges are required to step in if they observe rule or game play violations. Judges do not need to wait for players to call a Judge. • Judges are responsible for ensuring players are not disadvantaged due to time lost as a result of providing a judge ruling, completing a deck check, or issuing a penalty. Judges may issue time extensions of a length appropriate to the time taken to resolve the issue. The extra time allotted must be clearly communicated to both players and recorded immediately by a judge using the method deemed appropriate by the head judge and Tournament Organizer. • Judges should not coach players or reveal private knowledge when responding to questions. • Judges should answer questions, if relevant to the current game state, about: o Game mechanics; o Card text; o If certain plays are legal; Judges do not need to wait for players to attempt an action in order to answer any of the above questions, and should not instruct players to play on before answering their question. • Judges should not answer in a way that: o Provides players with strategic advice; o Instructs players on how best to play their cards; o Reveals private knowledge; o Involves discussing cards not part of the current game state. When a player requests a Judge, the Judge should: • Approach the table • Listen to the question carefully • Ask for additional information if necessary, discussing with all players involved • Make a decision • Issue the ruling • Give a time extension, if warranted, which needs to be communicated to the Scorekeeper • Players may appeal a ruling made by a Floor Judge. If either player wishes to appeal, the Floor Judge should notify the Head Judge immediately Unless answering a judge call or reviewing a game in progress, judges should refrain from conversing with players engaged in a match. This avoids distracting players unnecessarily, or creating an impression of favoritism. 1.5 Tournament Organizer Tournament Organizers (TOs) are the people responsible for arranging and running events. 7 Tournament Organizers are responsible for the following tasks: • Securing a clean and safe venue with enough space for the event to take place; • Ensuring their venue setup abides by current health and safety guidelines set by local officials; • Announcing the event as early as possible in advance, and actively promoting it; • Selecting the tournament format and establishing the structure of the tournament; • Gathering enough staff to manage the event; • Supplying necessary materials for event organization; • Reporting the event results to Bandai, with any other requested information. The Tournament Organizer is responsible for notifying players of the following information: • Covid-19 safety precautions • Tournament Type (Swiss, Single Elimination, Swiss + Single Elimination Top Cut, etc.) • Tournament Format (Standard, Draft, etc) • Time allocated per round • Number of Rounds (dependent on player numbers) • End of Round Procedures • Match Slip Submission (if applicable) • Top Cut Details • Prize Distribution • Tournament Staff Introductions • Any breaks scheduled during the event This information should be communicated at an appropriate time. The tournament format and type should be included in the event promotion so players can adequately prepare. The time per round, number of rounds, end of round procedures, top cut details, staff introductions and break information should be announced prior to the start of the first round in the players meeting. The Tournament Organizer is responsible for ensuring the tournament is run according to the rules and policies provided by Bandai, and must be present at the tournament while it is taking place. Official events are run online, at approved Carddass store venues or venues chosen by approved Premier Tournament Organizers. Tournament Organizers are permitted to maintain a list of players from previous tournaments and from Bandai TCG+, provided access to this information is restricted to the Tournament Organizer. Certain criteria must be met in order to run official Bandai events. Those interested in becoming a Tournament Organizer should email BANDAI_globalop@carddass.com. 1.6 Scorekeeper The Scorekeeper is responsible for creating accurate pairings and providing accurate tournament information throughout the event. The Scorekeeper is responsible for understanding the software utilized for organized play events, as well as all procedures relevant to scorekeeping an event. 1.7 Spectators Spectating at events is a privilege, not a right. A spectator must remain neutral while observing game play, and ensure their presence does not disrupt the event or other competitors. 8 • The Head Judge may limit or restrict spectating of events or feature matches at their discretion. Spectators must abide by the following rules: • Spectators must not speak to or communicate with players currently engaged in official match play; • Comments and questions regarding matches in progress must be made an appropriate distance from the match to prevent players from obtaining an advantage from overheard information or distractions. • If a spectator notices a violation of game rules, game state or Tournament Policy, they are required to alert a Judge immediately. • Spectators may be asked to move if their presence is distracting to players or impeding the smooth operation of an event. If a judge or tournament official instructs a spectator to move, they must obey. Any disruption caused by spectators will result in penalties for the player or players the spectator is associated with. 1.8 Media Members of the media who wish to attend Bandai Organized Play events in order to create written, photographic, audio, or video content must follow these rules: • Contact the Tournament Organizer in advance of the event for permission; • Media representatives must be prepared to provide evidence of their association with a news outlet in the gaming industry prior to the event starting; • Members of the media are responsible for knowing and complying with any applicable laws concerning privacy of attendees, and must obtain their own written releases from impacted participants at an event; • Members of the media assume liability for all of their equipment and employees; • Members of the media must abide by the same rules set for spectators, and must obey the instructions of tournament officials and Bandai employees. 2.0 Player Requirements 2.1 Bandai TCG+ The Bandai TCG+ is the official player registration system used by Bandai (replacing BCC ID). Players can search and apply for nearby events, as well as see their matchups and enter a result for their match during an event. Registration for Bandai Namco ID is required to register on TCG+. If players have questions about TCG+, please submit your enquires here: https://global.carddass.com/inquiry.php How to Register 1. Register for a BANDAI NAMCO ID (BNID) • Sign-up / Log-in for BANDAI NAMCO ID | https://www.bandainamcoid.com/portal/top Minors (defined as people who are not yet adults as determined by applicable laws of their country/region of residence) must check these Terms with their legal representative (parental guardian, etc.) and shall only register with the consent of their legal representative, or shall register together with their legal representative. 9 Players are responsible for ensuring their contact information is kept up to date, as well as confirming that event participation details are correct. 2. Register for TCG+ using BNID For Corporate Members • Sign-up / Log-in for Bandai TCG+ | https://distributor.bandai-tcg-plus.com/#/ Should you have any inquiries regarding TCG+, please contact with your distributor. For Players • Sign-up / Log-in for Bandai TCG+ | https://www.bandai-tcg-plus.com/ • App Store - Download iOS version • Google Play - Download Android version 2.2 Convention Events Tournaments held at conventions may require a convention attendee badge in order to participate. It is the responsibility of the player to ensure they have a valid convention badge. 2.3 Government Identification Players must provide personal photo identification if asked to do so by tournament officials. School ID cards, state ID cards, driver licenses, passports and birth certificates (for players under the age of 18) are acceptable forms of photo identification. Valid photo identification is required at all events with an age limit or invitational structure. You may contact the Tournament Organizer ahead of time if you have concerns about providing identification. 2.4 Tournament Materials Players must bring a tournament legal deck, sleeved in opaque sleeves, to constructed events. A tournament legal deck consists of: • Leader card: 1 card • Deck: A total of 50 cards, made up of Character cards, Event cards and Stage cards. • Only cards of a color included on the Leader card can be included in a deck. Cards of a color not included on the Leader card cannot be added to a deck. A deck can contain no more than 4 cards with the same card number. • DON!! deck: A total of 10 DON!! cards. No more than four copies of the same card can be included in a deck. No side decks are permitted. Ensure you bring extra card sleeves, a pen to complete match result slips, and any additional dice, power counters or tokens your deck or gameplay may require. In addition to tournament materials, you must bring appropriate entry fees (if any) or proof of pre- registration, your Bandai TCG+ account and personal identification. You may also be required to provide a legible, completed deck list. Players are expected to abide by all health and safety requirements set by the tournament organizer, which may include wearing a mask for the duration of the event. 2.4.1 Cards 10 Only appropriate cards created by Bandai Co., Ltd., or those recognized by Bandai Co., Ltd. may be used at events. Cards that have been marked, painted, stamped, graded/“slabbed”, or otherwise altered in any way are forbidden and cannot be used in official events. Cards that have been signed or otherwise written on their front face may be used, provided the writing does not obstruct play. For example, cards that have their text excessively obscured, or that have inappropriate content written on them, may not be used. If using a card that has been signed or written on the player must also have another copy of the card (outside of the deck for substitution or presentation to opponent). ** Some tournaments may require the use of cards with the same card number that have not been written on in some matches, such as final rounds. Cards should be sleeved in opaque sleeves. Cards that are damaged (creased or bent) may not be used if this difference can be felt through a sleeve. Gameplay information printed on cards cannot be obstructed in any way. Cards must always be readable to the owner, judges and the opponent. Players in North America, Latin America, and Oceania must use English language cards for their Leader Card and Main Deck at all tournament events. Players in Europe must use English and/or French language for their Leader Card and Main Deck at all tournament events. All officially distributed DON!! cards in any language may be used in all levels of official tournament events. Card Legality Official card sets published by Bandai are legal for Tournament play at level 2 and 3 events 7 days after official release date. Official card sets published by Bandai are legal for Tournament play at level 1 events on release date (including pre-release date). Official promotional cards which have new card numbers are legal for Tournament Play at level 2 and 3 events 7 days after the first event in which the card was released. Official promotional cards which have new card numbers are legal for Tournament Play at level 1 events on the day of release. Exceptions include cards with the same card number as previously released versions. Sleeves Players must use sleeves to protect their cards during the course of a tournament. All sleeves in the Main Deck must be opaque, identical in terms of color, wear and design, and all cards must be placed into sleeves in the same direction and manner. Leader cards, as well as DON!! cards, must be sleeved or unsleeved in a way that differentiates those cards from the main deck. Players are not allowed to place any other cards or printed materials inside sleeves. Players must use sleeves that comply with the regulations for each tournament (some tournaments may require the use of sleeves specified by the tournament organizer) • You may have only one card in each sleeve. You may not have anything but that card in the 11 sleeve. • Players may use up to two sleeves per card to maintain the condition of their cards. If judges deem the type of sleeves used excessive, or that the sleeves used allow cards to be distinguished from one another, a player may be instructed to change sleeves or remove them. • Players must sleeve all cards in an identical way. • Players are not allowed to use sleeves that obstruct the front of the card. • Sleeves with reflective backs or holographic fronts are not allowed. • Sleeves with artwork on the backs, provided all sleeves are identical and are of a non- offensive nature, are allowed. • SOUND LOADER (Sound Loader: A card loader that plays BGM and sound effects) cannot be used in official events as a general rule. Players are responsible for ensuring that cards and sleeves are indistinguishable from each other for the duration of the tournament. Cards that can be identified without looking at their face, via damage, discoloration, wear, or other elements, are considered distinguishable. Sleeves with excessive wear, noticeable patterns, factory defects or other markings will be considered marked. Penalties may be applied. Players can request a judge check their opponent’s sleeves during a match. Judges may forbid the use of sleeves or enforce changing sleeves. The head judge has the final authority when making judgement about whether cards are distinguishable from one another. Players should bring additional sleeves to replace any sleeves that become damaged, worn or marked over the course of the tournament. 2.4.2 Pen Players should bring a pen to complete Match Result slips at Championship series events (if applicable). Notes may not be taken by players. 2.4.3 Supplementary Objects Players are allowed to use small supplementary objects to track changes to public information such as cards, tokens, and targets. Objects that make it difficult to tell how many cards are in a given area, completely cover cards, or otherwise make it difficult to clearly track game state are not allowed. Players are not allowed to use their own sleeves, sleeves with designs that resemble card backs, or face-down cards as supplementary objects. Players may not use custom cards. Dice must be unweighted, with clear markings. Dice that could damage cards or other tournament property, or contain offensive text or images may not be used. Counters and Tokens must be items that cannot be confused with other game elements. 2.4.4 Playmats Playmats are not required for tournament play. If you elect to use a playmat, it must fit within the play space allotted to you. Playmats that contain offensive text or images cannot be used. Playmat images should be appropriate for a family-friendly tournament environment. 2.5 Player Knowledge Players will have a better tournament experience if they are fully prepared. Prepare by undertaking the following actions prior to the event: 12 • Carefully read and understand the cards contained within your deck; • Read and understand the latest version of the rule manual and FAQs (https://en.onepiece-cardgame.com/rules/; • Read and understand all Tournament Policy documents and any event FAQs. 2.6 Player Behavior The goal of Bandai Organized Play is to build a player community that promotes learning, honesty, fair play, diversity, equality, and general good sporting behavior. All players play a critical role in making this vision a reality. • Players are expected to be respectful and courteous to each other, and display good gamesmanship. Disputes should be handled in a calm manner and directions issued by tournament staff should be obeyed. Rude language, disruptive or disrespectful behavior, inappropriate clothing or supplies, unwarranted accusations, and/or disregard for the safety of others or the condition of the venue will not be tolerated. Players must abide by the expected standards of behavior. • Players must communicate clearly with judges, co-operating with all instructions and notifying judges if they witness rule violations. • Players must show up to a tournament and subsequent rounds on time, and report results immediately. • Players are responsible for checking their win/loss record and standings as pairings are posted, and should report any discrepancies immediately to event staff. • Players may not wear clothing with overly suggestive, rude or inappropriate messaging, and may not utilize accessories with rude messages or potentially offensive images. • Players may not use electronic devices during a match, including cell phones. Smart watches or similar items which can send or receive messages must have messaging features disabled during a match. Players requiring electronic devices for medical reasons should speak to the Head Judge prior to the start of a tournament. • Players may not place unrelated items to the game (phones, tablets, etc.) on the table. • Players may not wear headphones during a match. • Players may not eat or drink at tournament tables, including in between rounds. • Wagering or gambling on tournament results by anyone, including players, tournament staff and spectators, is strictly prohibited. • Selling goods or services in a tournament venue without the express permission of the Tournament Organizer is strictly prohibited. • Players must maintain a socially acceptable level of personal hygiene. 2.7 Player Communication Players are responsible for conveying accurate information at all times. Players are required to answer completely and honestly all questions that are relevant to maintaining an accurate game state, or matters of public knowledge. Players must clearly communicate their actions during game play, and ask questions of your opponent or a judge if unsure about a ruling or action. Players are required to immediately notify opponents (and a judge, if necessary) if an opponent fails to follow any game rules, including effects that may be played incorrectly. Players should not touch an opponent’s cards or other items without first asking permission. 13 Players should request the assistance of a judge at the time an issue occurs, rather than afterwards. Players should not retract or change moves once committed to them. Committing to a move includes, but is not limited to, verbally stating or announcing an action, or removing your hand from a card. If a verbal statement contradicts an action taken in the game, and the verbal statement is a legal action, the verbal statement overrules the action performed. Failure to follow these rules may result in penalties. Example: A player uses a card effect to search for a card in their deck. The player selects a card and reveals it to their opponent. The player cannot change their mind and search for something else instead. 3.0 Tournament Information 3.1 Health and Safety Considerations The health and well-being of our playing community is of paramount importance to us. Stores and tournament organizers should ensure that they are following all relevant advice by health authorities and government organizations. The following recommendations should be implemented by tournament organizers: • Players may be required to wear masks for the duration of an organized play event; • Hand sanitizer should be easily accessible to all players at an organized play event; • The usage of plastic table separators should be considered to minimize the risk of aerosol transmission, and consideration should be given to available air filtration systems; • Organizers should consider making gloves available to facilitate deck checks and shuffling by judges. As much as possible, players should minimize the handling of other people’s cards and decks. 3.2 Tournament Levels There are three levels of official tournament events within Bandai Organized Play. • Level 1 – Casual – This includes store organized play events, including constructed, draft, and pre-release events. • Level 2 – Competitive – This includes Store Championship events and other special events. • Level 3 – Professional – This includes the Championship Organized Play Series, which may comprise Treasure Cups, Regionals, Nationals and World Championship events. Level 1 Casual events are designed for casual play, and provide an environment for players with a focus on learning and fun. Rules and tournament policy are still important at this level, and should be enforced. In addition to enforcing rules and policy, judges and other tournament officials should educate players about mistakes so that correct game play actions can be learned. Level 2 Competitive and Level 3 Professional events are competitive and require the highest level of ruling and policy enforcement. 3.3 Tournament Formats There are a variety of approved tournament formats that Tournament Organizers may select from when registering a tournament. Tournament Format Definition 14 Constructed Players bring a tournament-legal deck to play in a constructed tournament. Sealed Players will receive specific event product during the players meeting, and will construct a legal deck from that product only. Draft Players will receive six booster packs from a booster box and will draft cards in pods of four. Following the draft, players will construct their deck from their drafted card pool. 3.4 Tournament Structure Tournament organizers may run events using single elimination or Swiss. Swiss + single elimination top cut finals are used for Level 3 Professional events. Tournament Structure Definition Single-Elimination Half of the registered players are eliminated after each round, with the losing players dropped from the event. The winners progress to the next round. This continues until one player remains, who is declared the overall winner. Swiss Rounds Players are paired according to their win / loss records. Players are not eliminated when they lose. Instead, they will be paired against players with similar win / loss records for the remaining rounds of the event. Players may choose to drop from Swiss events at any time by notifying the Scorekeeper prior to pairing of the following round. Swiss Rounds + Single Players are paired according to their win / loss records. Players Elimination Top Cut Finals are not eliminated when they lose. Instead, they will be paired against players with similar win / loss records for the remaining rounds of the event. Players may choose to drop from Swiss events at any time by notifying the Scorekeeper prior to pairing of the following round. Depending on the number of participating players, a set number of players will progress to the Finals once there is only one player remaining in Swiss with only wins recorded. Players are paired off in their final ranking order – 1 v 8, 2 v 7, 3 v 6, 4 v 5, etc., and proceed to elimination finals play. 3.4.1 Single-Elimination Single-Elimination tournaments determine the winner of the event by removing players from the tournament after they lose one match. The number of players in each round will be half the number of players in the preceding round. The tournament ends when one player is undefeated. That player is the winner of the event. Single-Elimination Events run as follows: • Round 1: Players are assigned seeds at random and paired up. If players have played qualifying rounds, their seeding is equal to their final placement in qualifying. The winner moves on to the next match, while the losing player is eliminated from the tournament. If the number of players enrolled in the event is not a power of 2, the highest-seeded players will receive byes. • Subsequent Rounds: Players continue to be paired along brackets, with the winner of a match moving on and the loser being eliminated. Ultimately, only two players will remain, with the winner of that Championship match becoming the winner of the tournament. 15 3.4.2 Swiss The objective of the Swiss pairing method is to determine a single winner by pairing players with similar match records against each other until there is only one undefeated player. Swiss Events run as follows: • Round 1: Players are paired randomly for the first round of play. Players receive 3 match points for winning, 1 match point for a draw, and 0 match points for losing. If there is an odd number of players, a player will receive a bye. If a player wins by default, they receive 3 match points. • Round 2: Players in the 1-0 (1 win) bracket are randomly paired against each other, while players in the 0-1 (1 loss) bracket are paired in the same manner. If there is an odd number of players, a player in the 1-0 bracket will be paired down with a random player in the 0-1 bracket that they have not played before. If this leaves an odd number of players with 0 wins, one player from that bracket will be assigned a bye. • Subsequent Rounds: Players continue to be paired randomly by their win-loss record until the specified number of rounds have concluded, or one undefeated player has been determined. 3.4.3 Swiss + Single Elimination Top Cut Finals This format allows tournament organizers to run a number of Swiss rounds appropriate for the number of players participating, after which the top-ranked players are seeded into Single- Elimination Finals brackets and play until only one player remains. That player is the winner of the tournament. Tournaments run using Swiss plus Single Elimination Top Cut Finals allow every player to participate in every round, while giving players without an undefeated record the opportunity to win the event. 3.5 Match Structure During a tournament, a match will include a set number of games. The player who wins the specified number of games wins the match. For Professional level events, Tournament Organizers should use a best-of-one game match format during qualifying rounds and Best-of-three match format for top cut. Online Standard Match Structure Best-of-one Game Match Number of game wins necessary: 1 Match Time: 35 minutes Extra Time: 5 minutes (for extra turns, etc.) Standard (Qualifying) Match Structure Best-of-one Game Match Number of game wins necessary: 1 Match Time: 30 minutes Extra Time: 5 minutes (for extra turns, etc.) Top Cut Finals Match Structure 16 Best-of-three Game Match Number of game wins necessary: 2 Match Time: 60 minutes Extra Time: 10 minutes (for extra turns, etc.) Championship Top 2 Match Structure Best-of-three Game Match Number of game wins necessary: 2 No time limit 3.6 Number of Rounds The number of rounds played in Swiss is based on the total number of players registered to play in the event. Once the number of players who have won all their matches is reduced to 1, the qualifying rounds end and final player placement is calculated. Tournament Organizers may not choose to deviate from the Tournament Rules Manual. Tournament Organizers may run events with no Top Cut, provided that information is advertised before the start of the event. Number of Participants Expected Number of Swiss Players Qualifying for Top Cut Rounds (if applicable) 4–8 3 rounds None 9 – 16 4 rounds Top 2 17 – 32 5 rounds Top 4 33 – 64 6 rounds Top 8 65 – 128 7 rounds Top 8 129 – 256 8 rounds Top 16 257 – 512 9 rounds Top 16 513 – 1024 10 rounds Top 32 1025-2048 11 rounds Top 32 Players added to an event after registration closes as late entries will not impact the number of Swiss rounds or top cut calculations. The number of Swiss rounds is designed, on a best-case basis, to have one undefeated player after the last round has completed. The number of rounds should be announced before the beginning of the first round; once announced, it cannot be changed. A variable number of rounds may be announced instead, with specific criteria provided for ending the event. Variable Rounds Announcement Example: A Championship Level event has 205 players registered. The Tournament Organizer may announce at the start of the event, “There are 205 players registered today, and we expect to play 6 to 8 rounds of qualifying. Qualifying rounds will end once there is one undefeated player left in the event, with only wins reported. At that point, qualifying will end and the Top 16 players progressing to Finals will be determined.” 3.7 Publishing Tournament Information Tournament Organizers, judges, players and spectators are free to publish details of play and / or results of a tournament, subject to applicable laws in the region where the event was held. Player deck lists may be published by the Tournament Organizer at any time once the event has 17 begun, provided that this information is publicly accessible, that all player data is published at the same time, and that publication of this data provides additional value to those attending or watching the event. Otherwise, this information should be kept confidential throughout the duration of the tournament. For all 2-day events which have a top-cut playoff and are streamed, deck lists for the top-cut players must be published and distributed to all participating top-cut players by end of day on day 1. Tournament Organizers must provide deck lists to the Bandai global organized play team as part of their event reporting. Bandai reserves the right to publish tournament information, including but not limited to deck lists, player reports, transcripts, audio and / or video recordings, awards, penalties or any other information related to the tournament. Attending a Bandai organized play event may lead to an attendee’s image and likeness being photographed or recorded by or on behalf of Bandai. By entering or remaining at Bandai organized play events, attendees grant Bandai, its premier tournament organizers, and approved media bodies to publish their name, image, likeness, deck list, methods of play, and written or oral statements in connection with any still photograph, live or recorded video display, or other transmission or reproduction of the event, in whole or in any part. 3.8 Stream Broadcasts of Match Play While attending Bandai organized play events, players may be instructed to play a feature match that will be broadcast to a large audience and / or to online viewers. Players must comply with the Tournament Organizer’s directions regarding match location. These matches may require additional equipment, including new card sleeves, the use of standardized play mats, apparel changes, or the use of noise-cancelling headphones. Players must abide by these considerations. It is not necessary that the stream casters are qualified judges. If a caster notices a violation of game rules, game state or Tournament Policy, they are required to notify a judge immediately. It is up to the judge to determine whether it is appropriate to intervene. Due to the nature of streamed matches and a desire to not regulate feature matches more stringently than other matches during qualifying Swiss rounds, players should be aware that penalties earned but not applied during a match may be applied later upon subsequent review. 3.9 Reporting Tournament Results It is the Tournament Organizer’s responsibility to report tournament results to Bandai within 48 hours of the tournament’s completion. 4.0 Tournament Play 4.1 Gamesmanship Players are expected to behave in a respectful and polite manner towards all tournament attendees. If you engage in unsporting conduct or behavior that endangers or detracts from the event, you may be penalized, up to and including disqualification and removal from the venue. 4.2 Tournament Registration Players need to register in order to participate in events. Check event information or contact the Tournament Organizer if you need more information on registration times. 18 To register, you’ll need government ID, your Bandai TCG+ account, and your pre-registration information or entry fee for the tournament. Registration forms may also be required. Make sure your registration form is completed in full before lining up for registration. 4.3 Special Assistance Players requiring special assistance at tournament events, including designated seating areas, accommodations for an aide or service animal, approval to use electronic devices, etc., should speak to the Head Judge and Tournament Organizer during the registration process. Players may also contact the Tournament Organizer ahead of time to best ensure needs can be met. 4.4 Deck List Submission Tournament Organizers may require deck lists to be submitted for local events, but only if the requirement is advertised prior to the start of the event. All Championship level events require deck lists. Players may not use decks with cards that differ from those included in their deck list. A fully completed deck list, legibly written or printed, must be submitted in order to compete. You may not use shorthand terms when writing out your deck list. Your deck list must include the card’s collector number and its full name to ensure a clear and accurate deck list. Players that fail to follow deck list rules may receive penalties. It is ultimately a player’s responsibility to ensure they accurately, clearly, and completely communicate the contents of their deck. Tournament Organizers should collect Deck Lists at the start of the player meeting or before Round 1 commences. Once a deck list has been submitted, it may not be altered or changed unless requested by a judge. The Tournament Organizer and / or Head Judge has the authority to check player decks (a “deck check”) to determine whether or not they are appropriate. Deck checks should be carried out by Floor Judges where possible. Deck checks should be performed at any time the tournament progresses from Swiss to single elimination, as well as randomly throughout Swiss rounds. Deck checks should be performed on at least 10 percent of decks over the course of the tournament. When performing deck checks, judges should assure the deck presented matches the submitted deck list. They should also assess the cards quality, sleeves quality, and the contents of the deck container presented (No cards/items that can be confused with game elements are allowed to be placed in the deck container). 4.5 Shuffling Decks must be shuffled thoroughly using accepted shuffling methods (riffle, Hindu, etc) in order to sufficiently randomize their contents. Both players must shuffle their decks in a manner that is visible to their opponents. This must be done at the start of every match, and whenever a game mechanic requires you to shuffle your deck. You cannot check or arrange any cards while shuffling. You may not pre-sort your deck without thoroughly shuffling afterwards. After players have shuffled their decks, it should be presented to the opponent to either cut (separating the deck into multiple, smaller piles which are then rearranged to form a single deck again) or shuffle. No additional randomization may be done to the deck after this. 19 When you present your deck to your opponent, you agree that you have sufficiently shuffled and randomized your deck contents, your deck is legal, and that it matches your submitted deck list registration form. Players are strongly encouraged to shuffle opponent’s decks at Level 3 Professional events. Sometimes, a player may carry out a shuffle in a way that seems suspicious. If you feel a player’s deck has not been sufficiently randomized; you may request a judge carry out a shuffle or observe your opponent shuffling. The judge will determine the necessary course of action. All shuffles, searches and acts of adding specific cards from your deck to your hand must be carried out in an expedient manner. Resolving card search and shuffle effects should take no longer than a minute from the activation of a power to its full resolution. A judge may penalize a player for the amount of time taken to resolve an action if deemed necessary. 4.6 Determining Starting Player After players have shuffled both of their decks thoroughly, players should use a random method to decide which player is the starting player. Players may roll a die, flip a coin, play Rock-Paper-Scissors, etc. The winner chooses who goes first. In all Top-Cut play-off and championship matches, the player with the higher standing after Swiss rounds will choose who goes first for the first game. In a best-of-three game match, the player who loses the preceding game chooses whether to go first in the next game. If a game loss has been awarded for the first game of a match, the starting player of the second game is determined randomly. 4.7 Game Area Layout While game mats are not required, players are responsible for placing all cards according to the layout established by the Game Area Play Sheet. Specific locations include: • Deck • DON!! deck • Hand • Trash • Leader area • Character area • Stage area • Cost area • Life area You may not create your own game area layout. It is possible to modify the layout to accommodate physical requirements. If you need to modify the game area layout, you must notify your opponent and ensure it is obvious to all tournament officials. 20 The position of cards must be maintained as they were originally placed on the game area, except when directed otherwise by a card effect. Each deck should be oriented in a north / south direction, with the short sides of the cards facing each player. Cards in a player’s Life Area must be spaced out in a way that ensures a player, their opponent, judges and tournament staff can see at a glance how many Life cards a player has remaining. The Life cards must be on the opposite side of the play area from the player’s deck and trash. Players should always play with both hands above the table. The cards in a player’s hand should show card backs or sleeves clearly visible to the opponent. Players are not allowed to play with their hands below the table or concealed from an opponent. Players should not place unused cards in a nearby location (inside clothing, in a deck case, on the table) during a match. Cards not registered on a deck list should be kept inside a bag or other inaccessible location during tournament play. If a card must be rotated to indicate a specific effect, it must be rotated to either 90 or 180 degrees. Players should not stack cards within their Life area in a way which obscures how many Life cards they have left. Do not move cards between areas unless a card effect directs you to do so. Avoid placing your hand close to other specified areas. 4.8 Note Taking Players are not allowed to take notes in official Bandai organized play events. Players should not have paper or other stationery not used for game purposes nearby during game play. You may consult a copy of your Deck List between matches (not in between games) to ensure you have restored your deck to the registered state. 4.9 Official Errata Document Players are allowed to have a printed copy of the official Bandai errata document nearby during game play to consult for information regarding the errata of certain cards. This document may not have any notes on the paper and the note taking policy also applies to this document. Judges and opponents may request to see the document during game play. 4.10 Game State Game state refers to all elements of the game – cards, life, deck, hand, trash, turns, phase, etc. Both players are responsible for maintaining the proper game state by clearly communicating with their opponent. Players are required to divulge any and all information that may be required to maintain a legal and correct game state. The game state can be damaged by illegal actions, missed triggers, etc.; rendering it either reparable, irreparable, or accepted. Whether or not a game state is reparable or irreparable will mean the difference between a Warning and a Game Loss. If both players can provide clear information and a judge is able to determine a way to fix or rewind the game state, it is reparable. The game should be repaired as far as possible and play should 21 continue. Sometimes, even if a game state has been damaged, it has happened too far back to easily and fully repair, and does not create a significant advantage for the player at fault. In this case, the game state is accepted by both players, and play will continue. • A game state can be considered reparable even if not every error can be rewound. • A game loss is not an appropriate penalty for a reparable game state, unless it is applied as a penalty for repeated previous infractions. • If both players share fault in an irreparable game state that should be awarded a game loss, determine which player is most at fault and penalize that player with a Game Loss. The opponent should receive a Warning. • Irreparable game states should not result in restarting a game or match. • If a player has damaged the game state due to an illegal action or missed auto, and gameplay can be rewound to the point of that illegal action, it will be rewound even if the opponent would gain an advantage from information that was previously Private Knowledge. 4.11 Public Knowledge The following information is considered to be public knowledge, unless a card effect states otherwise: • The number of cards in a player’s hand; • The number of cards in a player’s deck (this includes main and DON!! deck); • The number and names of cards in a player’s trash area; • The number of Life cards remaining; • Information printed on a specific card mentioned by name or otherwise clearly described; • Which cards have been played during the current turn. Players must answer questions involving the above topics truthfully. Players may not refuse to answer questions about information that is public. Lying about or refusing to answer questions about public knowledge may result in disqualification. 4.12 Private Knowledge The following information is considered private information, unless a card effect states otherwise: • The cards in the main deck; • What cards are in the Life area; • Which cards are in a player’s hand; • Which cards are in an opponent’s hand; • Which cards were played or activated during the previous turn, unless there is an active gameplay effect. Players may not answer questions about any game state information considered private knowledge. Giving false or misleading information about private knowledge, or intentionally revealing information considered private knowledge, may result in a disqualification penalty. 4.13 Life Area / Hand / Deck Verification With the exception of areas targeted by a search effect, you may not search any of your opponent’s private knowledge areas, such as hand, deck, or life area, unless you are directed to do so by a card 22 effect. Judges may not be asked to search or verify your opponent’s hand, deck or life area unless there is evidence your opponent may be cheating or that there may be a valid deck-related issue. 4.14 Appeals Players have the right to appeal rulings to the Head Judge of the tournament if they disagree with a floor judge’s ruling. Players may not appeal a floor judge’s ruling until after the floor judge has issued the ruling. Players must respectfully inform the floor judge that they wish to appeal the ruling issued. If you accept the floor judge’s ruling, you cannot ask to appeal that ruling later. The Head Judge’s ruling is final, and cannot be appealed. 4.15 Conceding a Game or Match Players may concede a game or match at any time up until the point that the game or match has concluded. Once a game or match has concluded, you may not concede or ‘give the win’ to an opponent. This means once a game or match result has been reached (win, lose, or draw), the result cannot be changed. Players who change the result of a game or match are guilty of Altering Game / Match Results and will be penalized appropriately. Players may not offer or accept any form of compensation in exchange for conceding a game or match. Players who concede in exchange for compensation are guilty of accepting bribery. Offering or accepting a bribe is against the Tournament Rules Manual policy and both players will be disqualified from the event. 4.17 Random Outcome Players or tournament officials may not randomly determine the outcome of a match by any means. Failing to observe this rule will result in disqualification from the event. 4.18 Intentional Draws Players are not allowed to intentionally declare a draw match, even with both players’ consent. If players are found to have agreed to an intentional draw, or play in a manner that means the outcome will result in a draw without trying their best to obtain a result, they will be subject to penalty. Matches cannot end in a draw, outside End of Round procedures. 5.0 Reporting Match Results 5.1 Reporting the Match Result Both players are responsible for accurately reporting the result of a match. Level 3 Professional events may provide printed match result slips for you to report match results. Other events may require you to verbally confirm the match result with the scorekeeper. The winner of each round is responsible for ensuring the round result is reported in a timely fashion following the conclusion of the match. The winner is responsible for submitting the match result via TCG+ or verbally reporting the results to the scorekeeper. Failure to do so in a timely manner may result in penalties. Players should consult a Tournament Official if they are unsure of the proper procedure for 23 reporting match results. Match results cannot be altered once they have been submitted. Players should verify the match result carefully before submitting it and, if a discrepancy is seen once reported, should be reported to the TO immediately. 5.2 End of Round Procedures Sometimes a match may not finish prior to time being called for the round. Both players are responsible for noting who is the active player when time is called. Players who need assistance with End of Round procedures should raise their hand and call for a judge. The judge should be notified the game is ongoing and whose turn it is. The judge should ensure both players understand the End of Round procedures, and may stay to supervise. If time is called while players are in between games, compare the number of games won by each player. If they have both won the same number of games, the match is declared a draw. If one player has won more games than the other, that player is declared the winner of the match. If time is called while players are in the middle of a game, the current game must have a decision of win, loss, or draw. To resolve the current game, players follow the following steps: 1. The player with the most game wins is declared the winner of the match. 2. If tied, the current active player plays out their turn. This is considered turn 0. Players play an additional three turns, with the current (active) player’s turn becoming turn 0. The second player’s turn will be considered turn 1, followed by the first player’s turn 2, and then back to the second player for the third and final turn 3. If neither player has won at the end of extra turns, the player with the highest number of Life cards wins. 4. The player with the higher number of cards remaining in their deck wins. 5. The player with more Characters in their Character area wins. 6. If both players have the same number of Characters in their Character area, the player who last removed a card from their Life area wins. A time limit of 5 minutes is applied to extra turns to ensure the ongoing smooth operation of the tournament event. A draw will be declared if time expires with no clear winner after performing the prior steps. If time expires during extra turns and the active player has a card attacking, complete the attack through the End of Battle. If time expires during extra turns and the active or non-active player has an effect which has activated but not resolved, complete that effect and any subsequent effects which occur due to that effect. Game play should be monitored by judges during this time. The guidelines for Slow Play should be strictly observed, and penalties handed out for any players found to be playing slowly. Single Elimination Rounds and Top Cut Finals Draws are not permitted during single-elimination rounds, including top cut finals. If there is a tie due to all players fulfilling loss conditions simultaneously, the current turn-player loses the game, and the opponent is declared the winner. If time is called while players are in between games, compare the number of games won by each 24 player. If one player has won more games than the other, that player is declared the winner of the match. If they have both won the same number of games, the match will continue by starting another game and proceed immediately to the steps below. When time is called while players are in the middle of a game, determine a winner of the match using the following steps: 1. The player with the most game wins is declared the winner of the match. 2. If tied, the current active player plays out their turn. This is considered turn 0. Players play an additional three turns, with the current (active) player’s turn becoming turn 0. The second player’s turn will be considered turn 1, followed by the first player’s turn 2, and then back to the second player for the third and final turn 3. If neither player has won at the end of extra turns, the player with the highest number of Life cards wins. 4. The player with the higher number of cards remaining in their deck wins. 5. The player with more Characters in their Character area wins. 6. If both players have the same number of Characters in their Character area, the player who last removed a card from their Life area wins. In an event with a set end time, if the winner has not been decided by that time, no result will be determined, and the match may be declared a null match without a winner. The Championship Match Time limits do not apply for the Championship match of an event. The match is played until there is a clear winner. 5.3 Match Pairings After each round is completed, the Tournament Organizer should pair the next round and post the pairings. Players must be given a reasonable amount of time to report any errors with their win / loss records and find their seats. Once the round has started, pairings cannot be changed. To aid the accurate and timely reporting of match results, match result slips may be utilized at all Level 3 Professional events. The Tournament Organizer can use their discretion to decide whether or not to re-pair a round if a player’s win / loss record is incorrect. The Scorekeeper can fix the error before the round starts and re-pair, or wait until the round starts before fixing the match record. The player’s pairing in the next round will be correct. Players should note that win / loss records cannot be altered after a second subsequent round has been paired. For example, round 2 results cannot be altered after round 4 is paired. Players therefore have one full round to report any win / loss record errors to the Scorekeeper or Head Judge. Match records are noted on the posted pairings on TCG+ and the match result slips (if applicable). Tournament Organizers should use both of these tools to remind players to regularly check their win / loss record. 5.4 Tie Breakers and Calculating Final Placement Official events use a tie-breaker system to determine how players are ranked when both have the same number of match wins. 25 Players earn points based on how well they perform during a match. Match Outcome Points Awarded Win 3 Bye 3 Draw 1 Loss 0 Players are ranked first on how many points they have accumulated during the course of the event. In the event of a tie, placement is determined by the process below: 1. Comparing Average Match Win Rate – calculate the average match win rate of the 2 players (excluding byes) and divide the value by the number of tournament rounds they participated in. The player with the higher final value ranks above others. 2. Comparing Average Match Win Rates for the Players’ Opponents – calculate the average match win rate for the opponents of each player. The player with the higher final value ranks above others. In extremely rare occasions, players may finish a tournament with identical tie-breakers, leaving them tied for final standing. If time permits, the players should play another match to determine a winner. In cases where there is no time for an additional game or match, the Head Judge should do the following: 1. If the players have already played against one another in the tournament event, the winner of that match will take the higher final standing. 2. If the tied players have not played against one another in the tournament event, the Head Judge may use a random method such as a die roll, raffle, coin toss, etc to determine the final standing. Please note this is different to randomly determining the outcome of a match. Calculating Average Values 1. Player Average Match Win Rate = their match points (excluding match points from byes) / participated rounds (excluding byes) x 3 2. Average Match Win Rates for a Player’s Opponent = the total of the entire opponent’s values from (1) / number of games the player participated in. Numbers under 0.33 are treated as 0.33. 5.5 Earning Invitations or Byes Players who finish in the top percentage of a tournament sometimes earn the right to progress (an invitation) to a higher-level tournament event. This right is non-transferable. Attempting to transfer this right to another player, and / or falsely claiming to have received this right may result in tournament disqualification or suspension upon further investigation. 6.0 Dropping Out Players who wish to forfeit or drop from the tournament must notify the Scorekeeper prior to the generation of the next round’s pairings. Once a round list has been posted, or any time before a match is about to begin, if a player decides to drop, they are considered to have conceded the match in progress. 26 Players who drop from the event and fail to correctly notify the Scorekeeper in a timely fashion are ineligible to receive commemorative prizes and other items. 7.0 Tournament Penalties Policy documents are intended to educate players on expected behavior at tournament events. Policy documents may not serve as a resource for persons to attempt to take advantage by “rule- sharking” or otherwise attempting to influence the decisions of judges and tournament officials. Rule sharking is defined as using rules and policy to attempt to create an advantage, instead of ensuring fair gameplay. Incidents or infractions may occur during the course of an event that may require the need to issue a penalty. This chapter outlines how to resolve infractions, the types of penalties, how to assign them appropriately, and a guideline for situations that may arise that require an infraction recorded. If a player violates any rules or regulations, a judge must issue the player with an appropriate penalty. 7.1 Determining an Infraction A judge must investigate first, then determine the infraction, and only then apply an appropriate penalty, detailed later in this section. Judges should not reverse engineer penalties. • All persons involved should explain what happened, and answer honestly any questions a judge may have. • The judge will explain the situation, and determine if an infraction occurred. • If an infraction occurred, the judge will explain the infraction and apply the appropriate penalty. • If no infraction occurred, the judge will explain why. Investigations for more serious infractions should be conducted in private. • Some severe infractions may also be explained in private to the person committing the infraction. • Not every situation that occurs is appropriate for public knowledge. A judge’s decision to address a situation in private must be respected by other players, spectators, uninvolved judges and tournament officials. • The Head Judge’s decision is final. Once an infraction has been identified, the judge will ask the player if they have received any other penalties for this same type of infraction during the course of the tournament event. • Penalties may need to be upgraded if this is a repeated infraction. If it is a repeat infraction, the Head Judge should be notified. • Players are required to answer this question honestly. Lying to a tournament official is against tournament policy, and will be penalized. • If this is a first-time infraction, the judge will briefly educate the player in regards to the infraction, why it occurred, and what the penalty is. Play will continue if applicable. If the infraction occurred during a match and the judge call took longer than 2 minutes, an appropriate time extension should be noted by the judge using the method determined for the event by the Head Judge or Tournament Organizer to ensure all are aware. Judges should always 27 note down the time at which they take a judge call, to ensure an appropriate time extension is provided. • Time extensions are given after the judge call has been fully resolved, including any appeals. • Time extensions are given only for actual time lost during a match. • Time extensions must be reported to the Scorekeeper. • Time extensions are not given when there is a Game Loss penalty applied. • Multiple time extensions may be given to the same match. Judges must record the penalty using the appropriate method deemed by the Tournament Organizer or Head Judge in the following order: Player’s Name / Infraction / Penalty Assigned / Reason Why / Name of Judge Who Issued Penalty If the infraction did not occur during a match, the judge should provide all the details to the Scorekeeper so the infraction can be tracked appropriately. Penalties acquired on Day 1 will carry over into Day 2. 7.2 Types of Penalties Below is a list of penalties in order of severity from lowest to highest. Head Judges cannot issue a penalty other than those listed below. All infractions must be recorded by all judges and Tournament Organizers so that accurate assessments on player behavior can be made. 1. Caution: A Caution is the lowest level of penalty that can be issued to a player. These types of penalties are designed to let a player know that they have made an error and to help correct their gameplay for the future. Typically, minimal effects on the game state may have occurred which can be easily fixed. Cautions are issued on the spot and are recorded per player. If a player repeats the same infraction, the Caution penalty can be upgraded to a Warning. 2. Warning: A Warning can be issued where an obvious error has occurred that has resulted in an outcome which is favorable for a player based on the game state, or the game state may not be able to be repaired fully to the same extent if the infraction did not occur. Warnings may also be issued for actions that impede the running of an event. This can also be used as the next step for a continued infraction of the same nature, which may be of a lesser consequence to the overall gameplay. If a player repeats the same infraction, the Warning penalty can be upgraded to a Game Loss, Match Loss or Disqualification. 3. Game Loss: A Game Loss is a higher form of penalty indicating that a major error in gameplay has occurred, or the regulations of the event have not been met, which has resulted typically in an unfair advantage for one player, or caused a direct detriment to another player. If the player is currently between games or matches, the player loses the next game they were assigned to play. 4. Match Loss: A Match Loss penalty should be reserved for the most extreme cases where the game has reached a state where no repair can be made, and the opposing player is at a severe disadvantage based on the error made. These typically involve a situation where one player gains an unfair advantage over a player, and the situation cannot be rectified through any other course of action. A player issued a Match Loss loses the current match. If the player is currently between matches, the player loses the next match they were assigned to play. If the player is in a match they are clearly about to lose, the judge may choose to apply the Match Loss penalty to the player’s next match. 28 5. Disqualification: A Disqualification is one of the most extreme forms of penalties that can be issued, and should be reserved for instances where the tournament integrity as a whole has been affected by the actions of the player and / or major examples of unsportsmanlike conduct. Players who receive this penalty are issued a Match Loss for the current round (if in play) and dropped from the remainder of the tournament, with no prizes or rewards to be issued. Players who receive a Disqualification are recorded for future reference and reported to Bandai. 6. Suspension: A Suspension is a penalty issued to players who have seriously damaged the integrity of an event or events, or may have received multiple higher-level penalties over a number of events that indicate that behavior has not changed. Suspensions can be issued not only against current players but all participants in an event. Persons who receive a Suspension are recorded for future reference. A person issued a Suspension loses their current match (if applicable) and is immediately removed from the event, with no prizes or rewards to be issued. Suspensions last a specific length of time specified by Bandai. Suspended persons cannot enter official Bandai events for the duration of the Suspension. The suspended player, along with the length of their Suspension, will be posted on the official One Piece Card Game home page. If a player issued a Suspension changes their Bandai TCG+ account, if it is discovered that their original account was issued a Suspension, the new account is immediately issued a new, lengthier Suspension. 7.3 Assigning Penalties It is advised that all penalties more severe than a Warning be issued only after reporting infractions to the Head Judge. The Head Judge should handle assigning penalties of Match Loss or greater. The issuing of penalties should occur in a way that is respectful of involved parties. When issuing a penalty, the judge must explain the infraction and how to resolve the situation to all related players. If the head judge decides to alter this process, they must explain the penalty and why they chose to alter the standard procedure. Careful consideration must be given for any deviation from the guidelines to ensure the integrity of the event and not bring untoward blame to Judges or the Tournament Organizers. Depending on the infraction, the description of the penalty will provide advice on how to resolve the infraction. These procedures are designed to prevent judges from being criticized for unfair or preferential judgement. The issuing of penalties should be accompanied by quoting the relevant policy. Judges must always consider the current game / game state and who will gain benefit as a result of carrying out penalty procedures. The procedures exist to ‘correct’ certain situations, and favoring a player (even if unintentional) or being careless when considering the game state can result in further issues. If a single mistake causes multiple infractions, a penalty should be issued for the most severe infraction. Judges and Tournament Organizers are to record any penalty during a tournament to ensure that there is consistency with regards to how penalties are issued. Judges must record the penalty using the appropriate method deemed by the Tournament Organizer or Head Judge in the following order: Player’s Name / Infraction / Penalty Assigned / Reason Why / Name of Judge Who Issued Penalty Penalties may be issued to person(s) who are not participating in the event. The penalties are 29 designed to be applied to players, but other event personnel (spectators, staff, judges) can also be responsible for infractions. Penalties can still be issued to a player even if they have already forfeited an event. The final say on all penalties at events are at the discretion of the Head Judge. 7.4 Examples of Infractions Infractions can occur in a number of ways, with differing levels of severity. Based on the level of competition, a Judge can increase the level in which a penalty is issued but never reduce. The types of infractions that can occur are: 7.4.1 Game Play Error These can be wrong or inaccurate actions by a player that are contrary to the official rules of the game. It is assumed that errors of this nature are accidental, but a judge may use their discretion to increase the infraction to a higher punishment if they feel the error was deliberate. 1. Failing to Observe Game Rules An infraction in which a player failed to observe a rule or misinterpreted it. Note this is separate from errors resulting from players forgetting to resolve automatic actions. Penalty: Warning Resolution: Issue a Warning to the player(s) responsible for the action. Efforts must be made to reverse the game state to before the error occurred, provided a considerable amount of time has not elapsed. If this is not possible, reverse as far as possible as to not adversely affect one player over another. Continue the game from this point. 2. Forgetting to Resolve Automatic Actions An infraction in which a player proceeds with the game after failing to resolve an automatic effect. Penalty: Warning Resolution: Issue a Warning to the player/s responsible for resolving the automatic action, and carry out the effect from the closest checkpoint (based on the judge’s determination). However, if the effect was a voluntary action that included text such as “you can”, treat the effect as if the player chose not to carry out the action. 3. Looking at Unnecessary Cards An infraction in which a player looks at a card/cards which should not have been visible to them. This also includes voluntarily revealing your hand, or looking at your opponent’s hand because they revealed their hand. These actions make tournament environments less enjoyable and should not be encouraged. Penalty: Warning Resolution: Issue a Warning to the player responsible for the infraction. If the card has only been revealed to the player who made the infraction, reveal it to their opponent as well. The judge then confirms which cards require being placed in set orders. Cards which can have no set orders are shuffled together, while cards that must be placed in a set order are returned to their appropriate locations. Examples: • A player accidentally looked at 4 cards when resolving an effect that asked them to look at the top 3 cards of their deck. • A player’s Life cards are accidentally turned face-up. 30 4. Invalid Cards in Secret Areas An infraction in which there is an incorrect number of cards in a Secret Area, or cards in an invalid state in a Secret Area. Penalty: Warning Resolution: Issue a Warning to the player(s) responsible for the action that caused the invalid cards to be in a secret area. If it is clear (to the Judge’s satisfaction) which card/s are incorrectly located in a secret area, those cards must be returned to their correct area. For a card from deck, it is returned to the top of the deck. If the card is from the Life , it is shuffled back into the life area. If it is not clear (to the Judge’s satisfaction) which card/s are incorrectly located in a secret area, the Judge is to randomly select the number of cards incorrectly held, and return them to the appropriate secret area and sufficiently randomize that area again. Examples: • A player accidentally drew 3 cards instead of 2. • A player accidentally added a card from their deck to their hand directly when they should have revealed it first. 7.4.2 Event Errors These are errors which occur when player(s) do not adhere to the Floor Rules as outlined in this document. If a Judge determines that the error was deliberate, they may escalate the infraction recorded. 1. Tardiness An infraction in which a player was not seated at the beginning of a match or did not complete a specific action within the given time limit. Penalty: Warning – if a player arrives within 5 minutes of match start. Game loss – if a player is 5 or more minutes late. Match Loss – if a player is 10 minutes late. Resolution: Issue a Warning if the player is seated and ready to play within 5 minutes of the round start time. Issue a Game Loss if a player is more than 5 minutes late. Issue a Match Loss if the player is not seated within 10 minutes of the round start time. Examples: • A player is not seated and ready to play until 7 minutes after the start of a match. • A player sat in the wrong seat and started a match against the wrong opponent. In this case, it may be most appropriate to repair the two matches impacted and give a warning to the players. 2. Referring to information outside of the Game An infraction in which information was given to a player from outside the game or actively sought by a player using outside sources of information. Penalty: Game Loss - Match Loss Resolution: If the information is received during a match, issue a Match Loss to the player receiving the information if it has been actively sought. A Game Loss may be issued if it is unclear whether a player actively sought the information out. Issue a Match Loss to the player/s providing any information to a player who is currently playing a match. If the person who gave information is a spectator, a judge may bar that person from spectating for the 31 duration of the tournament. During a match refers to the span of time starting from the posting of pairings to the actual end outcome is reached in a match. At any other time, players can receive information from any source. Examples: • A player asks for, or actively receives advice from another player or spectator. • A spectator gives advice to a player without their consent. • A player has notes written down on their official errata document 3. Slow Play An infraction in which a player unintentionally slows down the pace of a game, either during the match or extra time. If a judge confirms a player deliberately sought to delay the game and use the time limit to their advantage, they may escalate the infraction. Penalty: Warning – Game Loss Resolution: Issue a Warning to the player responsible for the infraction. A judge will determine if the appropriate amount of time has been taken to complete an action, or make a decision to further the game. If there is continued need for a judge to ensure a player takes an appropriate amount of time on decisions or actions during a match, they may escalate the penalty to a Game Loss. Examples: • An opponent calls a judge over and asks them to observe slow play due to the opponent taking an unnecessary amount of time considering their next action. • A player takes an excessive amount of time to shuffle their deck. • A judge determines players are taking an unnecessarily long time to further the game state. • A player thinks about their next play for more than a minute, slowing the game down significantly. • A player takes an extensive amount of time looking at an official errata document, slowing down the game significantly. 4. Deck Error: Illegible Deck Lists An infraction in which a deck list submitted cannot be read, or is incomplete in a way that it makes the task of checking the list during a deck check a difficult task. However, this should not be confused with an incorrect or absent number of cards which is covered under “Incorrect Number of Cards”. Penalty: Warning Resolution: Issue a Warning to the player with the illegible deck list. The player should be given sufficient time to complete the deck list in a way that makes it easier for Judges to check for errors. If this error is found during the event, players should be asked to complete the amendments between rounds. If this causes them to be late to their next round, apply the infraction process for “Late Arrival to a Match”. Examples: • A player’s list cannot be read to determine all cards are included in the deck. • A player’s list is missing card numbers or card names but is otherwise legal. 5. Deck Error: Incorrect number of cards in Deck / Deck List An infraction in which a player’s deck list, or deck, contains the incorrect number of cards either above or below the amount required in the main and DON!! deck. Penalty: Game Loss 32 Resolution: Issue a Game Loss to the player, and have them correct the error either in the deck or on their deck list so that the two are made valid. Examples: • A player’s deck contains over or under the required 50 card limit for the main deck, but their deck list contains a valid number of cards. • A player’s deck list contains over or under the required 50 card limit for the main deck, but their deck contains a valid number of cards. • A player’s deck and deck list contains only 49 cards. 6. Deck Error: Incorrect cards in deck / deck list An infraction in which a player’s deck does not match the submitted deck list at the time of a deck check. Penalty: Game Loss Resolution: Issue a Game Loss to the player, and have them correct the error. Examples: • An opponent’s cards are found in a player’s deck at the start of a new game. 7. Illegal cards in deck An infraction in which the deck produced by the player includes cards that are either invalid for deck construction, or are contrary to the rules of the Game (i.e. unofficial cards). Penalty: Game Loss Resolution: Issue a Game Loss to the player found with incorrect cards within their deck. If this is found during a match, the Game Loss is issued for the current game and the player is given time to correct their error if possible. If the error is found between rounds, the Game Loss applies to the next match, and the player must correct the deck before play begins in the next round. Follow the steps for “Late arrival to a Match”. Examples: • A player has cards that are hot stamped that have not been officially released by Bandai. 8. Communication An infraction in which a lack of communication adversely influences gameplay. Both players have the responsibility to play the game with a common understanding of the events occurring within the game. If either player fails to declare their actions sufficiently, that player is treated as if they are obstructing the game. Penalty: Warning Resolution: Issue a Warning to the player responsible for the violation. Then, the judge rewinds the game state back to a point with as few issues as possible. After explaining the situation to the players, let them continue playing the game from that point on. The judge may only rewind the game back to a former state if there is no way to correct the current situation as it is. Examples: • A player realizes they misunderstood how a card or cards were supposed to be played earlier in the game. 9. Marked Cards An infraction in which cards or sleeves are clearly marked and can be visually distinguished by looking at the card backs or fronts. Care should be taken to view how these cards could 33 be seen when in a secret area. Penalty: Warning – Game Loss Resolution: Issue a Warning if when the cards are examined, one card can be easily distinguished from the next when in a secret area. However, if there is a pattern to the marked cards (i.e. if they are all the same type, or could be important for gameplay), a higher penalty should be given. The player may be required to acquire new sleeves or swap out damaged sleeves with non-damaged sleeves. Consideration for the level of penalty will be made by the Head Judge taking all factors into account. If the Marked Cards are intentional, consider the infraction as “Cheating”. Examples: • Some of the sleeves were damaged. The cards in the damaged sleeves appear to be random. 10. Insufficiently shuffling / non-randomized Deck An infraction in which a deck was insufficiently shuffled. Penalty: Warning Resolution: Issue a Warning to the player responsible for the violation. The judge thoroughly shuffles the player’s deck. The procedure must be carried out in front of the opponent multiple times, with different types of shuffles. Examples: • A player only shuffles their deck once with a Hindu shuffle. • A player shuffles their deck insufficiently with a pile shuffle. • A player gives an already shuffled deck to the opponent after sitting down. 11. Failure to Abide by Judge/Staff Instructions: An infraction in which an attendee has been instructed to follow the direction provided by Judge(s) or Staff and failure to do so. Penalty: Warning – Game loss Resolution: Issue a Warning-Game Loss to the attendee responsible for the violation. The Judge explains the attendee didn’t follow the instruction as provided. The Judge explains the importance of instruction provided. Examples: • Players leave without providing Judges notice of match conclusion when judge informs of an end of round deck check. 7.4.3 Unsportsmanlike Conduct These are infractions which occur when players behave in an unsportsmanlike way. Players fail to behave in the spirit of the game, and negatively impact on the safety, enjoyment and integrity of the event. 1. Taunts or Inappropriate Behavior An infraction in which player(s) behave in an inappropriate way or taunts their opponent or other attendees at an event. Penalty: Warning - Disqualification Resolution: Determine the appropriate penalty and issue to the player(s) responsible for the behavior. This can include bullying and other forms of behavior which may belittle another person present at the event. Examples: • A player makes an indefensibly rude comment or gesture to an opponent. 34 • A player asks for a penalty to be issued against their opponent. • A player trashes the play area after losing. • A player does not comply when the event staff tells them to leave the play area. • A player makes a remark that could be seen as unpleasant to another player or judge. • A player repeatedly carries out an action that is perceived negatively by their opponent, even after being requested to stop. 2. Threatening, Aggressive or Discriminating Actions An infraction in which player(s) engage in anti-social behavior which threatens or demeans another person in attendance to the event. This can include, but is not limited to, making threats or physical violence against another person, or discriminating against a person based on their sex, age, sexual orientation, gender, socio-economic status, intellectual ability, or disability. Penalty: Disqualification Resolution: Issue a Disqualification to the player(s) responsible, and ask that they immediately leave the event. This may also be escalated to a Suspension upon further investigation by the Tournament Organizer and Bandai. Examples: • A player makes insulting or derogatory remarks. • A player verbally threatens another person. • A player performs an act which is violent, or can be perceived as violent in nature which threatens the safety of others. • A player loses a game and kicks an opponent’s bag. • A player destroys tournament equipment deliberately. 3. Theft An infraction in which a player steals event equipment or the belongings of other players. A player should feel safe about their belongings when participating in an event, but this does not mean they are not responsible for their personal items. Players are expected to keep items they brought to the event or received during the event on their person at all times. Judges must provide whatever support they can to prevent such incidents. Penalty: Suspension Resolution: Issue an immediate Suspension to the player and remove them from the venue. Examples: • Stealing a player’s cards. • Stealing another person’s belongings. • Stealing equipment related to the running of the event. 4. Collusion, payoffs and bribery An infraction in which a player bribes or colludes with their opponent to get them to concede, draw, or otherwise compromise the integrity of match results and the tournament overall. These infractions also include receiving a bribe, or betting on match results with other players or spectators during an event. Penalty: Disqualification Resolution: Issue a Disqualification to the player(s) responsible. Examples: 35 • Offering an opponent money, or something of value, to concede a match. • Receiving a card from a player to intentionally draw a match. • Offering to split prizing with a player in return for a favorable result. • 2 spectators betting on the outcome of a match. 5. Cheating An infraction in which a player: knowingly contravenes the rules of the Game or tournament policies; makes mistakes intentionally for attempted persona gain; or knowingly cheats. These acts can appear to be unintentional, and must be thoroughly investigated by Judges to ensure whether the actions were deliberate or not. Penalty: Disqualification / Suspension Resolution: Issue a Disqualification to the player/s found to be meeting the definition of this infraction. Upon further investigation by the Tournament Organizer or Bandai, this infraction may be upgraded to a Suspension. Examples: • Realizing you accidentally included cards in your deck that are in violation of the rules of the Game, but you continue on playing without informing a Judge. • Lying about an in-game situation to gain a favorable outcome from a Judge. • Intentionally ignoring an opponent’s mistake until the moment it would benefit you most, then reporting it to the judge. • Intentionally performing an action which allows you to gain, or potentially gain, advantage over an opponent. 6. Illegal or Prohibited Items An infraction in which a player or attendee brings item(s) to an event which are prohibited or illegal based on local, state, or federal laws. In addition, any weapons, illegal drugs, and unlawful items are expressly forbidden and anyone bringing such items to an event will be subject to higher sanctions. Penalty: Disqualification / Suspension Resolution: Issue a Disqualification to the player(s) found in possession of these items and remove them from the venue. If the items are illegal drugs, or weapons, the offending person shall be issued with a Suspension as determined by Bandai. Examples: • A player brings a weapon in their bag. 7. Players under the influence of drugs or alcohol An infraction in which a player is determined to be under the influence of drugs, alcohol, or other substances. This is deemed to be anti-social behavior and against the spirit of the Game. Penalty: Disqualification / Suspension Resolution: Issue a Disqualification to the player(s) who a Judge has determined to be under the influence of drugs, alcohol, or other substances. This may also be escalated to a Suspension if the behavior associated is disturbing or threatening to other players or staff in attendance. Examples: • A player is visibly drunk or smells of alcohol. • A player appears to be under the effects of illegal drugs. 36 8.0 Online Event Supplement This policy document is intended to provide guidance to Tournament Organizers, Stores and players and help facilitate competitive events online while Covid-19 restrictions make it difficult to host face- to-face events. 8.1 Online Software Bandai recommend the usage of these tools to facilitate online events: • Discord – to enable physical card play with webcams and communication with players and event officials • Bandai TCG+ – to enable card text to be reviewed during online play 8.2 Tournament Guidelines The Tournament Rules Manual should be observed for all online events. Given the online nature of events, and additional technical and communication challenges that may be experienced by players, we recommend extending standard best-of-3 match times to allow for additional time. Best-of-one Game Match Number of game wins necessary: 1 Match Time: 35 minutes Extra Time: 5 minutes (for extra turns, etc) 8.3 Deck Registration Players must submit a photo of their physical deck to the Tournament Organizer, together with a name and date stamp. The Tournament Organizer should also collect an electronic deck list link. During the event, Judges should complete random deck checks to ensure the physical deck being utilized matches the one registered. 8.4 Player Setup Players must compete using a webcam and their real physical cards via the published Discord server. Technical Requirements • Webcam (1080p recommended; 720p minimum) • Computer • Microphone • Dedicated Playing Space (if using a playmat, please use one with darker colors to enable cards to be more easily seen by your opponent). Set Up 1. Set up your dedicated playing space where your cards will be displayed for your opponent. 2. Adjust your webcam’s position so your playing space is shown in full. You must capture the entire game area, including your Deck, DON!! deck, Trash, Leader, Character, Stage, Cost, and Life areas. Note: your face does not need to be captured on the webcam stream! 3. When pairings are posted, join the voice channel that correlates to your assigned table. 4. When you join the voice chat and meet your opponent, there is an option in Discord to begin video chat. Press it, and your webcam will be enabled so your opponent can see your video feed. 37 5. You must have your microphone enabled so both players can easily communicate with each other and with any judges that enter the table channel. 6. All relevant cards must be kept on the video feed at all times. This includes your hand. 7. Make sure to keep your hand over the table so that cards do not fall to the flop. 8. All shuffling must take place on camera, otherwise your deck will not be considered randomized. When your opponent would normally cut your deck, you must ask how they would like it to be cut. 8.4 Setup Examples Examples of poor setups This setup does not include the deck and trash clearly This setup shows the hand in frame, but it is being held in a way that shows private information to the player’s opponent. Players should take care to make sure the angle they are holding their hand at does not give away secret information. 38 The hand is obscured, and current life totals aren’t clear. This setup’s life area layout is incorrect. It is set up in a way in which there is no clear top/bottom card and no specific order. This setup does not follow the correct area layout described in the official rule manual. Ex. The DON!! area is above and below the character and area. The character area and leader are in the same row. The life area is in an incorrect layout altogether. Examples of correct setups The layout matches the approved layout in the official rule manual. The hand is in the picture but secret to the opponent. This is another example of a correct layout. This setup utilizes dice to keep track of hand and life count. This is not required but suggested for online play 39 ## Cards (name index) 2392 cards. The full catalog exceeded the bundle budget, so only card names are listed here. Fetch cards.txt for rules text: line format and full details are in that file. DON!! [DON-001] — don Kouzuki Oden [EB01-001] — leader Izo [EB01-002] — character Kid & Killer [EB01-003] — character Koza [EB01-004] — character Doma [EB01-005] — character Tony Tony.Chopper [EB01-006] — character Yamato [EB01-007] — character LittleOars Jr. [EB01-008] — character Just Shut Up and Come with Us!!!! [EB01-009] — event There's No Way You Could Defeat Me!! [EB01-010] — event Mini-Merry [EB01-011] — stage Cavendish [EB01-012] — character Kouzuki Hiyori [EB01-013] — character Sanji [EB01-014] — character Scratchmen Apoo [EB01-015] — character Bingoh [EB01-016] — character Blueno [EB01-017] — character Mountain God [EB01-018] — character Off-White [EB01-019] — event Chambres [EB01-020] — event Hannyabal [EB01-021] — leader Inazuma [EB01-022] — character Edward Weevil [EB01-023] — character Hamlet [EB01-024] — character Fourtricks [EB01-025] — character Prince Bellett [EB01-026] — character Mr. 1 (Daz.Bonez) [EB01-027] — character Gum-Gum Champion Rifle [EB01-028] — event Sorry. I'm a Goner. [EB01-029] — event Loguetown [EB01-030] — stage Kalifa [EB01-031] — character Army Wolves [EB01-032] — character Blueno [EB01-033] — character Ms. Wednesday [EB01-034] — character Ms. Monday [EB01-035] — character Minochihuahua [EB01-036] — character Mr. 9 [EB01-037] — character Oh Come My Way [EB01-038] — event Conquerer of Three Worlds Ragnaraku [EB01-039] — event Kyros [EB01-040] — leader Crocus [EB01-041] — character Scarlet [EB01-042] — character Spandine [EB01-043] — character Funkfreed [EB01-044] — character Brook [EB01-045] — character Brook [EB01-046] — character Laboon [EB01-047] — character Laboon [EB01-048] — character T-Bone [EB01-049] — character ...I Want to Live!! [EB01-050] — event Finger Pistol [EB01-051] — event Viola [EB01-052] — character Gastino [EB01-053] — character Gan.Fall [EB01-054] — character Charlotte Compote [EB01-055] — character Charlotte Flampe [EB01-056] — character Shirahoshi [EB01-057] — character Mont Blanc Cricket [EB01-058] — character Kingdom Come [EB01-059] — event Did Someone Say...Kami? [EB01-060] — event Mr.2.Bon.Kurei (Bentham) [EB01-061] — character Karoo [EB02-001] — character Sabo [EB02-002] — character Tony Tony.Chopper [EB02-003] — character Don Accino [EB02-004] — character Fake Straw Hat Crew [EB02-005] — character Yamato [EB02-006] — character Cloven Rose Blizzard [EB02-007] — event The Peak [EB02-008] — event Thousand Sunny [EB02-009] — stage Monkey.D.Luffy [EB02-010] — leader Arlong [EB02-011] — character Gaimon [EB02-012] — character Carrot [EB02-013] — character Sarfunkel [EB02-014] — character Jewelry Bonney [EB02-015] — character Chopperman [EB02-016] — character Nami [EB02-017] — character Buggy [EB02-018] — character Roronoa Zoro [EB02-019] — character We Are! [EB02-020] — event Gum-Gum Giant Pistol [EB02-021] — event Usopp [EB02-022] — character Crocodile [EB02-023] — character Sogeking [EB02-024] — character Donquixote Rosinante [EB02-025] — character Nefeltari Vivi [EB02-026] — character Vista [EB02-027] — character Portgas.D.Ace [EB02-028] — character Grandpa Ryu [EB02-029] — character And That's When Somebody Makes Fun of Their Friend's Dream!!!! [EB02-030] — event Hope [EB02-031] — event Iceburg [EB02-032] — character Klabautermann [EB02-033] — character Komei [EB02-034] — character Sanji & Pudding [EB02-035] — character Nico Robin [EB02-036] — character Franky [EB02-037] — character Magellan [EB02-038] — character GERMA 66 [EB02-039] — event BRAND NEW WORLD [EB02-040] — event Merry Go [EB02-041] — stage All-Hunt Grount [EB02-042] — character Jonathan [EB02-043] — character Sengoku [EB02-044] — character Trafalgar Law [EB02-045] — character Hildon [EB02-046] — character Blueno [EB02-047] — character Brook [EB02-048] — character Monkey.D.Garp [EB02-049] — character Kokoro no Chizu [EB02-050] — event Three-Pace Hum Soul Notch Slash [EB02-051] — event Enel [EB02-052] — character Myskina Olga [EB02-053] — character Sanji [EB02-054] — character Jinbe [EB02-055] — character Vegapunk [EB02-056] — character Mad Treasure [EB02-057] — character UUUUUS! [EB02-058] — event Without Your Help I Can't Become the King of the Pirates!!!! [EB02-059] — event Merry Go [EB02-060] — stage Monkey.D.Luffy [EB02-061] — character Nefeltari Vivi [EB03-001] — leader Ain [EB03-002] — character Uta [EB03-003] — character Carina [EB03-004] — character Sugar [EB03-005] — character Nami [EB03-006] — character Baccarat [EB03-007] — character Hibari [EB03-008] — character Makino [EB03-009] — character Monet [EB03-010] — character But If We Ever See Each Other Again... Will You Call Me Your Shipmate?!! [EB03-011] — event Otama [EB03-012] — character Carrot [EB03-013] — character Kuina [EB03-014] — character Camie [EB03-015] — character Kouzuki Hiyori [EB03-016] — character Jewelry Bonney [EB03-017] — character Tashigi [EB03-018] — character Wanda [EB03-019] — character There You Are, Sore Loser! [EB03-020] — event Alvida [EB03-021] — character Isuka [EB03-022] — character Kaya [EB03-023] — character Nefeltari Vivi [EB03-024] — character Hina [EB03-025] — character Boa Hancock [EB03-026] — character Marguerite [EB03-027] — character Yu [EB03-028] — character Insolent Fool!! Stand Down!! [EB03-029] — event Viola [EB03-030] — character Vinsmoke Reiju [EB03-031] — character Charlotte Flampe [EB03-032] — character Charlotte Brulee [EB03-033] — character Charlotte Linlin [EB03-034] — character Charlotte Pudding [EB03-035] — character Baby 5 [EB03-036] — character Lim [EB03-037] — character Thanks for the Treat. [EB03-038] — event Ulti [EB03-039] — character Kalifa [EB03-040] — character Kujyaku [EB03-041] — character Koala [EB03-042] — character Stussy [EB03-043] — character Black Maria [EB03-044] — character Perona [EB03-045] — character Miss Doublefinger(Zala) [EB03-046] — character Miss.Valentine(Mikita) [EB03-047] — character Rebecca [EB03-048] — character I Knew You People Were Behind This. [EB03-049] — event Conis [EB03-050] — character Charlotte Smoothie [EB03-051] — character Shirahoshi [EB03-052] — character Nami [EB03-053] — character Nico Robin [EB03-054] — character Nico Robin [EB03-055] — character Belo Betty [EB03-056] — character Yamato [EB03-057] — character Lilith [EB03-058] — character S-Snake [EB03-059] — character Will You Be My Servant? [EB03-060] — event Uta (Manga) [EB03-061] — character Trafalgar Law [EB03-062] — character Jewelry Bonney [EB04-001] — leader Jewelry Bonney [EB04-002] — character Smoker & Tashigi [EB04-003] — character Zeff [EB04-004] — character Trafalgar Law [EB04-005] — character Moda [EB04-006] — character Roronoa Zoro [EB04-007] — character Distorted Future [EB04-008] — event It's My Student's Farewell. I Want It to Be Proper. [EB04-009] — event Lulucia Kingdom [EB04-010] — stage Scaled Neptunian [EB04-011] — character Kikunojo [EB04-012] — character Carrot [EB04-013] — character Kouzuki Sukiyaki [EB04-014] — character Jinbe [EB04-015] — character Bird Neptunian [EB04-016] — character Mystoms [EB04-017] — character Megalo [EB04-018] — character Eleclaw [EB04-019] — event Shark Brick Fist [EB04-020] — event Igaram [EB04-021] — character Issho [EB04-022] — character Chaka & Pell [EB04-023] — character Terracotta [EB04-024] — character Nefeltari Vivi [EB04-025] — character Bluegrass [EB04-026] — character Boa Hancock [EB04-027] — character Ice Time [EB04-028] — event I Heard the Sound...of a Lady's Teardrops Falling [EB04-029] — event Kaido [EB04-030] — character King [EB04-031] — character Queen [EB04-032] — character Groggy Monsters [EB04-033] — character Charlotte Pudding [EB04-034] — character Hitokiri Kamazo [EB04-035] — character Foxy [EB04-036] — character Porche [EB04-037] — character Rosinante & Law [EB04-038] — character Eustass"Captain"Kid [EB04-039] — character Flame Dragon Torch [EB04-040] — event Stealth Black [EB04-041] — event Alpha [EB04-042] — character Kaku [EB04-043] — character Koby [EB04-044] — character Ginny [EB04-045] — character Doll [EB04-046] — character Helmeppo [EB04-047] — character Rob Lucci [EB04-048] — character Finger Pistol Yellow Lotus [EB04-049] — event I'll Whip You Into Shape. [EB04-050] — event Emet [EB04-051] — character Sanji [EB04-052] — character Sentomaru [EB04-053] — character Bartholomew Kuma [EB04-054] — character Bartholomew Kuma [EB04-055] — character Pacifista [EB04-056] — character Vegapunk [EB04-057] — character Borsalino [EB04-058] — character Black Rope Dragon Twiste [EB04-059] — event Gum-Gum Hawk Gatling [EB04-060] — event Monkey.D.Luffy [EB04-061] — character Roronoa Zoro [OP01-001] — leader Trafalgar Law [OP01-002] — leader Monkey.D.Luffy [OP01-003] — leader Usopp [OP01-004] — character Uta [OP01-005] — character Otama [OP01-006] — character Caribou [OP01-007] — character Cavendish (Box Topper) [OP01-008] — character Carrot [OP01-009] — character Komachiyo [OP01-010] — character Gordon [OP01-011] — character Sai [OP01-012] — character Sanji [OP01-013] — character Jinbe [OP01-014] — character Tony Tony.Chopper [OP01-015] — character Nami [OP01-016] — character Nico Robin [OP01-017] — character Hajrudin [OP01-018] — character Bartolomeo [OP01-019] — character Hyogoro [OP01-020] — character Franky [OP01-021] — character Brook [OP01-022] — character Marco [OP01-023] — character Monkey.D.Luffy [OP01-024] — character Roronoa Zoro [OP01-025] — character Gum-Gum Fire-Fist Pistol Red Hawk [OP01-026] — event Round Table [OP01-027] — event Green Star Rafflesia [OP01-028] — event Radical Beam!! [OP01-029] — event In Two Years!! At the Sabaody Archipelago!! [OP01-030] — event Kouzuki Oden [OP01-031] — leader Ashura Doji [OP01-032] — character Izo [OP01-033] — character Inuarashi [OP01-034] — character Okiku [OP01-035] — character Otsuru [OP01-036] — character Kawamatsu [OP01-037] — character Kanjuro [OP01-038] — character Killer [OP01-039] — character Kin'emon [OP01-040] — character Kouzuki Momonosuke [OP01-041] — character Komurasaki [OP01-042] — character Shinobu [OP01-043] — character Shachi [OP01-044] — character Jean Bart [OP01-045] — character Denjiro [OP01-046] — character Trafalgar Law [OP01-047] — character Nekomamushi [OP01-048] — character Bepo [OP01-049] — character Penguin [OP01-050] — character Eustass"Captain"Kid [OP01-051] — character Raizo [OP01-052] — character Wire [OP01-053] — character X.Drake [OP01-054] — character You Can Be My Samurai!! [OP01-055] — event Demon Face [OP01-056] — event Paradise Waterfall [OP01-057] — event Punk Gibson [OP01-058] — event BE-BENG!! [OP01-059] — event Donquixote Doflamingo [OP01-060] — leader Kaido [OP01-061] — leader Crocodile [OP01-062] — leader Arlong [OP01-063] — character Alvida [OP01-064] — character Vergo [OP01-065] — character Krieg [OP01-066] — character Crocodile [OP01-067] — character Gecko Moria [OP01-068] — character Caesar Clown [OP01-069] — character Dracule Mihawk [OP01-070] — character Jinbe [OP01-071] — character Smiley [OP01-072] — character Donquixote Doflamingo [OP01-073] — character Bartholomew Kuma [OP01-074] — character Pacifista [OP01-075] — character Bellamy [OP01-076] — character Perona [OP01-077] — character Boa Hancock [OP01-078] — character Ms. All Sunday [OP01-079] — character Miss Doublefinger(Zala) [OP01-080] — character Mocha [OP01-081] — character Monet [OP01-082] — character Mr.1 (Daz.Bonez) [OP01-083] — character Mr.2.Bon.Kurei (Bentham) [OP01-084] — character Mr.3 (Galdino) [OP01-085] — character Overheat [OP01-086] — event Officer Agents [OP01-087] — event Desert Spada [OP01-088] — event Crescent Cutlass [OP01-089] — event Baroque Works [OP01-090] — event King [OP01-091] — leader Urashima [OP01-092] — character Ulti [OP01-093] — character Kaido [OP01-094] — character Kyoshirou [OP01-095] — character King [OP01-096] — character Queen [OP01-097] — character Kurozumi Orochi [OP01-098] — character Kurozumi Semimaru [OP01-099] — character Kurozumi Higurashi [OP01-100] — character Sasaki [OP01-101] — character Jack [OP01-102] — character Scratchmen Apoo [OP01-103] — character Speed [OP01-104] — character Bao Huang [OP01-105] — character Basil Hawkins [OP01-106] — character Babanuki [OP01-107] — character Hitokiri Kamazo [OP01-108] — character Who's.Who (Box Topper) [OP01-109] — character Fukurokuju [OP01-110] — character Black Maria [OP01-111] — character Page One [OP01-112] — character Holedem [OP01-113] — character X.Drake [OP01-114] — character Elephant's Marchoo [OP01-115] — event Artificial Devil Fruit SMILE [OP01-116] — event Sheep's Horn [OP01-117] — event Ulti-Mortar [OP01-118] — event Thunder Bagua [OP01-119] — event Shanks [OP01-120] — character Yamato [OP01-121] — character Edward.Newgate [OP02-001] — leader Monkey.D.Garp [OP02-002] — leader Atmos [OP02-003] — character Edward.Newgate [OP02-004] — character Curly.Dadan [OP02-005] — character Kingdew [OP02-006] — character Thatch [OP02-007] — character Jozu [OP02-008] — character Squard [OP02-009] — character Dogura [OP02-010] — character Vista [OP02-011] — character Blenheim [OP02-012] — character Portgas.D.Ace [OP02-013] — character Whitey Bay [OP02-014] — character Makino [OP02-015] — character Magura [OP02-016] — character Masked Deuce [OP02-017] — character Marco [OP02-018] — character Rakuyo [OP02-019] — character LittleOars Jr. [OP02-020] — character Seaquake [OP02-021] — event Whitebeard Pirates [OP02-022] — event You May Be a Fool...but I Still Love You [OP02-023] — event Moby Dick [OP02-024] — stage Kin'emon [OP02-025] — leader Sanji [OP02-026] — leader Inuarashi [OP02-027] — character Usopp [OP02-028] — character Carrot [OP02-029] — character Kouzuki Oden [OP02-030] — character Kouzuki Toki [OP02-031] — character Shishilian [OP02-032] — character Jinbe [OP02-033] — character Tony Tony.Chopper [OP02-034] — character Trafalgar Law [OP02-035] — character Nami [OP02-036] — character Nico Robin [OP02-037] — character Nekomamushi [OP02-038] — character Franky [OP02-039] — character Brook [OP02-040] — character Monkey.D.Luffy [OP02-041] — character Yamato [OP02-042] — character Roronoa Zoro [OP02-043] — character Wanda [OP02-044] — character Three Sword Style Oni Giri [OP02-045] — event Diable Jambe Venaison Shoot [OP02-046] — event Paradise Totsuka [OP02-047] — event Land of Wano [OP02-048] — stage Emporio.Ivankov [OP02-049] — leader Inazuma [OP02-050] — character Emporio.Ivankov [OP02-051] — character Cabaji [OP02-052] — character Crocodile [OP02-053] — character Gecko Moria [OP02-054] — character Dracule Mihawk [OP02-055] — character Donquixote Doflamingo [OP02-056] — character Bartholomew Kuma [OP02-057] — character Buggy [OP02-058] — character Boa Hancock [OP02-059] — character Mohji [OP02-060] — character Morley [OP02-061] — character Monkey.D.Luffy [OP02-062] — character Mr.1 (Daz.Bonez) [OP02-063] — character Mr.2.Bon.Kurei (Bentham) [OP02-064] — character Mr.3 (Galdino) [OP02-065] — character Impel Down All Stars [OP02-066] — event Arabesque Brick Fist [OP02-067] — event Gum-Gum Rain [OP02-068] — event DEATH WINK [OP02-069] — event New Kama Land [OP02-070] — stage Magellan [OP02-071] — leader Zephyr [OP02-072] — leader Little Sadi [OP02-073] — character Saldeath [OP02-074] — character Shiki [OP02-075] — character Shiryu [OP02-076] — character Solitaire [OP02-077] — character Daifugo [OP02-078] — character Douglas Bullet [OP02-079] — character Dobon [OP02-080] — character Domino [OP02-081] — character Byrnndi World [OP02-082] — character Hannyabal [OP02-083] — character Blugori [OP02-084] — character Magellan [OP02-085] — character Minokoala [OP02-086] — character Minotaur [OP02-087] — character Sphinx [OP02-088] — character Judgment of Hell [OP02-089] — event Hydra [OP02-090] — event Venom Road [OP02-091] — event Impel Down [OP02-092] — stage Smoker [OP02-093] — leader Isuka [OP02-094] — character Onigumo [OP02-095] — character Kuzan [OP02-096] — character Komille [OP02-097] — character Koby [OP02-098] — character Sakazuki [OP02-099] — character Jango [OP02-100] — character Strawberry [OP02-101] — character Smoker [OP02-102] — character Sengoku [OP02-103] — character Sentomaru [OP02-104] — character Tashigi [OP02-105] — character Tsuru [OP02-106] — character Doberman [OP02-107] — character Donquixote Rosinante [OP02-108] — character Jaguar.D.Saul [OP02-109] — character Hina [OP02-110] — character Fullbody [OP02-111] — character Bell-mere [OP02-112] — character Helmeppo [OP02-113] — character Borsalino [OP02-114] — character Monkey.D.Garp [OP02-115] — character Yamakaji [OP02-116] — character Ice Age [OP02-117] — event Yasakani Sacred Jewel [OP02-118] — event Meteor Volcano [OP02-119] — event Uta [OP02-120] — character Kuzan [OP02-121] — character Portgas.D.Ace [OP03-001] — leader Adio [OP03-002] — character Izo [OP03-003] — character Curiel [OP03-004] — character Thatch [OP03-005] — character Speed Jil [OP03-006] — character Namule [OP03-007] — character Buggy [OP03-008] — character Haruta [OP03-009] — character Fossa [OP03-010] — character Blamenco [OP03-011] — character Marshall.D.Teach [OP03-012] — character Marco [OP03-013] — character Monkey.D.Garp [OP03-014] — character Lim [OP03-015] — character Flame Emperor [OP03-016] — event Cross Fire [OP03-017] — event Fire Fist [OP03-018] — event Fiery Doll [OP03-019] — event Striker [OP03-020] — stage Kuro [OP03-021] — leader Arlong [OP03-022] — leader Alvida [OP03-023] — character Gin [OP03-024] — character Krieg [OP03-025] — character Kuroobi [OP03-026] — character Sham [OP03-027] — character Jango [OP03-028] — character Chew [OP03-029] — character Nami [OP03-030] — character Pearl [OP03-031] — character Buggy [OP03-032] — character Hatchan [OP03-033] — character Buchi [OP03-034] — character Momoo [OP03-035] — character Out-of-the-Bag [OP03-036] — event Tooth Attack [OP03-037] — event Deathly Poison Gas Bomb MH5 [OP03-038] — event One, Two, Jango [OP03-039] — event Nami [OP03-040] — leader Usopp [OP03-041] — character Usopp's Pirate Crew [OP03-042] — character Gaimon [OP03-043] — character Kaya [OP03-044] — character Carne [OP03-045] — character Genzo [OP03-046] — character Zeff [OP03-047] — character Nojiko [OP03-048] — character Patty [OP03-049] — character Boodle [OP03-050] — character Bell-mere [OP03-051] — character Merry [OP03-052] — character Yosaku & Johnny [OP03-053] — character Usopp's Rubber Band of Doom!!! [OP03-054] — event Gum-Gum Giant Gavel [OP03-055] — event Sanji's Pilaf [OP03-056] — event Three Thousand Worlds [OP03-057] — event Iceburg [OP03-058] — leader Kaku [OP03-059] — character Kalifa [OP03-060] — character Kiwi & Mozu [OP03-061] — character Kokoro [OP03-062] — character Zambai [OP03-063] — character Tilestone [OP03-064] — character Chimney & Gonbe [OP03-065] — character Paulie [OP03-066] — character Peepley Lulu [OP03-067] — character Minozebra [OP03-068] — character Minorhinoceros [OP03-069] — character Monkey.D.Luffy [OP03-070] — character Rob Lucci [OP03-071] — character Gum-Gum Jet Gatling [OP03-072] — event Hull Dismantler Slash [OP03-073] — event Top Knot [OP03-074] — event Galley-La Company [OP03-075] — stage Rob Lucci [OP03-076] — leader Charlotte Linlin [OP03-077] — leader Issho [OP03-078] — character Vergo [OP03-079] — character Kaku [OP03-080] — character Kalifa [OP03-081] — character Kumadori [OP03-082] — character Corgy [OP03-083] — character Jerry [OP03-084] — character Jabra [OP03-085] — character Spandam [OP03-086] — character Nero [OP03-087] — character Fukurou [OP03-088] — character Brannew [OP03-089] — character Blueno [OP03-090] — character Helmeppo [OP03-091] — character Rob Lucci [OP03-092] — character Wanze [OP03-093] — character Air Door [OP03-094] — event Soap Sheep [OP03-095] — event Tempest Kick Sky Slicer [OP03-096] — event Six King Pistol [OP03-097] — event Enies Lobby [OP03-098] — stage Charlotte Katakuri [OP03-099] — leader Kingbaum [OP03-100] — character Camie [OP03-101] — character Sanji [OP03-102] — character Bobbin the Disposer [OP03-103] — character Shirley [OP03-104] — character Charlotte Oven [OP03-105] — character Charlotte Opera [OP03-106] — character Charlotte Galette [OP03-107] — character Charlotte Cracker [OP03-108] — character Charlotte Chiffon [OP03-109] — character Charlotte Smoothie [OP03-110] — character Charlotte Praline [OP03-111] — character Charlotte Pudding [OP03-112] — character Charlotte Perospero [OP03-113] — character Charlotte Linlin [OP03-114] — character Streusen [OP03-115] — character Shirahoshi [OP03-116] — character Napoleon [OP03-117] — character Ikoku Sovereignty [OP03-118] — event Buzz Cut Mochi [OP03-119] — event Tropical Torment [OP03-120] — event Thunder Bolt [OP03-121] — event Sogeking [OP03-122] — character Charlotte Katakuri [OP03-123] — character Nefeltari Vivi [OP04-001] — leader Igaram [OP04-002] — character Usopp [OP04-003] — character Karoo [OP04-004] — character Kung Fu Jugon [OP04-005] — character Koza [OP04-006] — character Sanji [OP04-007] — character Chaka [OP04-008] — character Super Spot-Billed Duck Troops [OP04-009] — character Tony Tony.Chopper [OP04-010] — character Nami [OP04-011] — character Nefeltari Cobra [OP04-012] — character Pell [OP04-013] — character Monkey.D.Luffy [OP04-014] — character Roronoa Zoro [OP04-015] — character Bad Manners Kick Course [OP04-016] — event Happiness Punch [OP04-017] — event Enchanting Vertigo Dance [OP04-018] — event Donquixote Doflamingo [OP04-019] — leader Issho [OP04-020] — leader Viola [OP04-021] — character Eric [OP04-022] — character Kuro [OP04-023] — character Sugar [OP04-024] — character Giolla [OP04-025] — character Senor Pink [OP04-026] — character Daddy Masterson [OP04-027] — character Diamante [OP04-028] — character Dellinger [OP04-029] — character Trebol [OP04-030] — character Donquixote Doflamingo [OP04-031] — character Baby 5 [OP04-032] — character Machvise [OP04-033] — character Lao.G [OP04-034] — character Spiderweb [OP04-035] — event Donquixote Family [OP04-036] — event Flapping Thread [OP04-037] — event The Weak Do Not Have the Right to Choose How They Die!!! [OP04-038] — event Rebecca [OP04-039] — leader Queen [OP04-040] — leader Apis [OP04-041] — character Ipponmatsu [OP04-042] — character Ulti [OP04-043] — character Kaido [OP04-044] — character King [OP04-045] — character Queen [OP04-046] — character Ice Oni [OP04-047] — character Sasaki [OP04-048] — character Jack [OP04-049] — character Hanger [OP04-050] — character Who's.Who [OP04-051] — character Black Maria [OP04-052] — character Page One [OP04-053] — character Rokki [OP04-054] — character Plague Rounds [OP04-055] — event Gum-Gum Red Roc [OP04-056] — event Dragon Twister Demolition Breath [OP04-057] — event Crocodile [OP04-058] — leader Iceburg [OP04-059] — character Crocodile [OP04-060] — character Tom [OP04-061] — character Bananagator [OP04-062] — character Franky [OP04-063] — character Ms. All Sunday [OP04-064] — character Miss.Goldenweek(Marianne) [OP04-065] — character Miss.Valentine(Mikita) [OP04-066] — character Miss.MerryChristmas(Drophy) [OP04-067] — character Yokozuna [OP04-068] — character Mr.2.Bon.Kurei (Bentham) [OP04-069] — character Mr.3 (Galdino) [OP04-070] — character Mr.4 (Babe) [OP04-071] — character Mr.5 (Gem) [OP04-072] — character Mr.13 & Ms.Friday [OP04-073] — character Colors Trap [OP04-074] — event Nez-Palm Cannon [OP04-075] — event Weakness...Is an Unforgivable Sin. [OP04-076] — event Ideo [OP04-077] — character Oimo & Kashii [OP04-078] — character Orlumbus [OP04-079] — character Gyats [OP04-080] — character Cavendish [OP04-081] — character Kyros [OP04-082] — character Sabo [OP04-083] — character Stussy [OP04-084] — character Suleiman [OP04-085] — character Chinjao [OP04-086] — character Trafalgar Law [OP04-087] — character Hajrudin [OP04-088] — character Bartolomeo [OP04-089] — character Monkey.D.Luffy [OP04-090] — character Leo [OP04-091] — character Rebecca [OP04-092] — character Gum-Gum King Kong Gun [OP04-093] — event Trueno Bastardo [OP04-094] — event Barrier!! [OP04-095] — event Corrida Coliseum [OP04-096] — stage Otama [OP04-097] — character Toko [OP04-098] — character Olin [OP04-099] — character Capone"Gang"Bege [OP04-100] — character Carmel [OP04-101] — character Kin'emon [OP04-102] — character Kouzuki Hiyori [OP04-103] — character Sanji [OP04-104] — character Charlotte Amande [OP04-105] — character Charlotte Bavarois [OP04-106] — character Charlotte Perospero [OP04-107] — character Charlotte Moscato [OP04-108] — character Tonoyasu [OP04-109] — character Pound [OP04-110] — character Hera [OP04-111] — character Yamato [OP04-112] — character Rabiyan [OP04-113] — character Randolph [OP04-114] — character Gun Modoki [OP04-115] — event Diable Jambe Joue Shot [OP04-116] — event Heavenly Fire [OP04-117] — event Nefeltari Vivi [OP04-118] — character Donquixote Rosinante [OP04-119] — character Sabo [OP05-001] — leader Belo Betty [OP05-002] — leader Inazuma [OP05-003] — character Emporio.Ivankov [OP05-004] — character Karasu [OP05-005] — character Koala [OP05-006] — character Sabo [OP05-007] — character Chaka [OP05-008] — character Toh-Toh [OP05-009] — character Nico Robin [OP05-010] — character Bartholomew Kuma [OP05-011] — character Hack [OP05-012] — character Bunny Joe [OP05-013] — character Pell [OP05-014] — character Belo Betty [OP05-015] — character Morley [OP05-016] — character Lindbergh [OP05-017] — character Emporio Energy Hormone [OP05-018] — event Fire Fist [OP05-019] — event Four Thousand-Brick Fist [OP05-020] — event Revolutionary Army HQ [OP05-021] — stage Donquixote Rosinante [OP05-022] — leader Vergo [OP05-023] — character Kuween [OP05-024] — character Gladius [OP05-025] — character Sarquiss [OP05-026] — character Trafalgar Law [OP05-027] — character Donquixote Doflamingo [OP05-028] — character Donquixote Doflamingo [OP05-029] — character Donquixote Rosinante [OP05-030] — character Buffalo [OP05-031] — character Pica [OP05-032] — character Baby 5 [OP05-033] — character Baby 5 [OP05-034] — character Bellamy [OP05-035] — character Monet [OP05-036] — character Because the Side of Justice Will Be Whichever Side Wins!! [OP05-037] — event Charlestone [OP05-038] — event Stick-Stickem Meteora [OP05-039] — event Birdcage [OP05-040] — stage Sakazuki [OP05-041] — leader Issho [OP05-042] — character Ulti [OP05-043] — character John Giant [OP05-044] — character Stainless [OP05-045] — character Dalmatian [OP05-046] — character Basil Hawkins [OP05-047] — character Bastille [OP05-048] — character Haccha [OP05-049] — character Hina [OP05-050] — character Borsalino [OP05-051] — character Maynard [OP05-052] — character Mozambia [OP05-053] — character Monkey.D.Garp [OP05-054] — character X.Drake [OP05-055] — character X.Barrels [OP05-056] — character Hound Blaze [OP05-057] — event It's a Waste of Human Life!! [OP05-058] — event Let Us Begin the World of Violence!! [OP05-059] — event Monkey.D.Luffy [OP05-060] — leader Uso-Hachi [OP05-061] — character O-Nami [OP05-062] — character O-Robi [OP05-063] — character Killer [OP05-064] — character San-Gorou [OP05-065] — character Jinbe [OP05-066] — character Zoro-Juurou [OP05-067] — character Chopa-Emon [OP05-068] — character Trafalgar Law [OP05-069] — character Fra-Nosuke [OP05-070] — character Bepo [OP05-071] — character Hone-Kichi [OP05-072] — character Miss Doublefinger(Zala) [OP05-073] — character Eustass"Captain"Kid [OP05-074] — character Mr.1(Daz.Bonez) [OP05-075] — character When You're at Sea You Fight against Pirates!! [OP05-076] — event Gamma Knife [OP05-077] — event Punk Rotten [OP05-078] — event Viola [OP05-079] — character Elizabello II [OP05-080] — character One-Legged Toy Soldier [OP05-081] — character Shirahoshi [OP05-082] — character Sterry [OP05-083] — character Saint Charlos [OP05-084] — character Nefeltari Cobra [OP05-085] — character Nefeltari Vivi [OP05-086] — character Hakuba [OP05-087] — character Mansherry [OP05-088] — character Saint Mjosgard [OP05-089] — character Riku Doldo III [OP05-090] — character Rebecca [OP05-091] — character Saint Rosward [OP05-092] — character Rob Lucci [OP05-093] — character Haute Couture Patch Work [OP05-094] — event Dragon Claw [OP05-095] — event I Bid 500 Million!! [OP05-096] — event Mary Geoise [OP05-097] — stage Enel [OP05-098] — leader Amazon [OP05-099] — character Enel [OP05-100] — character Ohm [OP05-101] — character Gedatsu [OP05-102] — character Kotori [OP05-103] — character Conis [OP05-104] — character Satori [OP05-105] — character Shura [OP05-106] — character Lieutenant Spacey [OP05-107] — character Nola [OP05-108] — character Pagaya [OP05-109] — character Holly [OP05-110] — character Hotori [OP05-111] — character Captain McKinley [OP05-112] — character Yama [OP05-113] — character El Thor [OP05-114] — event Two-Hundred Million Volts Amaru [OP05-115] — event Hino Bird Zap [OP05-116] — event Upper Yard [OP05-117] — stage Kaido [OP05-118] — character Monkey.D.Luffy [OP05-119] — character Uta [OP06-001] — leader Inazuma [OP06-002] — character Emporio.Ivankov [OP06-003] — character Baron Omatsuri [OP06-004] — character Gasparde [OP06-005] — character Saga [OP06-006] — character Shanks [OP06-007] — character Schneider [OP06-008] — character Shuraiya [OP06-009] — character Douglas Bullet [OP06-010] — character Tot Musica [OP06-011] — character Bear.King [OP06-012] — character Monkey.D.Luffy [OP06-013] — character Ratchet [OP06-014] — character Lily Carnation [OP06-015] — character Raise Max [OP06-016] — character Meteor-Strike of Love [OP06-017] — event Gum-Gum King Kong Gatling [OP06-018] — event Blue Dragon Seal Water Stream [OP06-019] — event Hody Jones [OP06-020] — leader Perona [OP06-021] — leader Yamato [OP06-022] — leader Arlong [OP06-023] — character Ikaros Much [OP06-024] — character Camie [OP06-025] — character Koushirou [OP06-026] — character Gyro [OP06-027] — character Zeo [OP06-028] — character Daruma [OP06-029] — character Dosun [OP06-030] — character Hatchan [OP06-031] — character Hammond [OP06-032] — character Vander Decken IX [OP06-033] — character Hyouzou [OP06-034] — character Hody Jones [OP06-035] — character Ryuma [OP06-036] — character Wadatsumi [OP06-037] — character The Billion-fold World Trichiliocosm [OP06-038] — event You Ain't Even Worth Killing Time!! [OP06-039] — event Shark Arrows [OP06-040] — event The Ark Noah [OP06-041] — stage Vinsmoke Reiju [OP06-042] — leader Aramaki [OP06-043] — character Gion [OP06-044] — character Kuzan [OP06-045] — character Sakazuki [OP06-046] — character Charlotte Pudding [OP06-047] — character Zeff [OP06-048] — character Sengoku [OP06-049] — character Tashigi [OP06-050] — character Tsuru [OP06-051] — character Tokikake [OP06-052] — character Jaguar.D.Saul [OP06-053] — character Borsalino [OP06-054] — character Monkey.D.Garp [OP06-055] — character Ama no Murakumo Sword [OP06-056] — event But I Will Never Doubt a Woman's Tears!!!! [OP06-057] — event Gravity Blade Raging Tiger [OP06-058] — event White Snake [OP06-059] — event Vinsmoke Ichiji [OP06-060] — character Vinsmoke Ichiji [OP06-061] — character Vinsmoke Judge [OP06-062] — character Vinsmoke Sora [OP06-063] — character Vinsmoke Niji [OP06-064] — character Vinsmoke Niji [OP06-065] — character Vinsmoke Yonji [OP06-066] — character Vinsmoke Yonji [OP06-067] — character Vinsmoke Reiju [OP06-068] — character Vinsmoke Reiju [OP06-069] — character Eldoraggo [OP06-070] — character Gild Tesoro [OP06-071] — character Cosette [OP06-072] — character Shiki [OP06-073] — character Zephyr (Navy) [OP06-074] — character Count Battler [OP06-075] — character Hitokiri Kamazo [OP06-076] — character Black Bug [OP06-077] — event GERMA 66 [OP06-078] — event Kingdom of GERMA [OP06-079] — stage Gecko Moria [OP06-080] — leader Absalom [OP06-081] — character Inuppe [OP06-082] — character Oars [OP06-083] — character Jigoro of the Wind [OP06-084] — character Kumacy [OP06-085] — character Gecko Moria [OP06-086] — character Cerberus [OP06-087] — character Sai [OP06-088] — character Taralan [OP06-089] — character Dr. Hogback [OP06-090] — character Victoria Cindry [OP06-091] — character Brook [OP06-092] — character Perona [OP06-093] — character Lola [OP06-094] — character Shadows Asgard [OP06-095] — event ...Nothing...at All!!! [OP06-096] — event Negative Hollow [OP06-097] — event Thriller Bark [OP06-098] — stage Aisa [OP06-099] — character Inuarashi [OP06-100] — character O-Nami [OP06-101] — character Kamakiri [OP06-102] — character Kawamatsu [OP06-103] — character Kikunojo [OP06-104] — character Genbo [OP06-105] — character Kouzuki Hiyori [OP06-106] — character Kouzuki Momonosuke [OP06-107] — character Tenguyama Hitetsu [OP06-108] — character Denjiro [OP06-109] — character Nekomamushi [OP06-110] — character Braham [OP06-111] — character Raizo [OP06-112] — character Raki [OP06-113] — character Wyper [OP06-114] — character You're the One Who Should Disappear [OP06-115] — event Reject [OP06-116] — event The Ark Maxim [OP06-117] — stage Roronoa Zoro [OP06-118] — character Sanji [OP06-119] — character Monkey.D.Dragon [OP07-001] — leader Ain [OP07-002] — character Outlook III [OP07-003] — character Curly.Dadan [OP07-004] — character Carina [OP07-005] — character Sterry [OP07-006] — character Dice [OP07-007] — character Mr. Tanaka [OP07-008] — character Dogura & Magura [OP07-009] — character Baccarat [OP07-010] — character Bluejam [OP07-011] — character Porchemy [OP07-012] — character Masked Deuce [OP07-013] — character Moda [OP07-014] — character Monkey.D.Dragon [OP07-015] — character Galaxy Wink [OP07-016] — event Dragon Breath [OP07-017] — event Keep Out [OP07-018] — event Jewelry Bonney [OP07-019] — leader Aladine [OP07-020] — character Urouge [OP07-021] — character Otama [OP07-022] — character Caribou [OP07-023] — character Koala [OP07-024] — character Coribou [OP07-025] — character Jewelry Bonney [OP07-026] — character Jinbe [OP07-027] — character Scratchmen Apoo [OP07-028] — character Basil Hawkins [OP07-029] — character Pappag [OP07-030] — character Bartolomeo [OP07-031] — character Fisher Tiger [OP07-032] — character Monkey.D.Luffy [OP07-033] — character Roronoa Zoro [OP07-034] — character Karmic Punishment [OP07-035] — event Demonic Aura Nine-Sword Style Asura Demon Nine Flash [OP07-036] — event More Pizza!! [OP07-037] — event Boa Hancock [OP07-038] — leader Edward Weevil [OP07-039] — character Crocodile [OP07-040] — character Gloriosa (Grandma Nyon) [OP07-041] — character Gecko Moria [OP07-042] — character Salome [OP07-043] — character Dracule Mihawk [OP07-044] — character Jinbe [OP07-045] — character Sengoku [OP07-046] — character Trafalgar Law [OP07-047] — character Donquixote Doflamingo [OP07-048] — character Buckin [OP07-049] — character Boa Sandersonia [OP07-050] — character Boa Hancock [OP07-051] — character Boa Marigold [OP07-052] — character Portgas.D.Ace [OP07-053] — character Marguerite [OP07-054] — character Snake Dance [OP07-055] — event Slave Arrow [OP07-056] — event Perfume Femur [OP07-057] — event Island of Women [OP07-058] — stage Foxy [OP07-059] — leader Itomimizu [OP07-060] — character Vinsmoke Sanji [OP07-061] — character Vinsmoke Reiju [OP07-062] — character Capote [OP07-063] — character Sanji [OP07-064] — character Gina [OP07-065] — character Tony Tony.Chopper [OP07-066] — character Tonjit [OP07-067] — character Hamburg [OP07-068] — character Pickles [OP07-069] — character Big Bun [OP07-070] — character Foxy [OP07-071] — character Porche [OP07-072] — character Monkey.D.Luffy [OP07-073] — character Monda [OP07-074] — character Slow-Slow Beam [OP07-075] — event Slow-Slow Beam Sword [OP07-076] — event We're Going to Claim the One Piece!!! [OP07-077] — event Megaton Nine-Tails Rush [OP07-078] — event Rob Lucci [OP07-079] — leader Kaku [OP07-080] — character Kalifa [OP07-081] — character Captain John [OP07-082] — character Gecko Moria [OP07-083] — character Gismonda [OP07-084] — character Stussy [OP07-085] — character Spandam [OP07-086] — character Baskerville [OP07-087] — character Hattori [OP07-088] — character Maha [OP07-089] — character Morgans [OP07-090] — character Monkey.D.Luffy [OP07-091] — character Joseph [OP07-092] — character Rob Lucci [OP07-093] — character Shave [OP07-094] — event Iron Body [OP07-095] — event Tempest Kick [OP07-096] — event Vegapunk [OP07-097] — leader Atlas [OP07-098] — character Usopp [OP07-099] — character Edison [OP07-100] — character Shaka [OP07-101] — character Jinbe [OP07-102] — character Tony Tony.Chopper [OP07-103] — character Nico Robin [OP07-104] — character Pythagoras [OP07-105] — character Fuza [OP07-106] — character Franky [OP07-107] — character Vega Force 01 [OP07-108] — character Monkey.D.Luffy [OP07-109] — character York [OP07-110] — character Lilith [OP07-111] — character Lucy [OP07-112] — character Roronoa Zoro [OP07-113] — character He Possesses the World's Most Brilliant Mind [OP07-114] — event I Re-Quasar Helllp!! [OP07-115] — event Blaze Slice [OP07-116] — event Egghead [OP07-117] — stage Sabo [OP07-118] — character Portgas.D.Ace [OP07-119] — character Tony Tony.Chopper [OP08-001] — leader Marco [OP08-002] — leader Twenty Doctors [OP08-003] — character Kuromarimo [OP08-004] — character Chess [OP08-005] — character Chessmarimo [OP08-006] — character Tony Tony.Chopper [OP08-007] — character Dalton [OP08-008] — character Maria Onion Bear [OP08-009] — character Hiking Bear [OP08-010] — character Musshuru [OP08-011] — character Lapins [OP08-012] — character Robson [OP08-013] — character Wapol [OP08-014] — character Dr.Kureha [OP08-015] — character Dr.Hiriluk [OP08-016] — character I'd Never Shoot You!!!! [OP08-017] — event Cloven Rose [OP08-018] — event Munch-Munch Mutation [OP08-019] — event Drum Kingdom [OP08-020] — stage Carrot [OP08-021] — leader Inuarashi [OP08-022] — character Carrot [OP08-023] — character Concelot [OP08-024] — character Shishilian [OP08-025] — character Giovanni [OP08-026] — character Tristan [OP08-027] — character Nekomamushi [OP08-028] — character Pekoms [OP08-029] — character Pedro [OP08-030] — character Miyagi [OP08-031] — character Milky [OP08-032] — character Roddy [OP08-033] — character Wanda [OP08-034] — character BB [OP08-035] — character Electrical Luna [OP08-036] — event Garchu [OP08-037] — event We Would Never Sell a Comrade to an Enemy!!! [OP08-038] — event Zou [OP08-039] — stage Atmos [OP08-040] — character Aphelandra [OP08-041] — character Edward Weevil [OP08-042] — character Edward.Newgate [OP08-043] — character Kingdew [OP08-044] — character Thatch [OP08-045] — character Shakuyaku [OP08-046] — character Jozu [OP08-047] — character Sweetpea [OP08-048] — character Speed Jil [OP08-049] — character Namule [OP08-050] — character Buckin [OP08-051] — character Portgas.D.Ace [OP08-052] — character Thank You...for Loving Me!! [OP08-053] — event You Can't Take Our King This Early in the Game. [OP08-054] — event Phoenix Brand [OP08-055] — event Moby Dick [OP08-056] — stage King [OP08-057] — leader Charlotte Pudding [OP08-058] — leader Alber [OP08-059] — character King [OP08-060] — character Charlotte Oven [OP08-061] — character Charlotte Katakuri [OP08-062] — character Charlotte Katakuri [OP08-063] — character Charlotte Cracker [OP08-064] — character Charlotte Smoothie [OP08-065] — character Charlotte Brulee [OP08-066] — character Charlotte Pudding [OP08-067] — character Charlotte Perospero [OP08-068] — character Charlotte Linlin [OP08-069] — character Baron Tamago [OP08-070] — character Count Niwatori [OP08-071] — character Biscuit Warrior [OP08-072] — character Viscount Hiyoko [OP08-073] — character Black Maria [OP08-074] — character Candy Maiden [OP08-075] — event It's to Die For [OP08-076] — event Conquest of the Sea [OP08-077] — event Ulti [OP08-078] — character Kaido [OP08-079] — character Queen [OP08-080] — character Guernica [OP08-081] — character Sasaki [OP08-082] — character Sheepshead [OP08-083] — character Jack [OP08-084] — character Jinbe [OP08-085] — character Ginrummy [OP08-086] — character Scratchmen Apoo [OP08-087] — character Duval [OP08-088] — character Basil Hawkins [OP08-089] — character Hamlet [OP08-090] — character Whos.Who [OP08-091] — character Page One [OP08-092] — character X.Drake [OP08-093] — character Imperial Flame [OP08-094] — event Iron Body Fang Flash [OP08-095] — event People's Dreams Don't Ever End!! [OP08-096] — event Heliceratops [OP08-097] — event Kalgara [OP08-098] — leader Kalgara [OP08-099] — character South Bird [OP08-100] — character Charlotte Angel [OP08-101] — character Charlotte Opera [OP08-102] — character Charlotte Custard [OP08-103] — character Charlotte Poire [OP08-104] — character Jewelry Bonney [OP08-105] — character Nami [OP08-106] — character Nitro [OP08-107] — character Mont Blanc Cricket [OP08-108] — character Mont Blanc Noland [OP08-109] — character Wyper [OP08-110] — character S-Shark [OP08-111] — character S-Snake [OP08-112] — character S-Bear [OP08-113] — character S-Hawk [OP08-114] — character The Earth Will Not Lose! [OP08-115] — event Burn Bazooka [OP08-116] — event Burn Blade [OP08-117] — event Silvers Rayleigh [OP08-118] — character Kaido & Linlin [OP08-119] — character Shanks [OP09-001] — leader Uta [OP09-002] — character Shachi & Penguin [OP09-003] — character Shanks [OP09-004] — character Silvers Rayleigh [OP09-005] — character Howling Gab [OP09-006] — character Heat [OP09-007] — character Building Snake [OP09-008] — character Benn.Beckman [OP09-009] — character Bonk Punch [OP09-010] — character Hongo [OP09-011] — character Monster [OP09-012] — character Yasopp [OP09-013] — character Limejuice [OP09-014] — character Lucky.Roux [OP09-015] — character Rockstar [OP09-016] — character Wire [OP09-017] — character Get Out of Here! [OP09-018] — event Nobody Hurts a Friend of Mine!!!! [OP09-019] — event Come On!! We'll Fight You!! [OP09-020] — event Red Force [OP09-021] — stage Lim [OP09-022] — leader Adio [OP09-023] — character Usopp [OP09-024] — character Crocodile [OP09-025] — character Sakazuki [OP09-026] — character Sabo [OP09-027] — character Sanji [OP09-028] — character Tony Tony.Chopper [OP09-029] — character Trafalgar Law [OP09-030] — character Donquixote Doflamingo [OP09-031] — character Donquixote Rosinante [OP09-032] — character Nico Robin [OP09-033] — character Perona [OP09-034] — character Portgas.D.Ace [OP09-035] — character Monkey.D.Luffy [OP09-036] — character Lim [OP09-037] — character Rob Lucci [OP09-038] — character Gum-Gum Cuatro Jet Cross Shock Bazooka [OP09-039] — event Thunder Lance Flip Caliber Phoenix Shot [OP09-040] — event Soul Franky Swing Arm Boxing Solid [OP09-041] — event Buggy [OP09-042] — leader Alvida [OP09-043] — character Izo [OP09-044] — character Cabaji [OP09-045] — character Crocodile [OP09-046] — character Kouzuki Oden [OP09-047] — character Dracule Mihawk [OP09-048] — character Jozu [OP09-049] — character Nami [OP09-050] — character Buggy [OP09-051] — character Marco [OP09-052] — character Mohji [OP09-053] — character Richie [OP09-054] — character Mr.1(Daz.Bonez) [OP09-055] — character Mr.3(Galdino) [OP09-056] — character Cross Guild [OP09-057] — event Special Muggy Ball [OP09-058] — event Murder at the Steam Bath [OP09-059] — event Emptee Bluffs Island [OP09-060] — stage Monkey.D.Luffy [OP09-061] — leader Nico Robin [OP09-062] — leader Usopp [OP09-063] — character Killer [OP09-064] — character Sanji [OP09-065] — character Jean Bart [OP09-066] — character Jinbe [OP09-067] — character Tony Tony.Chopper [OP09-068] — character Trafalgar Law [OP09-069] — character Nami [OP09-070] — character Nico Robin [OP09-071] — character Franky [OP09-072] — character Brook [OP09-073] — character Bepo [OP09-074] — character Eustass"Captain"Kid [OP09-075] — character Roronoa Zoro [OP09-076] — character Gum-Gum Lightning [OP09-077] — event Gum-Gum Giant [OP09-078] — event Gum-Gum Jump Rope [OP09-079] — event Thousand Sunny [OP09-080] — stage Marshall.D.Teach [OP09-081] — leader Avalo Pizarro [OP09-082] — character Van Augur [OP09-083] — character Catarina Devon [OP09-084] — character Gecko Moria [OP09-085] — character Jesus Burgess [OP09-086] — character Charlotte Pudding [OP09-087] — character Shiryu [OP09-088] — character Stronger [OP09-089] — character Doc Q [OP09-090] — character Vasco Shot [OP09-091] — character Marshall.D.Teach [OP09-092] — character Marshall.D.Teach [OP09-093] — character Peachbeard [OP09-094] — character Laffitte [OP09-095] — character My Era...Begins!! [OP09-096] — event Black Vortex [OP09-097] — event Black Hole [OP09-098] — event Fullalead [OP09-099] — stage Karasu [OP09-100] — character Kuzan [OP09-101] — character Professor Clover [OP09-102] — character Koala [OP09-103] — character Sabo [OP09-104] — character Sanji [OP09-105] — character Nico Olvia [OP09-106] — character Nico Robin [OP09-107] — character Bartholomew Kuma [OP09-108] — character Jaguar.D.Saul [OP09-109] — character Pierre [OP09-110] — character Brook [OP09-111] — character Belo Betty [OP09-112] — character Morley [OP09-113] — character Lindbergh [OP09-114] — character Ice Block Partisan [OP09-115] — event Never Underestimate the Power of Miracles!! [OP09-116] — event Dereshi! [OP09-117] — event Gol.D.Roger [OP09-118] — character Monkey.D.Luffy [OP09-119] — character Smoker [OP10-001] — leader Caesar Clown [OP10-002] — leader Sugar [OP10-003] — leader Vergo [OP10-004] — character Sanji [OP10-005] — character Caesar Clown [OP10-006] — character Ceaser Soldier [OP10-007] — character Scotch [OP10-008] — character Smiley [OP10-009] — character Chadros.Higelyges (Brownbeard) [OP10-010] — character Tony Tony.Chopper [OP10-011] — character Dragon Number Thirteen [OP10-012] — character Nami [OP10-013] — character Franky [OP10-014] — character Mocha [OP10-015] — character Monet [OP10-016] — character Rock [OP10-017] — character Ten-Layer Igloo [OP10-018] — event Divine Departure [OP10-019] — event Gum-Gum UFO [OP10-020] — event Punk Hazard [OP10-021] — stage Trafalgar Law [OP10-022] — leader Issho [OP10-023] — character Edward.Newgate [OP10-024] — character Enel [OP10-025] — character Kin'emon [OP10-026] — character Kin'emon [OP10-027] — character Kouzuki Momonosuke [OP10-028] — character Dracule Mihawk [OP10-029] — character Smoker [OP10-030] — character Sengoku [OP10-031] — character Tashigi [OP10-032] — character Nami [OP10-033] — character Franky [OP10-034] — character Brook [OP10-035] — character Perona [OP10-036] — character Lim [OP10-037] — character Roronoa Zoro [OP10-038] — character Gum-Gum Dragon Fire Pistol Twister Star [OP10-039] — event The Weak Do Not Have the Right to Choose How They Die [OP10-040] — event Radio Knife [OP10-041] — event Usopp [OP10-042] — leader Moocy [OP10-043] — character Cub [OP10-044] — character Cavendish [OP10-045] — character Kyros [OP10-046] — character Koala [OP10-047] — character Sai [OP10-048] — character Sabo [OP10-049] — character Hajrudin [OP10-050] — character Hack [OP10-051] — character Bartolomeo [OP10-052] — character Bian [OP10-053] — character Blue Gilly [OP10-054] — character Marco [OP10-055] — character Mansherry [OP10-056] — character Leo [OP10-057] — character Rebecca [OP10-058] — character Fo...llow...Me...and...I...Will...Gui...de...You [OP10-059] — event Barrier-Barrier Pistol [OP10-060] — event Special Long-Range Attack!! Bagworm [OP10-061] — event Violet [OP10-062] — character Vinsmoke Sanji [OP10-063] — character Clone Soldier [OP10-064] — character Sugar [OP10-065] — character Giolla [OP10-066] — character Senor Pink [OP10-067] — character Diamante [OP10-068] — character Fighting Fish [OP10-069] — character Trebol [OP10-070] — character Donquixote Doflamingo [OP10-071] — character Donquixote Rosinante [OP10-072] — character Buffalo [OP10-073] — character Pica [OP10-074] — character Foxy [OP10-075] — character Baby 5 [OP10-076] — character Bellamy [OP10-077] — character I Do Not Forgive Those Who Laugh at My Family!!! [OP10-078] — event God Thread [OP10-079] — event Little Black Bears [OP10-080] — event Usopp [OP10-081] — character Kuzan [OP10-082] — character Kouzuki Momonosuke [OP10-083] — character Sanjuan.Wolf [OP10-084] — character Jesus Burgess [OP10-085] — character Shiryu [OP10-086] — character Tony Tony.Chopper [OP10-087] — character Nami [OP10-088] — character Nico Robin [OP10-089] — character Franky [OP10-090] — character Brook [OP10-091] — character Perona [OP10-092] — character Saint Homing [OP10-093] — character Ryuma [OP10-094] — character Roronoa Zoro [OP10-095] — character There's No Longer Any Need for the Seven Warlords of the Sea!!! [OP10-096] — event Gum-Gum Rhino Schneider [OP10-097] — event Liberation [OP10-098] — event Eustass"Captain"Kid [OP10-099] — leader Inazuma [OP10-100] — character Urouge [OP10-101] — character Emporio.Ivankov [OP10-102] — character Capone"Gang"Bege [OP10-103] — character Caribou [OP10-104] — character Cavendish [OP10-105] — character Killer [OP10-106] — character Jewelry Bonney [OP10-107] — character Scratchmen Apoo [OP10-108] — character Basil Hawkins [OP10-109] — character Heat & Wire [OP10-110] — character Monkey.D.Luffy [OP10-111] — character Eustass"Captain"Kid [OP10-112] — character Roronoa Zoro [OP10-113] — character X.Drake [OP10-114] — character Let's Meet Again in the New World [OP10-115] — event Damned Punk [OP10-116] — event ROOM [OP10-117] — event Monkey.D.Luffy [OP10-118] — character Trafalgar Law [OP10-119] — character Koby [OP11-001] — leader Ain [OP11-002] — character Usopp [OP11-003] — character Kujyaku [OP11-004] — character Smoker [OP11-005] — character Zephyr [OP11-006] — character Tashigi [OP11-007] — character Doll [OP11-008] — character Nico Robin [OP11-009] — character Hibari [OP11-010] — character Bins [OP11-011] — character Franky [OP11-012] — character Prince Grus [OP11-013] — character Borsalino [OP11-014] — character Mocha [OP11-015] — character Roronoa Zoro [OP11-016] — character X.Drake [OP11-017] — character Honesty Impact [OP11-018] — event Glorp Web!! [OP11-019] — event X Calibur [OP11-020] — event Jinbe [OP11-021] — leader Shirahoshi [OP11-022] — leader Arlong [OP11-023] — character Aladine [OP11-024] — character Ishilly [OP11-025] — character Scaled Neptunian [OP11-026] — character Bulge-Eyed Neptunian [OP11-027] — character Lord of the Coast [OP11-028] — character Charlotte Praline [OP11-029] — character Shirahoshi [OP11-030] — character Jinbe [OP11-031] — character Surume [OP11-032] — character Bird Neptunian [OP11-033] — character Hatchan [OP11-034] — character Fisher Tiger [OP11-035] — character Spotted Neptunian [OP11-036] — character Ancient Weapon Poseidon [OP11-037] — event Gum-Gum Elephant Gatling [OP11-038] — event Vagabond Drill [OP11-039] — event Monkey.D.Luffy [OP11-040] — leader Nami [OP11-041] — leader Vito [OP11-042] — character Vinsmoke Ichiji [OP11-043] — character Vinsmoke Judge [OP11-044] — character Vinsmoke Niji [OP11-045] — character Vinsmoke Yonji [OP11-046] — character Vinsmoke Reiju [OP11-047] — character Capone"Gang"Bege [OP11-048] — character Carrot [OP11-049] — character Gotti [OP11-050] — character Sanji [OP11-051] — character Charlotte Lola [OP11-052] — character Tony Tony.Chopper [OP11-053] — character Nami [OP11-054] — character Bartolomeo [OP11-055] — character Brook [OP11-056] — character Pedro [OP11-057] — character Monkey.D.Luffy [OP11-058] — character Gum-Gum King Cobra [OP11-059] — event Let's Crash This Wedding!!! [OP11-060] — event Gum-Gum Jet Culverin [OP11-061] — event Charlotte Katakuri [OP11-062] — leader Little Sadi [OP11-063] — character Saldeath [OP11-064] — character Charlotte Anana [OP11-065] — character Charlotte Oven [OP11-066] — character Charlotte Katakuri [OP11-067] — character Charlotte Daifuku [OP11-068] — character Charlotte Brulee [OP11-069] — character Charlotte Pudding [OP11-070] — character Charlotte Perospero [OP11-071] — character Charlotte Mont-d'or [OP11-072] — character Charlotte Linlin [OP11-073] — character Streusen [OP11-074] — character Jaguar.D.Saul [OP11-075] — character Hannyabal [OP11-076] — character Randolph [OP11-077] — character Decuplets [OP11-078] — character When Two Men Are Fighting the Last Thing I Need Is Some Half-Hearted Assistance!!!! [OP11-079] — event Gear Two [OP11-080] — event Cognac Mama-Mash [OP11-081] — event Aramaki [OP11-082] — character Caribou [OP11-083] — character Kuzan [OP11-084] — character Kurozumi Orochi [OP11-085] — character Coribou [OP11-086] — character Miss Sarahebi [OP11-087] — character Shu [OP11-088] — character Black Maria [OP11-089] — character Briscola [OP11-090] — character Berry Good [OP11-091] — character Helmeppo [OP11-092] — character Bogard [OP11-093] — character Morgan [OP11-094] — character Monkey.D.Garp [OP11-095] — character Ripper [OP11-096] — character After All These Years I'm Losing My Edge!!! [OP11-097] — event Blue Hole [OP11-098] — event I'm Gonna Be a Navy Officer!!! [OP11-099] — event Otohime [OP11-100] — character Capone"Gang"Bege [OP11-101] — character Camie [OP11-102] — character Long-Jaw Neptunian [OP11-103] — character Shirley [OP11-104] — character Charlotte Chiffon [OP11-105] — character Zeus [OP11-106] — character Topknot Neptunian [OP11-107] — character Neptune [OP11-108] — character Pappag [OP11-109] — character Fukaboshi [OP11-110] — character Mamboshi [OP11-111] — character Megalo [OP11-112] — character Ryuboshi [OP11-113] — character Gum-Gum Fire-Fist Pistol Red Hawk [OP11-114] — event You're Just Not My Type! [OP11-115] — event Merman Combat Ultramarine [OP11-116] — event Fish-Man Island [OP11-117] — stage Monkey.D.Luffy [OP11-118] — character Koby [OP11-119] — character Silvers Rayleigh [OP12-001] — leader Edward.Newgate [OP12-002] — character Crocus [OP12-003] — character Kouzuki Oden [OP12-004] — character Shiki [OP12-005] — character Shakuyaku [OP12-006] — character Shanks [OP12-007] — character Shanks [OP12-008] — character Jinbe [OP12-009] — character Douglas Bullet [OP12-010] — character Duval [OP12-011] — character Buggy [OP12-012] — character Hatchan [OP12-013] — character Boa Hancock [OP12-014] — character Monkey.D.Luffy [OP12-015] — character To Never Doubt--That Is Power! [OP12-016] — event Color of Observation Haki [OP12-017] — event Color of the Supreme King Haki [OP12-018] — event Color of Arms Haki [OP12-019] — event Roronoa Zoro [OP12-020] — leader Ipponmatsu [OP12-021] — character Inuarashi [OP12-022] — character Kawamatsu [OP12-023] — character Gyukimaru [OP12-024] — character Kin'emon [OP12-025] — character Kuina [OP12-026] — character Koushirou [OP12-027] — character Kouzuki Hiyori [OP12-028] — character Shimotsuki Kouzaburou [OP12-029] — character Dracule Mihawk [OP12-030] — character Tashigi [OP12-031] — character Nekomamushi [OP12-032] — character Helmeppo [OP12-033] — character Perona [OP12-034] — character Morgan [OP12-035] — character Roronoa Zoro [OP12-036] — character Demon Aura Nine Sword Style Asura Blades Drawn Dead Man's Game [OP12-037] — event Two-Sword Style Rashomon [OP12-038] — event Luffy Is the Man Who Will Become the King of Pirates!!! [OP12-039] — event Kuzan [OP12-040] — leader Sanji [OP12-041] — leader Alvida [OP12-042] — character Kuzan [OP12-043] — character Sakazuki [OP12-044] — character Jango [OP12-045] — character Zephyr(Navy) [OP12-046] — character Sengoku [OP12-047] — character Donquixote Rosinante [OP12-048] — character Buggy [OP12-049] — character Jaguar.D.Saul [OP12-050] — character Hina [OP12-051] — character Fullbody [OP12-052] — character Borsalino [OP12-053] — character Marshall.D.Teach [OP12-054] — character Mohji & Cabaji [OP12-055] — character Monkey.D.Garp [OP12-056] — character Ice Block Pheasant Peck [OP12-057] — event I Will Make Whitebeard the King of the Pirates [OP12-058] — event Concasser [OP12-059] — event Boeuf Burst [OP12-060] — event Donquixote Rosinante [OP12-061] — leader Vinsmoke Sora [OP12-062] — character Vinsmoke Reiju [OP12-063] — character Vergo [OP12-064] — character Emporio.Ivankov [OP12-065] — character Carne [OP12-066] — character Carmen [OP12-067] — character Gin [OP12-068] — character Crocodile [OP12-069] — character Sanji [OP12-070] — character Charlotte Pudding [OP12-071] — character Zeff [OP12-072] — character Trafalgar Law [OP12-073] — character Patty [OP12-074] — character Ms. All Sunday [OP12-075] — character Monet [OP12-076] — character The "Extinguishes All Sound Created by Your Influence" Technique [OP12-077] — event Brochette Blow [OP12-078] — event Luffy Is the Man Who Will Be King of the Pirates!!! [OP12-079] — event Baratie [OP12-080] — stage Koala [OP12-081] — leader Issho [OP12-082] — character Inazuma [OP12-083] — character Emporio.Ivankov [OP12-084] — character Karasu [OP12-085] — character Koala [OP12-086] — character Nico Robin [OP12-087] — character Bastille [OP12-088] — character Hack [OP12-089] — character Belo Betty [OP12-090] — character Poker [OP12-091] — character Mizerka [OP12-092] — character Morley [OP12-093] — character Monkey.D.Dragon [OP12-094] — character Lindbergh [OP12-095] — character Ursa Shock [OP12-096] — event Captains Assembled [OP12-097] — event Hair Removal Fist [OP12-098] — event Kalgara [OP12-099] — character Sabo [OP12-100] — character Jewelry Bonney [OP12-101] — character Shirahoshi [OP12-102] — character Seto [OP12-103] — character Sentomaru [OP12-104] — character Trafalgar Lammy [OP12-105] — character Trafalgar Law [OP12-106] — character Donquixote Doflamingo [OP12-107] — character Donquixote Rosinante [OP12-108] — character Pacifista [OP12-109] — character Buffalo [OP12-110] — character Baby 5 [OP12-111] — character Baby 5 [OP12-112] — character Roronoa Zoro [OP12-113] — character Wyper [OP12-114] — character I Love You!! [OP12-115] — event We'll Ring the Bell Waiting for You!! [OP12-116] — event Slam Gibson [OP12-117] — event Jewelry Bonney [OP12-118] — character Bartholomew Kuma [OP12-119] — character Monkey.D.Luffy [OP13-001] — leader Portgas.D.Ace [OP13-002] — leader Gol.D.Roger [OP13-003] — leader Sabo [OP13-004] — leader Inazuma [OP13-005] — character Woop Slap [OP13-006] — character Ace & Sabo & Luffy [OP13-007] — character Emporio.Ivankov [OP13-008] — character Curly.Dadan [OP13-009] — character Lord of the Coast [OP13-010] — character Nefeltari Cobra [OP13-011] — character Nefeltari Vivi [OP13-012] — character Higuma [OP13-013] — character Portgas.D.Rouge [OP13-014] — character Makino [OP13-015] — character Monkey.D.Garp [OP13-016] — character Monkey.D.Dragon [OP13-017] — character Wapol [OP13-018] — character But Ace Here Said You Deserved It!! [OP13-019] — event Meteor Fist [OP13-020] — event Gum-Gum Gatling Gun [OP13-021] — event Windmill Village [OP13-022] — stage Uta [OP13-023] — character Gordon [OP13-024] — character Koby [OP13-025] — character Sunny-Kun [OP13-026] — character Sanji [OP13-027] — character Shanks [OP13-028] — character Jinbe [OP13-029] — character Tony Tony.Chopper [OP13-030] — character Trafalgar Law [OP13-031] — character Nico Robin [OP13-032] — character Franky [OP13-033] — character Brook [OP13-034] — character Bepo [OP13-035] — character Helmeppo [OP13-036] — character Roronoa Zoro [OP13-037] — character Gum-Gum Elephant Gun [OP13-038] — event Gum-Gum Snake Shot [OP13-039] — event I Know You're Strong... So I'll Go All Out from the Very Start!!! [OP13-040] — event Izo [OP13-041] — character Edward.Newgate [OP13-042] — character Otama [OP13-043] — character Curiel [OP13-044] — character Haruta [OP13-045] — character Vista [OP13-046] — character Fossa [OP13-047] — character Blamenco [OP13-048] — character Blenheim [OP13-049] — character Boa Sandersonia [OP13-050] — character Boa Hancock [OP13-051] — character Boa Marigold [OP13-052] — character Marshall.D.Teach [OP13-053] — character Yamato [OP13-054] — character Rakuyo [OP13-055] — character LittleOars Jr. [OP13-056] — character If I Bowed Down to Power, What's the Point in Living? [OP13-057] — event Phoenix Pyreapple [OP13-058] — event Brilliant Punk [OP13-059] — event Amatsuki Toki [OP13-060] — character Inuarashi [OP13-061] — character Crocus [OP13-062] — character Kouzuki Oden [OP13-063] — character Gol.D.Roger [OP13-064] — character Shanks [OP13-065] — character Silvers Rayleigh [OP13-066] — character Scopper Gaban [OP13-067] — character Douglas Bullet [OP13-068] — character Tom [OP13-069] — character Napoleon [OP13-070] — character Nekomamushi [OP13-071] — character Buggy [OP13-072] — character Prometheus [OP13-073] — character Hera [OP13-074] — character Guess We'll Have Another Scrap. You Can Only Risk Death While You're Still Alive!! [OP13-075] — event Divine Departure [OP13-076] — event Go All the Way to the Top!! [OP13-077] — event Oro Jackson [OP13-078] — stage Imu [OP13-079] — leader St. Ethanbaron V. Nusjuro [OP13-080] — character Koala [OP13-081] — character Five Elders [OP13-082] — character St. Jaygarcia Saturn [OP13-083] — character St. Shepherd Ju Peter [OP13-084] — character Saint Jalmac [OP13-085] — character Saint Shalria [OP13-086] — character Saint Charlos [OP13-087] — character Terry Gilteo [OP13-088] — character St. Topman Warcury [OP13-089] — character Hack [OP13-090] — character St. Marcus Mars [OP13-091] — character Saint Mjosgard [OP13-092] — character Morgans [OP13-093] — character York [OP13-094] — character Saint Rosward [OP13-095] — character The Five Elders Are at Your Service!!! [OP13-096] — event The World's Equilibrium Cannot Be Maintained Forever [OP13-097] — event Never Existed... in the First Place... [OP13-098] — event The Empty Throne [OP13-099] — stage Jewelry Bonney [OP13-100] — leader Atlas [OP13-101] — character Edison [OP13-102] — character Gyogyo [OP13-103] — character Kouzuki Hiyori [OP13-104] — character Kouzuki Momonosuke [OP13-105] — character Conney [OP13-106] — character Shaka [OP13-107] — character Jewelry Bonney [OP13-108] — character Jewelry Bonney [OP13-109] — character Stussy [OP13-110] — character Pythagoras [OP13-111] — character Vegapunk [OP13-112] — character Lilith [OP13-113] — character S-Snake [OP13-114] — character Paper Art Afterimage [OP13-115] — event The One Who Is the Most Free Is the Pirate King!!! [OP13-116] — event Gum-Gum Dawn Stamp [OP13-117] — event Monkey.D.Luffy [OP13-118] — character Portgas.D.Ace [OP13-119] — character Sabo [OP13-120] — character Trafalgar Law [OP14-001] — leader Urouge [OP14-002] — character Capone"Gang"Bege [OP14-003] — character Cavendish [OP14-004] — character Killer [OP14-005] — character Shachi & Penguin [OP14-006] — character Jewelry Bonney [OP14-007] — character Scratchmen Apoo [OP14-008] — character Trafalgar Law [OP14-009] — character Basil Hawkins [OP14-010] — character Bartolomeo [OP14-011] — character Bepo [OP14-012] — character Monkey.D.Luffy [OP14-013] — character Eustass"Captain"Kid [OP14-014] — character Roronoa Zoro [OP14-015] — character X.Drake [OP14-016] — character Chambres [OP14-017] — event Time for the Counterattack [OP14-018] — event I Have a Plan to Take Down One of the Four Emperors!! [OP14-019] — event Dracule Mihawk [OP14-020] — leader Issho [OP14-021] — character Usopp [OP14-022] — character Kikunojo [OP14-023] — character Kin'emon [OP14-024] — character Kuro [OP14-025] — character Kouzuki Oden [OP14-026] — character Shanks [OP14-027] — character Johnny [OP14-028] — character Tashigi [OP14-029] — character Chaka & Pell [OP14-030] — character Nami [OP14-031] — character Humandrill [OP14-032] — character Perona [OP14-033] — character Monkey.D.Luffy [OP14-034] — character Yosaku [OP14-035] — character Strive to Surpass me, Roronoa Zoro!!! [OP14-036] — event For Fun [OP14-037] — event I Never Bother to Remember the Faces of Trash [OP14-038] — event Coffin Boat [OP14-039] — stage Jinbe [OP14-040] — leader Boa Hancock [OP14-041] — leader Arlong [OP14-042] — character Aladine [OP14-043] — character Edward.Newgate [OP14-044] — character Kuroobi [OP14-045] — character Koala [OP14-046] — character Shirahoshi [OP14-047] — character Shiryu [OP14-048] — character Jinbe [OP14-049] — character Chew [OP14-050] — character Hatchan [OP14-051] — character Hannyabal [OP14-052] — character Vista [OP14-053] — character Fisher Tiger [OP14-054] — character The Macro Gang [OP14-055] — character Wadatsumi [OP14-056] — character Don't Worry!! I'm Here!! [OP14-057] — event Ocean Current Shoulder Throw [OP14-058] — event Please Take Me with You!! I Can Be of Great Help to You!! [OP14-059] — event Donquixote Doflamingo [OP14-060] — leader Vergo [OP14-061] — character Gladius [OP14-062] — character Sugar [OP14-063] — character Giolla [OP14-064] — character Senor Pink [OP14-065] — character Diamante [OP14-066] — character Dellinger [OP14-067] — character Trebol [OP14-068] — character Donquixote Doflamingo [OP14-069] — character Buffalo [OP14-070] — character Pica [OP14-071] — character Baby 5 [OP14-072] — character Machvise [OP14-073] — character Monet [OP14-074] — character Lao.G [OP14-075] — character Ever White [OP14-076] — event Penta-Chromatic String [OP14-077] — event Bullet String [OP14-078] — event Crocodile [OP14-079] — leader Gecko Moria [OP14-080] — leader Spider Mice [OP14-081] — character Oinkchuck [OP14-082] — character Ms. Wednesday [OP14-083] — character Ms. All Sunday [OP14-084] — character Miss.Goldenweek(Marianne) [OP14-085] — character Miss Doublefinger(Zala) [OP14-086] — character Miss.Valentine(Mikita) [OP14-087] — character Miss.MerryChristmas(Drophy) [OP14-088] — character Ryuma [OP14-089] — character Mr.1(Daz.Bonez) [OP14-090] — character Mr.2.Bon.Kurei(Bentham) [OP14-091] — character Mr.3(Galdino) [OP14-092] — character Mr.4(Babe) [OP14-093] — character Mr.5(Gem) [OP14-094] — character Mr.9 [OP14-095] — character Ground Death [OP14-096] — event Hurry Up and Make Me the Pirate King! [OP14-097] — event Crescent Cutlass [OP14-098] — event Disappointed? [OP14-099] — event Absalom [OP14-100] — character Oars [OP14-101] — character Kumacy [OP14-102] — character Gloriosa (Grandma Nyon) [OP14-103] — character Gecko Moria [OP14-104] — character Gorgon Sisters [OP14-105] — character Salome [OP14-106] — character Shakuyaku [OP14-107] — character Silvers Rayleigh [OP14-108] — character Victoria Cindry [OP14-109] — character Dr. Hogback [OP14-110] — character Perona [OP14-111] — character Boa Hancock [OP14-112] — character Marguerite [OP14-113] — character Ran [OP14-114] — character Rindo [OP14-115] — character Salamander [OP14-116] — event Brick Bat [OP14-117] — event You'll Frighten Me... [OP14-118] — event Dracule Mihawk [OP14-119] — character Crocodile [OP14-120] — character Krieg [OP15-001] — leader Lucy [OP15-002] — leader Alvida [OP15-003] — character Sea Cat [OP15-004] — character Cabaji [OP15-005] — character Cavendish [OP15-006] — character Gin [OP15-007] — character Krieg [OP15-008] — character Koby [OP15-009] — character Nezumi [OP15-010] — character Pearl [OP15-011] — character Buggy [OP15-012] — character Pincers [OP15-013] — character Bartolomeo [OP15-014] — character Higuma [OP15-015] — character Fullbody [OP15-016] — character Morgan [OP15-017] — character Mohji [OP15-018] — character Barrier Bulls [OP15-019] — event Fire Fist [OP15-020] — event Just Watch Me, Ace!!! [OP15-021] — event Brook [OP15-022] — leader Arlong [OP15-023] — character Usopp [OP15-024] — character Kuro [OP15-025] — character Jango [OP15-026] — character Dracule Mihawk [OP15-027] — character Meowban Brothers [OP15-028] — character Bartholomew Kuma [OP15-029] — character Hyouzou [OP15-030] — character Purinpurin [OP15-031] — character Brook [OP15-032] — character Hody Jones [OP15-033] — character Yorki [OP15-034] — character Laboon [OP15-035] — character Ryuma [OP15-036] — character The Outcome Will Tell Us Who's Strong and Who's Weak [OP15-037] — event It's an Order! Do Not Defy Me!!! [OP15-038] — event Rebecca [OP15-039] — leader Viola [OP15-040] — character Orlumbus [OP15-041] — character Kyros [OP15-042] — character Kelly Funk [OP15-043] — character Koala [OP15-044] — character Sai [OP15-045] — character Sabo [OP15-046] — character Sanji [OP15-047] — character Chinjao [OP15-048] — character Hajrudin [OP15-049] — character Bobby Funk [OP15-050] — character Monkey.D.Luffy [OP15-051] — character Leo [OP15-052] — character Rebecca [OP15-053] — character And No One Else Can Have It! It's Our Memento of Him [OP15-054] — event Go Ahead and Use 'Em, Mr. Luffy!!! [OP15-055] — event Would You Let Me Eat the Flame-Flame Fruit? [OP15-056] — event Dressrosa Kingdom [OP15-057] — stage Enel [OP15-058] — leader Amazon [OP15-059] — character Enel [OP15-060] — character Ohm [OP15-061] — character Captain Seamars [OP15-062] — character Gedatsu [OP15-063] — character Kotori [OP15-064] — character Goro [OP15-065] — character Satori [OP15-066] — character Shura [OP15-067] — character Heavenly Warriors [OP15-068] — character Nola [OP15-069] — character Fuza [OP15-070] — character Holly [OP15-071] — character Hotori [OP15-072] — character Yama [OP15-073] — character Varie [OP15-074] — event El Thor [OP15-075] — event Lightning Beast Kiten [OP15-076] — event Lightning Dragon [OP15-077] — event Mamaragan [OP15-078] — event Absalom [OP15-079] — character Oars [OP15-080] — character Sanji [OP15-081] — character Charlotte Lola [OP15-082] — character Spoil [OP15-083] — character Dr. Hogback [OP15-084] — character Tony Tony.Chopper [OP15-085] — character Nami [OP15-086] — character Nico Robin [OP15-087] — character Pirates Docking Six [OP15-088] — character Franky [OP15-089] — character Perona [OP15-090] — character Margarita [OP15-091] — character Monkey.D.Luffy [OP15-092] — character The Risky Brothers [OP15-093] — character Roronoa Zoro [OP15-094] — character Gum-Gum Storm [OP15-095] — event Swallow Bond en Avant [OP15-096] — event I Find It Embarrassing as a Human Being [OP15-097] — event Monkey.D.Luffy [OP15-098] — leader Urouge [OP15-099] — character Kamakiri [OP15-100] — character Kalgara [OP15-101] — character Gan.Fall [OP15-102] — character Genbo [OP15-103] — character Conis [OP15-104] — character Jewelry Bonney [OP15-105] — character Octoballoon [OP15-106] — character Tony Tony.Chopper [OP15-107] — character Nami [OP15-108] — character Nico Robin [OP15-109] — character Braham [OP15-110] — character Mont Blanc Noland [OP15-111] — character Raki [OP15-112] — character Roronoa Zoro [OP15-113] — character Wyper [OP15-114] — character Impact Dial [OP15-115] — event Gum-Gum Golden Rifle [OP15-116] — event Heso!! [OP15-117] — event Enel [OP15-118] — character Monkey.D.Luffy [OP15-119] — character Portgas.D.Ace [OP16-001] — leader Izo [OP16-002] — character Edward.Newgate [OP16-003] — character Curiel [OP16-004] — character Thatch [OP16-005] — character Shanks [OP16-006] — character Jozu [OP16-007] — character Squard [OP16-008] — character Speed Jil [OP16-009] — character Namule [OP16-010] — character Vista [OP16-011] — character Benn.Beckman [OP16-012] — character McGuy [OP16-013] — character Marco [OP16-014] — character Monkey.D.Luffy [OP16-015] — character Ramba [OP16-016] — character LittleOars Jr. [OP16-017] — character Rockstar [OP16-018] — character Let's Show 'Em What We're Made Of!! [OP16-019] — event If You're Coming with Me...Kiss Your Lives Goodbye!! [OP16-020] — event Moby Dick [OP16-021] — stage Monkey.D.Luffy [OP16-022] — leader Arlong [OP16-023] — character Inazuma [OP16-024] — character Bunkov [OP16-025] — character Emporio.Ivankov [OP16-026] — character Jinbe [OP16-027] — character Smoker [OP16-028] — character Antlerkov [OP16-029] — character Trafalgar Law [OP16-030] — character Buggy [OP16-031] — character Boa Hancock [OP16-032] — character Morley [OP16-033] — character Monkey.D.Luffy [OP16-034] — character Roronoa Zoro [OP16-035] — character Mr.2.Bon.Kurei [OP16-036] — character Mr.3 [OP16-037] — character Let's Go!! To the Navy Headquarters.. [OP16-038] — event Gum-Gum Twin Jet Pistol [OP16-039] — event Gum-Gum Hammer Rifle [OP16-040] — event Buggy [OP16-041] — leader Prisoner of Impel Down [OP16-042] — character Usopp [OP16-043] — character Emporio.Ivankov [OP16-044] — character Crocodile [OP16-045] — character Jinbe [OP16-046] — character Donquixote Doflamingo [OP16-047] — character Buggy [OP16-048] — character Portgas.D.Ace [OP16-049] — character Miss Olive [OP16-050] — character Mohji & Cabaji [OP16-051] — character Monkey.D.Luffy [OP16-052] — character Roronoa Zoro [OP16-053] — character Mr.1(Daz.Bonez) [OP16-054] — character Mr.2.Bon.Kurei [OP16-055] — character Mr.3 [OP16-056] — character Captain Buggy's Our Savior!! [OP16-057] — event The Prisoners Are Rioting!! [OP16-058] — event We'll Change This Mission from Sneaky to Flashy! [OP16-059] — event Sengoku [OP16-060] — leader Older Brother Marine [OP16-061] — character Younger Brother Marine [OP16-062] — character Kuzan [OP16-063] — character Koby [OP16-064] — character Sakazuk [OP16-065] — character Sengoku [OP16-066] — character Tsuru [OP16-067] — character Trafalgar Law [OP16-068] — character Donquixote Doflamingo [OP16-069] — character Donquixote Rosinante [OP16-070] — character Benevolent King of the Waves [OP16-071] — character Hannyabal [OP16-072] — character Borsalino [OP16-073] — character Magellan [OP16-074] — character Monkey.D.Garp [OP16-075] — character The Three Admirals!! [OP16-076] — event "Buddha" Sengoku [OP16-077] — event Marineford [OP16-078] — stage Yamato [OP16-079] — leader Marshall.D.Teach [OP16-080] — leader Otama [OP16-081] — character Kin'emon [OP16-082] — character Kouzuki Oden [OP16-083] — character Kouzuki Momonosuke [OP16-084] — character Kouzuki Momonosuke [OP16-085] — character Sanji [OP16-086] — character Shinobu [OP16-087] — character Shimotsuki Ushimaru [OP16-088] — character Dracule Mihawk [OP16-089] — character Tony Tony.Chopper [OP16-090] — character Nami [OP16-091] — character Nico Robin [OP16-092] — character Bartholomew Kuma [OP16-093] — character Portgas.D.Ace [OP16-094] — character Monkey.D.Luffy [OP16-095] — character Yamato [OP16-096] — character Yamato [OP16-097] — character Yamato [OP16-098] — character I've Come Here... To Cut Those Chains!!! [OP16-099] — event Hallowed Glacier Slash [OP16-100] — event Mahoroba [OP16-101] — event Avalo Pizarro [OP16-102] — character Van Augur [OP16-103] — character Catarina Devon [OP16-104] — character Gecko Moria [OP16-105] — character Sanjuan.Wolf [OP16-106] — character Jesus Burgess [OP16-107] — character Shiryu [OP16-108] — character Doc Q [OP16-109] — character Vasco Shot [OP16-110] — character Boa Sandersonia [OP16-111] — character Boa Hancock [OP16-112] — character Boa Marigold [OP16-113] — character Laffitte [OP16-114] — character Black Vortex [OP16-115] — event Zehahahahaha! [OP16-116] — event Black Hole [OP16-117] — event Portgas.D.Ace [OP16-118] — character Marshall.D.Teach [OP16-119] — character Edward.Newgate [OP17-001] — leader Atmos [OP17-002] — character Izo [OP17-003] — character Inuarashi & Nekomamushi [OP17-004] — character Edward.Newgate [OP17-005] — character Kingdew [OP17-006] — character Kouzuki Oden [OP17-007] — character Jozu [OP17-008] — character Haruta [OP17-009] — character Fossa [OP17-010] — character Blamenco [OP17-011] — character Blenheim [OP17-012] — character Portgas.D.Ace [OP17-013] — character Whitey Bay [OP17-014] — character Marco [OP17-015] — character Rakuyo [OP17-016] — character Ga Ha Ha Ha!! [OP17-017] — event The Power to Destroy the World [OP17-018] — event I Don't Have Time to Chat with Snot-Nosed Brats [OP17-019] — event Shanks [OP17-020] — leader Crone Oil [OP17-021] — character Shanks [OP17-022] — character Nami [OP17-023] — character Howling Gab [OP17-024] — character Building Snake [OP17-025] — character Fugar [OP17-026] — character Benn.Beckman [OP17-027] — character Bonk Punch & Monster [OP17-028] — character Hongo [OP17-029] — character Monkey.D.Luffy [OP17-030] — character Yasopp [OP17-031] — character Limejuice [OP17-032] — character Lucky.Roux [OP17-033] — character Rockstar [OP17-034] — character Roronoa Zoro [OP17-035] — character Withdraw Now and Allow Me to Save Face [OP17-036] — event Are You That Afraid of the New Era?! [OP17-037] — event I Think He's Seen an Ugly Future... [OP17-038] — event Rocks.D.Xebec [OP17-039] — leader Edward.Newgate [OP17-040] — character Wang Zhi [OP17-041] — character Kaido [OP17-042] — character Ganzui [OP17-043] — character Captain John [OP17-044] — character Kyo [OP17-045] — character Gloriosa [OP17-046] — character Shiki [OP17-047] — character Shiki [OP17-048] — character Charlotte Linlin [OP17-049] — character Streusen [OP17-050] — character Jinbe [OP17-051] — character Don Marlon [OP17-052] — character Barbell [OP17-053] — character Miss Buckingham Stussy [OP17-054] — character There's No Authority in the World That Lasts Forever!!! [OP17-055] — event Rocks Pirates [OP17-056] — event Fullalead [OP17-057] — stage Kaido [OP17-058] — leader Aramaki [OP17-059] — character Ulti & Page One [OP17-060] — character Lead Performers [OP17-061] — character Kaido [OP17-062] — character Kaido [OP17-063] — character King [OP17-064] — character Queen [OP17-065] — character Kurozumi Orochi [OP17-066] — character Kurozumi Kanjuro [OP17-067] — character Sasaki [OP17-068] — character Jack [OP17-069] — character Scratchmen Apoo [OP17-070] — character Who's.Who [OP17-071] — character Black Maria [OP17-072] — character Basil Hawkins [OP17-073] — character Yamato [OP17-074] — character X.Drake [OP17-075] — character Wo Ro Ro Ro Ro... I Think I've Sobered Up [OP17-076] — event Kundali Dragon Swarm [OP17-077] — event Drunken Dragon Bagua [OP17-078] — event Monkey.D.Luffy [OP17-079] — leader Usopp [OP17-080] — character Gerd [OP17-081] — character Sanji [OP17-082] — character Jinbe [OP17-083] — character Tony Tony.Chopper [OP17-084] — character Dorry [OP17-085] — character Nami [OP17-086] — character Nico Robin [OP17-087] — character Hajrudin [OP17-088] — character Jaguar.D.Saul [OP17-089] — character Franky [OP17-090] — character Brook [OP17-091] — character Brogy [OP17-092] — character Monkey.D.Luffy [OP17-093] — character Rodo [OP17-094] — character Roronoa Zoro [OP17-095] — character I'm Luffy!! The Man Who Will Be King of the Pirates!! [OP17-096] — event I'll Feed on This Rage and Use It to Bring the World to Ruin!!! [OP17-097] — event Gum-Gum Kong Gun [OP17-098] — event Charlotte Linlin [OP17-099] — leader Capone"Gang"Bege [OP17-100] — character Caribou [OP17-101] — character Charlotte Oven [OP17-102] — character Charlotte Katakuri [OP17-103] — character Charlotte Cracker [OP17-104] — character Charlotte Chiffon [OP17-105] — character Charlotte Smoothie [OP17-106] — character Charlotte Daifuku [OP17-107] — character Charlotte Brulee [OP17-108] — character Charlotte Pudding [OP17-109] — character Charlotte Perospero [OP17-110] — character Charlotte Mont-d'or [OP17-111] — character Charlotte Linlin [OP17-112] — character Streusen [OP17-113] — character Sweet 3 Generals [OP17-114] — character Don't you know that even in the cruel world of pirates there's still a code of honor?!! [OP17-115] — event Fulgora [OP17-116] — event Maser Saber [OP17-117] — event Rocks.D.Xebec [OP17-118] — character Loki [OP17-119] — character Koby [P-014] — character Bartolomeo [P-029] — character Sabo [P-044] — character Nami [P-053] — character Monkey.D.Luffy [P-055] — character Jinbe [P-063] — character Sanji [P-068] — character Koala [P-069] — character Carrot [P-070] — character Sabo [P-073] — character Portgas.D.Ace [P-074] — character Monkey.D.Luffy [P-075] — character Adio [P-078] — character Lim [P-079] — character Dracule Mihawk [P-081] — character Crocodile [P-082] — character Shanks [P-083] — character Buggy [P-084] — character Jewelry Bonney [P-085] — character Trafalgar Law [P-088] — character Sabo [P-105] — character Gol.D.Roger [P-107] — character Sanji [PRB01-001] — leader Koby [PRB02-001] — character Trafalgar Law [PRB02-002] — character Lucky.Roux [PRB02-003] — character Jewelry Bonney -PRB02-004 [PRB02-004] — character Monkey.D.Luffy [PRB02-005] — character Roronoa Zoro [PRB02-006] — character Jinbe [PRB02-007] — character Marco [PRB02-008] — character Mr.3(Galdino) [PRB02-009] — character Charlotte Pudding [PRB02-010] — character Donquixote Doflamingo [PRB02-011] — character Nami [PRB02-012] — character Gecko Moria [PRB02-013] — character Sabo [PRB02-014] — character Shiryu [PRB02-015] — character Otama [PRB02-016] — character Boa Hancock [PRB02-017] — character Portgas.D.Ace [PRB02-018] — character Monkey.D.Luffy [ST01-001] — leader Usopp [ST01-002] — character Karoo [ST01-003] — character Sanji [ST01-004] — character Jinbe [ST01-005] — character Tony Tony.Chopper [ST01-006] — character Nami [ST01-007] — character Nico Robin [ST01-008] — character Nefeltari Vivi [ST01-009] — character Franky [ST01-010] — character Brook [ST01-011] — character Monkey.D.Luffy [ST01-012] — character Roronoa Zoro [ST01-013] — character Guard Point [ST01-014] — event Gum-Gum Jet Pistol [ST01-015] — event Diable Jambe [ST01-016] — event Thousand Sunny [ST01-017] — stage Capone"Gang"Bege [ST02-004] — character Jewelry Bonney [ST02-007] — character Gecko Moria [ST03-004] — character Dracule Mihawk [ST03-005] — character Trafalgar Law [ST03-008] — character Donquixote Doflamingo [ST03-009] — character Boa Hancock [ST03-013] — character Kaido [ST04-003] — character Queen [ST04-005] — character Blast Breath [ST04-016] — event Tashigi [ST06-006] — character Hina [ST06-008] — character Helmeppo [ST06-010] — character Shockwave [ST06-014] — event Charlotte Brulee [ST07-007] — character Narikabura Arrow [ST09-014] — event Jinbe [ST10-005] — character Shachi & Penguin [ST10-008] — character Trafalgar Law (TR) [ST10-010] — character Perona [ST12-005] — character Charlotte Pudding [ST12-012] — character Duval [ST12-014] — character Plastic Surgery Shot [ST12-017] — event Edward.Newgate [ST13-004] — character Sabo [ST13-007] — character Portgas.D.Ace [ST13-010] — character Portgas.D.Ace [ST13-011] — character Monkey.D.Luffy [ST13-014] — character The Three Brothers' Bond [ST13-019] — event Sanji [ST14-003] — character Nico Robin [ST14-007] — character Brook [ST14-010] — character Roronoa Zoro [ST14-013] — character I Have My Crew!! [ST14-016] — event Thousand Sunny [ST14-017] — stage Edward.Newgate [ST15-002] — character Portgas.D.Ace [ST15-005] — character Charlotte Katakuri [ST16-003] — character Shanks [ST16-004] — character Monkey.D.Luffy [ST16-005] — character Trafalgar Law [ST17-002] — character Buggy [ST17-003] — character Marshall.D.Teach [ST17-005] — character Uso-Hachi [ST18-001] — character O-Nami [ST18-002] — character San-Gorou [ST18-003] — character Zoro-Juurou [ST18-004] — character Luffy-Tarou [ST18-005] — character Sengoku [ST19-002] — character Charlotte Brulee [ST20-003] — character Sanji [ST21-003] — character Monkey.D.Luffy [ST26-005] — character Marshall.D.Teach [ST27-005] — character Monkey.D.Luffy [ST31-004] — character Kouzuki Oden [ST32-002] — character