GBA GAME CAPTAIN TSUBASU - EIKOU NO KISEKI BY KONAMI VERSION 1.0 (2002.03.07) By Lewwin. (lewwin@sinaman.com) 1. Introduction: I just make a mint faq about the cards, tactics, supporter and reverse cards. I'll make it short and easy to use. And I don't talk about the rules or guide of the game because I don't have time to do so! So hope that someone would do us a favour and write a complete faq about the game. For any amendment, feel free to contact me! Enjoy! 2. 1 SUPPORTER CARDS CARD NO. 405 BP. 6 NAME . Support + 2 EFFECT. Cost adds 2 (the little balls at the top left hand corner) CARD NO. 406 BP. 5 NAME . Support + 1 EFFECT. Cost adds 1 2.2 TACTICS CARDS CARD NO. 407 BP. 8 NAME. Long Throw COST. 1 EFFECT Used for throw in, a 4-area pass. CARD NO. 408 BP. 8 NAME. Killer Pass COST. None, depends on the no. of areas you want to pass EFFECT Off-side takes no effect. After the pass, can't be tackled by the opponent. CARD NO. 409 BP. 7 NAME. Remove Reverse COST. 1 EFFECT Remove one of the reverse card of the opponent. Can't be used after keeping or passing the ball. CARD NO. 410 BP. 7 NAME. Booing COST. 2?(not sure) EFFECT In one turn, all opponents' all abilities decrease by 1. * this should be a SUPPORTER CARD instead CARD NO. 411 BP. 7 NAME. Physical Up COST. 0 EFFECT In one turn, one of the players' abilities all turn to 6. * use it for weak players CARD NO. 412 BP. 7 NAME. Gamble Pass COST. 2 EFFECT. Pass the ball to one area in front of the opponent's gate, randomly. Off-side takes no effect. * use it when time is running out CARD NO. 413 BP. 6 NAME. Force/Direct(don't know how to name this) COST. 2(not sure) EFFECT Use this card after the team member is moved. All the members left the particular area. Then the ball keeper,(probably the opponent) can't move into that area. * difficult to use and not very useful CARD NO. 414 BP. 6 NAME. Accident COST. 2 EFFECT. Use after the team member have moved an area. The opponent member who is still in that area can't move in one turn. Ball-keeper cannot use this card. CARD NO. 415 BP. 6 NAME. Sharp-Eyes 2 COST. 2 EFFECT. In 1 turn, 2 of the opponent's members can't move. Can't use this card on Gate-keeper and ball-keeper. * esp. good when defending no. 441 and 453! CARD NO. 416 BP. 6 NAME. Potenial Power COST. 0 EFFECT. In one turn, one of the players' abilities turn to all 8. * a great ability card in all situation CARD NO. 417 BP. 6 NAME. Recovery COST. 1 EFFECT. All team members can move now. CARD NO. 418 BP. 6 NAME. Golden Combination COST. 2 EFFECT. The ball-keeper(player's) and 1 team member which are in the same area, can together move 2 areas, without any restrictions. CARD NO. 419 BP. 5 NAME. Card Break COST. 0 EFFECT. Discard one of the opponent's cards in hand, but you can't see the cards. Can't be used after you'd moved your ball-keeper. CARD NO. 420 BP. 5 NAME. Speed Dribble COST. 1(not sure) EFFECT. Ball-keeper move 2 areas straight forward. But you may not pass if there is any other guys in those 2 areas. CARD NO. 421 BP. 5 NAME. Pass 5 COST. 2 EFFECT. Pass the ball in any 5 areas. CARD NO. 422 BP. 4 NAME. Super Dash COST. 2?(not sure) EFFECT. 2 team members who don't keep the ball, can move 2 areas each. CARD NO. 423 BP. 4 NAME. Tactics Prohibited COST. 2?(sorry!) EFFECT. The opponent can't use TACTICS CARD in the next turn. Can't be used after you'd moved your ball-keeper. CARD NO. 424 BP. 4 NAME. Sharp-Eyes COST. 1 EFFECT. In 1 turn, 1 of the opponent's members can't move. Can't use this card on Gate-keeper and ball-keeper. * esp. good when defending no. 441 and 453! CARD NO. 425 BP. 4 NAME. Loud Supporting COST. 1 EFFECT. In one turn, all team members' all abilities increased by 1. *should be a SUPPORTER CARD CARD NO. 426 BP. 4 NAME. Release/Relax(???) COST. 1 EFFECT. Choose 1 team member, his abilities will turn back to his original levels. * used on members which have been weaken by the opponents CARD NO. 427 BP. 3 NAME. Charge COST. 1(not sure) EFFECT. Use after the team member have moved an area. The opponent member who is still in that area will be forced to leave that particular area. Ball-keeper cannot use this card. CARD NO. 428 BP. 3 NAME. Dash 3 COST. 1? EFFECT. 3 team members who don't keep the ball, can move 1 area each. CARD NO. 429 BP. 3 NAME. Quick Free-kick(??) COST. 2 EFFECT. Used for free-kicks only. Can pass the ball in 6 areas. *but not shooting it!! CARD NO. 430 BP. 3 NAME. Pass 4 COST. 2 EFFECT. Pass the ball in 4 areas. CARD NO. 431 BP. 2 NAME. Survey COST. 0 EFFECT. Watch all the opponent's cards in hand. *but not discarding any :P CARD NO. 432 BP. 2 NAME. Cross Pass COST. 1 EFFECT. Diagonal pass in 4 areas. CARD NO. 433 BP. 1 NAME. Dash 2 COST. 1 EFFECT. 2 team members who don't keep the ball, can move 1 area each. CARD NO. 434 BP. 1 NAME. Pass 3 COST. 1 EFFECT. Pass the ball in 3 areas. CARD NO. 435 BP. 1 NAME. Smooth Pass(??) COST. 1 EFFECT. Off-side takes no effect. CARD NO. 436 BP. 1 NAME. Green Cut Pass COST. 1 EFFECT. Pass the ball and the opponent can't tackle in the next phase. 2.3 REVERSE CARDS CARD NO. 437 BP. 8 NAME. Reverse Remove Counter WAIT. 1 CONDITION. When the opponent use "Reverse Remove"(no. 409) and target at this card.(set as reverse card first) BONUS . You can remove all the opponent's reverse cards. (can be used even when you're not allowed to use reverse cards) CARD NO. 438 BP. 8 NAME. Thunder Beast Shoot WAIT. 1 CONDITION. 3 areas shoot BONUS . Shoot + 8. Defense members counts zero. ** after the shooting battle, all abilities of that particular member will be decreased by 1. * Strong but has trade-off CARD NO. 439 BP. 8 NAME. Flying Drive Shoot WAIT. 1 CONDITION. 3 areas shoot BONUS . Shoot + 8. Defense members counts zero. * surely better than no. 438 CARD NO. 440 BP. 8 NAME. Tornado Shoot WAIT. 1 CONDITION. 4 areas shoot BONUS . Shoot + 5. If the Gate Keeper catch the ball or punch it out(ie. touch the ball), all the defense members used in the shoot battle will have their Defense decreased by 1. CARD NO. 441 BP. 8 NAME. Skylab Twin Shoot WAIT. 1 CONDITION. 2 team members in the same one area. BONUS . Shoot point equals to the ball-keeper, added by the higher shoot point in those 2 members, and added by 2. Defense members counts zero. eg. 2 members, with S=6 and S=4(the ball-keeper), the total shooting point will be 4+6+2. if S=6 holds the ball, it will be 6+6+2. CARD NO. 442 BP. 8 NAME. S. G. G. K. (Super Great Gate Keeper) WAIT. 1 CONDITION. Any shoots outside the *Penalty Area. BONUS . Defense + 7. CARD NO. 443 BP. 8 NAME. Red Card WAIT. 1 CONDITION. In tackle battle, you keep the ball, the result is a draw. Can't be used in penalty area. BONUS . The opponent(the attacker) will be removed from the match. * difficult to use but surely rocks CARD NO. 444 BP. 7 NAME. Thunder Natant(?) WAIT. 1 CONDITION. In tackle battle. You keep the ball. Can be used as OPEN card(don't know what this mean!?) BONUS . The tackle battle will stop immediately. A dice is tossed, if "1", the defener gets the ball; any other number(2 - 6), you keep he ball. * best for members with low "K" CARD NO. 445 BP. 7 NAME. Real Duel WAIT. 1 CONDITION. In tackle battle, you keeping the ball. BONUS . The opponent(defener)'s reverse card makes no effect. Helping defenders count zero. CARD NO. 446 BP. 7 NAME. Sky Dive Shoot WAIT. 1 CONDITION. None. BONUS . Each defense members will count as 1 point bonus to the total shooting point. Dismiss after the shooting battle. CARD NO. 447 BP. 7 NAME. Sky Wing Shoot WAIT. 1 CONDITION. 3 area shoot BONUS . Shoot +7 CARD NO. 448 BP. 7 NAME. Rewin Shoot(?? the guy's name?) WAIT. 1 CONDITION. 2 area shoot BONUS . Shoot + 3. If the Gate Keeper catch the ball or punch it out(ie. touch the ball), Gate Keeper's Defense decreased by 1. (EVIL!!) CARD NO. 449 BP. 7 NAME. Fire Shoot WAIT. 1 CONDITION. 2 area shoot BONUS . Shoot + 4. CARD NO. 450 BP. 7 NAME. Triangle Saving WAIT. 1 CONDITION. (wait one turn!) BONUS . Defense + 5. CARD NO. 451 BP. 7 NAME. Super Catch WAIT. 0 CONDITION. If the Gate-keeper punch out the ball. ie. the battle result is a draw. BONUS . You catch the ball instead. *not very useful CARD NO. 452 BP. 6 NAME. Tiger Shoot WAIT. 1 CONDITION. 3 area shoot. BONUS . Shoot + 5. CARD NO. 453 BP. 6 NAME. Skylab Hurricane WAIT. 1 CONDITION. 2 team members in the same one area. BONUS . Shoot + 4. Defense members counts zero. CARD NO. 454 BP. 6 NAME. Bombardier Shoot WAIT. 1? CONDITION. 2 area shoot. BONUS . The opponent can't use attacking cards. (any cards that will affect you) Defense members counts zero. CARD NO. 455 BP. 6 NAME. Chop Defense WAIT. 1 CONDITION. None. BONUS . Defense + 3. The Gate-keeper may punch out the ball if the battle result is a catch. *still testing CARD NO. 456 BP. 6 NAME. Power Block WAIT. 0 CONDITION. Tackle battle, with additional defeners. BONUS . Each 1 defender will give 2 points to the tackle. CARD NO. 457 BP. 5 NAME. Fouls Directing Dribble WAIT. ? CONDITION. Not in the penalty area. BONUS . Toss a dice. Even number, the opponent gets the ball. Odd number, the opponent will receive a yellow card. CARD NO. 458 BP. 5 NAME. All Roller Flash(???) WAIT. 1 CONDITION. You keep the ball. BONUS . Keep + 4. CARD NO. 459 BP. 5 NAME. Over Head Shoot WAIT. 0 CONDITION. Shoot after a pass. Remaining Cost balls can be used for the Shoot. BONUS . Shoot + 2. Dismiss the opponent members in the next phase.(??) Defense members counts zero. *Captain Tsubasu's first special shoot CARD NO. 460 BP. 5 NAME. Drive Shoot WAIT. 0 CONDITION. 3 area shoot. BONUS . Shoot + 2. Defense members counts zero. CARD NO. 461 BP. 5 NAME. Eagle Shoot WAIT. 1 CONDITION. 4 area shoot BONUS . Shoot + 7. CARD NO. 462 BP. 5 NAME. "Dai"(means big?) Big Head WAIT. 0? CONDITION. Shoot after a pass. Remaining Cost balls can be used for the Shoot. BONUS . Shoot + 1. Dismiss the opponent members in the next phase.(??) CARD NO. 463 BP. 5 NAME. Twin Shoot WAIT. 0? CONDITION. 2 team members in the same one area. BONUS . Shoot point will be the sum of the 2 team members. CARD NO. 464 BP. 5 NAME. "All Roller Guarding" (you again?) WAIT. 1 CONDITION. Tackle battle. BONUS . Defense + 4 CARD NO. 465 BP. 4 NAME. Right Angle Flash WAIT. 0 CONDITION. You keep the ball. BONUS . Keep + 3. CARD NO. 466 BP. 4 NAME. Falcon Shoot WAIT. 0? CONDITION. 2 area shoot. Shoot just "in front" of the Gate-keeper. BONUS . Shoot + 3. CARD NO. 467 BP. 4 NAME. Direct Volley(?) WAIT. 0? CONDITION. Pass the ball from side area or corner. Then shoot. BONUS . Shoot + 2. Dismiss opponent's members.(?) CARD NO. 468 BP. 4 NAME. Sharping/Shining Volley(?) WAIT. 0 CONDITION. Pass the ball from side area or corner. Then shoot. BONUS . Shoot + 3. Defense members counts zero. CARD NO. 469 BP. 3 NAME. "Kamisoli" Shoot(the guy's name?) WAIT. 0 CONDITION. 4 area shoot BONUS . Shoot + 4. CARD NO. 470 BP. 3 NAME. Punch Defense WAIT. 0 CONDITION. Defense a shoot. BONUS . Defense + 5. The Gate-keeper will punch out the ball even if the battle result is a catch. CARD NO. 471 BP. 3 NAME. Ace Killer WAIT. 1? CONDITION. When the opponent announce a shoot, there is 1 or more team members in the same area. BONUS . The reverse card of the opponent used for shoot will make no effect. CARD NO. 472 BP. 3 NAME. Fine Save WAIT. 0 CONDITION. The opponent shoots. BONUS . Defense + 3. CARD NO. 473 BP. 3 NAME. Art Free Kick WAIT. 0 CONDITION. Free kick. BONUS . Shoot + 4. CARD NO. 474 BP. 3 NAME. Tiger Tackle WAIT. 0 CONDITION. Tackle. BONUS . Defense + 3. The ball-keeper will have his "Keep" ability decreased by 1 after the tackle battle. CARD NO. 475 BP. 2 NAME. Striaght Line Dribble WAIT. 0 CONDITION. Keep your ball. BONUS . Keep + 3. The defender will have his "Keep" ability decreased by 1 after the tackle battle. CARD NO. 476 BP. 2 NAME. Line Edge Dribble WAIT. 0 CONDITION. Keep your ball in side areas or corner. BONUS . Keep + 4. CARD NO. 477 BP. 2 NAME. Sliding Attack WAIT. 1 CONDITION. Tackle. with additional defenders. BONUS . Each 1 defender will give 3 points to the tackle. CARD NO. 478 BP. 2 NAME. Heavy Charge WAIT. 1 CONDITION. Tackle. BONUS . Defense + 2. No members will be left in the area after the battle. CARD NO. 479 BP. 2 NAME. Power Defense WAIT. 0 CONDITION. Tackle BONUS . Defense + 3 CARD NO. 480 BP. 1 NAME. Evacuate Inbetween WAIT. 0 CONDITION. More then 1 defender tackle your ball. BONUS . Striaghtly get rid of the battle with your ball. CARD NO. 481 BP. 1 NAME. Monkey Keep WAIT. 0? CONDITION. More then 1 defener tackle your ball. BONUS . Keep point doubles. CARD NO. 482 BP. 1 NAME. Strider Shoot(the guy's name?) WAIT. 0 CONDITION. Shoot. BONUS . Shoot + 2. CARD NO. 483 BP. 1 NAME. Bananna Shoot WAIT. 0? CONDITION. Corner kicks only BONUS . Shoot + 3. CARD NO. 484 BP. 1 NAME. Face Block WAIT. 0? CONDITION. Defending a shoot. BONUS . A defending member will surely blocked the shoot. (the battle will end straightly) ** that defending member will have all his abilities decreased by 3. CARD NO. 485 BP. 1 NAME. Super Ganbali(work hard) Gate Keeper WAIT. 0 CONDITION. Your team is lacking behide.(losing) BONUS . Defense + 4. CARD NO. 486 BP. 1 NAME. "Kamisoli" Tackle WAIT. 0 CONDITION. Tackle. BONUS . Defense + 2. The ball-keeper can't use reverse card. CARD NO. 487 BP. 1 NAME. Slice WAIT. 0 CONDITION. Not in the penalty area. BONUS . If you lose in the tackle battle. You'll receive a yellow card. All of the ball-keeper's abilities will be decreased by 1. CARD NO. 488 BP. 8 NAME. Reverse Kick Bazooka WAIT. 1? CONDITION. The opponent announced a shoot, there is a member in the same area. BONUS . If the battle result is a draw, the ball will return and go to the opponent's gate, and GOAL! *so interesting! note: one AREA means one space or square. OPEN may mean that you can turn the card face up when you use it. May end the battle immediately sometimes. 3. Thanks My special thanks to Konami, a great game is invented. To the father of the Captain Tsubasu, for this great comic. And all of you who like this game, esp. Zero Gouki, your great encouragement.