On aquilo.gg
Fusion World packs here pull from real published sets through the apitcg feed, starting with FB01.
What Fusion World actually is
Bandai rebooted the Dragon Ball card game in 2024 with one goal: make it teachable in ten minutes. You pick a Leader, you build a 50 card deck in their colour, and you fight. Your Leader has a stack of Life cards, and when you take damage those cards go into your HAND rather than the bin.
That single rule is the personality of the game. Getting hit makes you more dangerous, because your hand is also your combat resource: during a battle either player can discard cards from hand to add power to the fight. Combat is not a stat check, it is a bidding war with your cards as chips.
- Fast, loud and swingy. Turns are short and everyone is always doing something.
- Colours (Red, Blue, Green, Yellow, Black) determine what you can play, set by your Leader.
- Awakening gives the losing player a stronger Leader, which keeps games close.
- Rules complexity is deliberately low. This is the one to teach a friend who has never played a card game.
Reading a card
- Leader: double sided. The front is your starting captain, the back is the awakened version you flip to when your life drops far enough.
- Battle Card: your units. Cost, Power, and a Combo Power value used when you discard it to boost a battle.
- Extra Card: one-shot effects, played from hand for a cost.
- Keywords worth knowing early: Blocker (redirect an attack to this card), Critical (damage that skips straight past), Double Strike (deal more life damage), Barrier (survive removal once).
Nearly every card in your deck is both a play and a combo. Deciding whether a card is a body on the field or fuel for a battle is the core skill of the game.
How a turn works
- 1
Charge and ready
Ready your rested cards and add to your energy for the turn. Energy grows each turn up to a cap, so your plays get bigger as the game goes on.
- 2
Draw
Draw for the turn. The player going first skips their first draw.
- 3
Main phase
Play Battle Cards and Extra Cards by spending energy. Use abilities.
- 4
Attack
Rest a card to attack an enemy Battle Card or the enemy Leader. Attacking the Leader is how you take their life away.
- 5
Combo
During a battle, both players may discard cards from hand to add that card's combo power to the fight. Attacker commits, defender responds, and whoever ends up higher wins the exchange.
- 6
End
End-of-turn effects, then pass.
Emptying your hand to win one battle is how you lose the next three. The best Fusion World players are the ones who know when to take the hit and keep the cards.
When a Leader takes damage, a life card moves to that player's hand, and once life reaches the awakening threshold their Leader flips to its stronger back side. Losing life is bad and it is also your engine, which is the trick the whole game is built on.
Building a deck
- Exactly 50 cards plus one Leader, and your deck must match your Leader's colour requirements.
- Up to four copies of a card by name.
- Balance your curve to the way energy grows: cheap plays early, payoffs late.
- Count your combo power. A deck of expensive units with low combo values cannot defend itself.
Fusion World starter decks are complete, legal and cheap, and the game was explicitly designed so that two of them make a real match.
Formats and sets
- Standard constructed, with a banned and restricted list Bandai updates as needed.
- Sets are numbered FB, with starter decks alongside them.
- Shop-level organised play is the main scene, with regional and world level events above it.
- Alternate art and secret rares are the chase cards.
Bandai has tuned energy and awakening numbers between products. The official rulebook is short, free and current, and it is the right place to check any specific value before a tournament.
Dragon Ball, briefly
Dragon Ball has been running since 1984 and is the reason most shonen anime looks the way it does. Goku, a cheerful alien raised on Earth, keeps meeting stronger opponents and keeps getting stronger to match. That is the entire engine of the franchise and it is why an awakening mechanic fits it so perfectly.
- Fusion World draws from across the series: the original Dragon Ball, Z, Super, and the films.
- Leaders are the characters you would expect, and the transformation-heavy cast maps directly onto double sided Leader cards.
- Fusion, the mechanic the game is named for, is one of the series' signature moves: two fighters becoming a single stronger one.
- The card art leans on the manga's iconography hard, and the alternate arts are frequently manga panels.
Collecting it here
Fusion World on this platform is collect-only: real cards from real sets, pulled through the apitcg feed, with FB01 as the first shelf.
- Open packs from the card shop in Discord.
- Cards land in your public binder on the website.
- Duplicates feed trading and set completion.
- Bolts only. Nothing here costs real money.
Where to go next
- The official Fusion World site has the rulebook, starter guides and the current banned list.
- The official card database for every printing.
- Ask in our Discord. This is the easiest card game on the shelf to talk someone into.
Sources and further reading
Where this came from, and where to check anything that has changed since.
Stuck on something?
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