At first, Dragon Ball Z: Harukanaru Densetsu can be a bit confusing. The tutorial is lengthy, convoluted, and yet vague at the same time, always referring you to other categories instead of answering what you want to know directly. After a little trial and error it begins to makes sense.
Unfortunately, that's when the reality sets in: this game isn’t going to offer much strategy. The play flows like this: you move around on limited pathways on a map and encounter random battles like in any RPG, and then you fight a boss at the end. Battles are of course fought with cards. Yet unlike many card games where you summon different creatures, affect areas of the field, and manage various counters, DBZ: HD uses a simple numbers system. Each card has a power rating and a guard rating. If your power rating is higher than your opponent's, then the special ability on your card is activated (which could be an attack, an item, running away, etc.). If your opponent has a higher power, and has used an attack ability, then your guard rating determines how much of his attack you will "block."
For the most part, that's it. Much later on, the game introduces combo cards, but it's too little, too late. Choosing cards comes down to whether you play your strong card now, or use a weak card instead in hopes that something better will come along. You can attempt to strategically play your cards, but the major deciding factor is luck. You can beat entire missions by randomly choosing cards and not even looking at them. You can plan out an elaborate succession of cards, and then the game won’t give you a card to attack with, and you’ll sit there throwing away cards until arbitrary chance allows you to go on the offensive.
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