Dinosaur King
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Move Cards

Move Card samples

Move Cards are special cards that can boost your dinosaur's attack and defense, as well as unleash a special attack that can give you a huge advantage in battle!

Please note that these are only the anime, arcade, and some TCG and DS Move Cards with their most common elements listed; more details are available on their individual pages. DS Moves and their unique stats are found at DS Game Move Cards, and TCG Moves and their unique stats are found at TCG Move Cards, both of which are far more expansive but without overlap in other media.

About Move Cards

There are two main types of Move Cards: Normal Moves and Super Moves. Normal Move Cards can be used by all dinosaurs, but don't have as much of an effect as Super Move Cards. Super Move Cards can only be used by dinosaurs of the same Element, but they are very powerful. Many of the Trading Card Game and DS Game Moves use different names than the anime and arcade's.

Arcade

In the arcade, Move Cards are one of 3 card types alongside Dinosaur and Character. Some aspect of them, typically in the border, is the color of their Element (orange for Normal). Each dinosaur can be equipped with up to three Move Cards, one from each Sign (which all Moves have), be they Normal or Super. Move Cards activate under specific conditions, normally being triggered by a win, loss, or tie, sometimes at a particular Sign, and sometimes only under that condition while also after a win, loss, or tie the previous round. They can give either extra damage, status effects, or both, or even alter gameplay for the round.

The arcade game is the standard for Move Cards on this page and Wiki. Most Moves have multiple iterations of their card based on how many waves they were released in, but differ only in artwork. Owing to this, they are the only Move Card group without a standard appearance, and the only one that can have landscape orientation.

Anime

In the anime, Move Cards are one of 2 card types alongside Dinosaur. The body of the cards are a pale orange color. They can be activated alongside wild dinosaurs' cards by the environment and wind up "inside" the dinosaur to be used whenever desired. They can also be swiped/placed on a device that has summoned a dinosaur to have them use it at any point, even when not in a battle. Unlike other media, there is no limit on how many Moves can be used by a dinosaur how many times during a battle, and no application of the Signs system is present. They were first created before the events of the series by Dr. Z to make dinosaurs even more powerful during his initial (unsuccessful) campaign to create a dinosaur kingdom.

The anime contains many but not all Move Cards from the arcade game, though sometimes with different names. Very few of the Moves in the anime ever have their front artwork seen, instead only showing the Element-based card backs for ease of animation.

TCG

In the TCG, Move Cards are one of 3 card types alongside Dinosaur and Character. They feature pale orange headings and tabs. It is suggested they comprise about half of a player's deck. They are used during battles to boost a Dinosaur's Power to win the match-up (only one at a time); players can choose not to use one, but they have only one chance to play it. Most Moves have abilities in addition to the Power boost. They are sent to the discard pile after one use. Only specific Move Cards have Signs, and only Dinosaurs with that Sign can use them.

The TCG contains several of the Move Cards from the arcade and/or anime, but it also contains many times more TCG-only ones, each new booster pack featuring dozens of new Moves, roughly none of which ever repeat. "New" TCG Moves almost always reuse artwork from some arcade card or a scene from the anime.

DS Game

In the DS Game, Move Cards work much like they do in the arcade game, thought like the TCG, there are quite a number of exclusive Moves beyond those of the arcade. Many Moves have their animations recycled directly from the arcade game, though some animations are created anew. There are also many "reskins" of base Moves whose animations and camera angles are slightly varied and given new names as alternate, weaker, or stronger versions of both arcade and original Moves. (For example, Tail Attack, Tail Smash, and Spiked Tail Smash are incrementally stronger, while Super Moves include Red Tail, Blue Tail, Thunder Tail, Earth Tail, Green Tail, and Wind Tail, all using the same base animation derived from the arcade's Tail Smash.)

Move Cards of increasing strength are created at preset levels based on continent of origin as Dinosaurs level up, the specific Moves based on the Dinosaur's continent, Sign, and (for Super Moves) Attribute. Like the arcade, they can only have three Moves at once, bound to their Sign's slot (later adding a fourth, non-Signed slot that can hold any Move), and typically need to win with that Sign to trigger that Move. The Move assigned to a Sign's slot can (when out of battle) be swapped between those already created, no matter which Dinosaur the Move came from. Each of a Dinosaur's Signs has 10 MP ("Move Points") that using Move Cards depletes by various amounts depending on the Move, but it regenerates as the turns go by based on their Technique; if a Move requires more MP than is available, its Rock-Paper-Scissors symbol will be gray on the attack screen and it can't be used, giving the foe an advantage. Unlike the arcade, a Dinosaur's default attacks count as Move Cards, but give no effects beyond that function.

As the game is digital, Moves do not have actual collectible cards for players, but are called "Move Cards" in game dialogue, so they must physically exist within the story. Only one is briefly glimpsed in a still-frame shot of Dinosaur Cards, being a copy of the arcade's 2007 1st/Series 2 1st Edition Move Block, though being next to Dinosaur Cards from that and the 2006 2nd/Series 1 1st V2 Edition, meaning other Move Card designs may be present.

Normal Move Cards

Normal Move Videos

All_Rock_Normal_Moves_-_Dinosaur_King_Arcade_(English)

All Rock Normal Moves - Dinosaur King Arcade (English)

All Rock Normal Moves available in both versions (By AmargaVortex)

All_Scissors_Normal_Moves_-_Dinosaur_King_Arcade_(English)

All Scissors Normal Moves - Dinosaur King Arcade (English)

All Scissors Normal Moves available in both versions (By AmargaVortex)

All_Paper_Normal_Moves_-_Dinosaur_King_Arcade_(English)

All Paper Normal Moves - Dinosaur King Arcade (English)

All Paper Normal Moves available in both versions (By AmargaVortex)

Super Move Cards

Names in the lists below are ordered English/Japanese if different. The English anime sometimes changes names that the English arcade doesn't; the anime names are prioritized by this Wiki for page names.

For arcade Super Move Cards, there are six notable types distinguished by when and how they activate (names are descriptive and unofficial). In this list, Fire Moves will be used as examples.

  • Attack Move: The base Super Moves with a simple usage condition, replacing the normal attack. There are three of this type per Element, one for each Sign. Example: Fire Bomb activates when the player wins with its Sign, Scissors. Swiping this type of Move will boost a dinosaur's Strength (health) by 300 or 200 depending on if it is given to their Critical Move or not, respectively, and will boost their Technique by 50.
  • After-effect Move: Moves that activate after the player wins and attacks normally. Each attribute has two of this type and can easily deliver a stat boost or special function. Example: Volcano Burst activates after the player wins and attack with any Sign and deals extra damage.
  • Special attack Move: Attack Moves with a special usage condition fulfilled the previous turn. Each attribute has two of this type. Example: Magma Blaster activates when the player wins with Rock after a loss. Swiping this type of Move will boost a dinosaur's Technique by 100, but the Strength boost is different for each Element (as seen in the lists below).
  • After-loss Move: Moves that activate after the player loses and by chance triggers an elemental cataclysm (colored shockwaves). There is only one of this type per attribute. Example: Death Fire activates when the player wins with any Sign after a loss that causes an elemental cataclysm.
  • Tie-attack Move: Moves that activate after the player ties. This type of Move also has an after-effect, like dealing more damage (Heat Eruption), lowering the opponent's Technique (Ocean Panic), lowering their defense (Plasma Anchor), and stealing their HP (Green Impulse). There is only one of this type per attribute. Example: Heat Eruption activates sometimes when the player ties with any Sign.
  • Non-sign Move: Moves that automatically become the Move for the dinosaur's critical sign. When the Move triggers, you need to press the buttons shown onscreen to keep it activated, otherwise it won't completely finish. Example: Crimson Flame activates when the player wins with the dinosaur's Sign.

According to Japanese official gameplay tips, dinosaurs with higher Technique (usually more than 1000) can easily use After-effect and After-loss Moves. If a dinosaur become its Super form, it can also easily use After-effect Move.

Fire

Crimson Flare

Crimson Flame

Water

Lightning

Earth

Grass

NoonFF_-_Prosaurolophus

NoonFF - Prosaurolophus

Prosaurolophus uses Two Platoon Crush, Big Foot Assault, and Green Impulse

Wind

Ace Cyclone

Cyclone being used by Ace

  • Biting Wind/Kamaitachi (Rock) - Swing your tail through a tornado to throw blades of wind at your enemy!
  • Cyclone (Scissors) - Using the power of wind, you can attack through a tie!
  • Dino Illusion (Rock) - Avoid your opponent's attack by tricking them into attacking a tree stump instead!
  • Hurricane Beat (Scissors) - Lift your enemy into the air with a tornado, then kick them continuously and knock them away!
  • Jet Shuriken (Rock) - Shurikens of wind slice through your foe!
  • Mayfly/Kagerou (Paper, Strength: +400) - Race around your foe too quickly to be seen, then hit them repeatedly!
  • Ninja Attack (Scissors) - Create clones of yourself to attack your opponent in sequence!
  • Sonic Blast (Paper) - Blow your opponent through a rock with a funnel of wind from your mouth!
  • Tornado Toss/Tornado Blow (Paper) - Run around your opponent so quickly, they are lifted off the ground and high into the sky!
  • Air Raid Storm (Critical) - Throw your opponent into the air, then grab and spin them before slamming them into the ground!
  • Ultimate Wind (none) - Run at the opponent with wind around you and then ram them! (Requires Element Boosters)

Super Move Videos

All_Super_Moves_Dinosaur_King_Arcade_(English)

All Super Moves Dinosaur King Arcade (English)

All Super Moves available in both versions (By AmargaVortex)

All_Japanese_Super_Moves_-_Dinosaur_King_Awaken

All Japanese Super Moves - Dinosaur King Awaken

All Super Moves available in Japanese versions (By AmargaVortex)

Secret Dinosaurs

Each Secret Dinosaur has its own 3 unique Super Moves, one for each Sign; the only exception is Eoraptor. In the arcade, they are equipped by swiping a Normal Move of that Sign which notes a suggested Technique; in the anime, they are inherent abilities of the dinosaurs, though few are shown to have all three; they do not exist in the TCG, Secret Dinosaurs instead being able to use all Super Moves; the DS game renames several of them, but they are only created by and compatible with their signature dinosaur. In the original arcade gameplay, their Super Moves can occur directly. However, after the update of the Alpha Fortress version, Secret Dinosaurs have their own occurrence condition for their Super Moves, such as randomly, needs to win twice, etc. Similar usage conditions exist in the DS game.

Secret Move Videos

All_Secret_Mystery_Dinosaur_Super_Moves_-_Dinosaur_King_Arcade_(English)

All Secret Mystery Dinosaur Super Moves - Dinosaur King Arcade (English)

All Secret Moves available in both versions (By AmargaVortex)

All_Mystery_Japanese_Dinosaurs_+_Signature_Super_Moves_-_Dinosaur_King_Awaken

All Mystery Japanese Dinosaurs + Signature Super Moves - Dinosaur King Awaken

All Secret Moves available in Japanese versions (By AmargaVortex)

Other Move Cards

Ultimate Moves

See also: Element Boosters#Ultimate Moves

The arcade Gekizan waves introduced armored dinosaur cards, each of which featured an exclusive Move that was only usable after the dinosaur gained its armor (charged by filling a bar at the bottom from winning R-P-S) that didn't have a Sign or count towards the 3-Move limit. As the name suggests, they are typically strong enough to defeat any enemy in one hit, but they do have a finite limit on damage instead of a programed 1-hit K.O., as seen when facing Goma's unfairly overpowered Eocarcharia in his arcade hidden boss stage. Ultimate Moves have no cards in the arcade game, instead being a built-in feature of the dinosaurs' cards, while only the DinoTector Moves have cards in the anime, and all featured in the anime have cards in the TCG. Being introduced after its release, they do not feature in the DS game.

Ultimate Move Videos

All_Dinotector_Dinosaurs_-_All_Ultimate_moves_-_Dinosaur_King_Awaken

All Dinotector Dinosaurs - All Ultimate moves - Dinosaur King Awaken

All DinoTector Moves (By AmargaVortex)

All_Spectral_Dinosaurs_-_Jark_Armour_+_Signature_Moves_-_Dinosaur_King_Awaken

All Spectral Dinosaurs - Jark Armour + Signature Moves - Dinosaur King Awaken

All Spectral Moves (By AmargaVortex)

Fusion Moves

Main article: Move Cards/Fusion

There are special Fusion Moves that are produced by crossing Elements, such as using two different Super Move Cards to create a new, more powerful Move. Though absent from the arcade game, as you can only control one dinosaur at a time, they exist in the DS and TCG (each being one Move requiring an external condition to represent the other Element), and several are seen in the anime, though only one there is given a unique name.

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