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Greed Island Card Description
PLEASE NOTE THAT EVERY DESCRIPTION BELOW WAS TRANSLATED FROM THE FRENCH VERSION BY ME! SO IT IS NORMAL IF THE DESCRIPTIONS VARY FROM THE ENGLISH OR OTHER VERSIONS OF THE STORY
The cards
Here will be listed most or all of the cards mentioned in the manga
Legend
First Column
Card Number and title
Second Column
Card Description
Third Column
Rarity and number of cards -- SS,S,A,B,C,D,E,F,G,H. SS being the rarest.
Fourth Column
Offensive/Defensive/Normal/Special/Long Distance/Short Distance/Defense Against Offensive Spells/ Always Active / Defense against Normal Spells
O || D || N || S || L.D. || S.D || D.A.O. || AA || D.N.S.
The cards!
1 -- The secret forest of a Tsubo
Entrance of a gigantic mountain people call "The Garden of the Mountain" Only the species originally from the forest can live there in great numbers.. Many humans and animals love this place.
SS-3
None
2 -- The shore of a Tsubo
Entrance of a submerged cav called "The house of the God of the Sea" Everytime someone enters this cave, its inside appearence changes and the strangers coming in get easily lost.
SS-3
None
3 -- The vase of the fountain
A vase where water flows down continuosly. It gives out 1440 litres of water per day.
A-17
none
4 -- The natural source of nice skins
Hot water bath which solves all of skins problem Bathing 30 minutes in it per day will give you a skin as smooth and nice of a baby's
A-15
none
5 -- The cave of the spirits
When you go in and out of this cave, you will be transported to a well known area inside of the continent. Wherever the place you will be transported to, you can come back without paying money.
S-8
none
6 -- The youth fountain of alcohol
If you keep during one week the water produced by this fountain, it will change into alcohol. You can't choose the kind of alcohol but it will always be a "good" kind.
A-15
none
7 -- The stone of pregnancy
Stone weighing 3 Kg which creates pregnancy in the men or in the women who keeps it against their body for one month. One week later, two stones, one male and one female will appear. You keep the stone of the sexe you want to be born. (Keep the male stone and the baby will be male)
S-10
none
8 -- The lake of mystery
When you put a fish in this lake. The next day, there will be another fish. It won't matter the kind of fish, its type, or what kind of water it's supposed to live in. It can live in it without a problem.
s-10
none
9 -- The tree of good crops
A tree where any kind of fruit can grow on. After picking up all the fruit from the tree, the next day the tree will be full of fruits again. The number and the type of fruit on the branches are random.
s-10
none
10 -- The golden Rurubu
Magazine of diverse information. The one who has this magazine disposes of a great quantity of information to meet the person he desires at the time and date desired.
A-20
none
11 -- The golden scale
When you have a hesitation on a choice to make between many possibilities. This scale will weigh the pros and cons taking count of the future and will make the smartest choice.
B-30
none
12 -- The golden Dictionnary
A dictionnary which will teach its owner all of the words which will be useful to him. Find the words shining in gold and learn their definitions. The next day, they will be very useful.
S-10
none
13 -- The agenda of fun
If you write down the lucks you didn't "use". This agenda will change them intomoney which can be disposed as you wish. (I don't understand this card...)
A-20
none
14 -- The cutting links scissors.
If you cut the photo of people you never want to meet. Cut the photo with these scissors and you will not see them twice. This will happen to everybody present on the photo (Will not happen to the "cutter"). Safety is then recommended.
B-22
none
15 -- The picky demon
A demon which will realize three wishes. However you must give him 1000 different wishes and the demon will choose 3 by himself. (It's impossible to make changes where only the amount of money would change eg, give me 100 million, give me 101 million.)
S-10
none
16 -- The warning of the master of the fairies
He gives his master (you) precious tips on how to get traits of your bad character. Even if you don't call him, it happens that he appears by himself, because of that, it is kind of annoying (I think this card makes you a better person... Sorry for the translation)
S-6
none
17 -- The great angel's breaths
Mortal wounds, incurable diseases, this angel can heal everything with his breath. However, he appears only once.
SS-3
none
18 -- The demon's little eye wink.
The one who receives his wink will be filled with an unforgettable and unique feeling. You can receive this as many times as you want but you might be intoxicated by it.
A-18
none
19 -- The playful spirit's pillow
If you use this pillow to sleep, you can get out of your body and become a spirit. However, if you do not reenter your body within 24 hours, you really become a spirit.
A-13
None
20 -- The spiritual pulsions metre
A clock which measures the mental aptitudeof its owner. If you make the arm point to 12, you become normal mentally. When aligning the arms of the clock with time, area, and happenings, you can master your emotions. (I don't understand this card...)
B-30
None
21 -- The bone glasses
Glasses which enables you to see through things. With your memory you can adjust the power of the glasses. The only thing you cannot see are the cards in Masadora.
B-27
none
22 -- Toraemon
ERROR!!! Toraemon in other mangas is in the 24 slot of fixed emplacement!!!
A-22
none
23 -- The neverending story
A book which tells always different fun stories. If you stop reading the book without putting a bookmark, the story changes completely. You must be careful.
B-30
none
24 -- The probable T.V.
If you press on the remote's button "and if...". The tv proposes between 1 and 30 hours of documentarys on the chosen subject. Recording is possible.
A-20
None
24 --
Toraemon
Species becoming extinct. It has the ability to conserve all kind of things in his stomach. It's not rare that he has lots of precious things in his stomach.
A-15
none
25 --
The Dice of Risk
Dice with 20 faces. 19 of them is good luck. If it falls on good luck, only good things will happen. If it lands on Bad luck though, you will get as much bad luck as you got good luck.
B-30
NONE
26 -- The seven dwarfs at work
Dwarfs which work while their master is sleeping. However, they cannot accomplish things which takes more power than their master has. (Like DBZ's Shenron)
A-20
None
27 -- The ticket book of face-bus
Tickets enabling you to go anywhere. Ticket book containing 1000 tickets.
B-25
none
37 -- The athlete's egg of level Extra-Super
N/a
?
?
38 -- The artist's egg of level Extra-Super
N/a
?
?
40 -- The musician's egg of level Extra-Super
N/a
?
?
41 -- The pilot's egg of level Extra-Super
N/a
?
?
43 -- Gambler's great egg
N/a
?
?
44 -- the great actor's egg.
N/a
?
?
45 --
The CEO's egg
When we keep it hot for three hours, we can recieve in the present 10 years of labour. The wishes we make while keeping it hot become reality at great speed.
B-30
NONE
46 --
Young girl with gold powder
Girl which emits gold from her body. With a bath you can produce for than 500 G of gold per day. She is very shy and never leaves her house.
A-13
NONE
47 -- The young sleeping girl
N/a
?
?
48 -- The young perfumed girl
N/a
?
?
49 -- The young siren who becomes "crazy"
N/a
?
?
50 -- The Zaurus who becomes "crazy"
N/a
?
?
51 -- The fearful dragon.
N/a
?
?
53 --
King White Ookuwagata
A legendary insect. He attracts other insects using a particular smell and makes them work. He makes them make a hole (gives him a house) and only comes out at the end of the day for his walk.
A-30
NONE
54 -- The millenium butterfly
N/a
?
?
55 -- The counterfeit store
N/a
?
?
56 -- The souvernir photo shop
N/a
?
?
57 -- The house representative of secret houses
N/a
?
?
58 -- The secret video club
N/a
?
?
59 -- The school of instant language learning
N/a
?
?
60 -- The delivery man of lost objects
N/a
?
?
61 -- The dog in pieces
N/a
?
?
62 -- The king of clubs
N/a
?
?
63 -- The virtual restaurant
N/a
?
?
64 --
Witch's Brew
If you put one of those pills into your opponent's mouth while he is awake, he will do anything you ask of him. This lasts one week and there are 500 pills per jar.
B-30
NONE
66 -- The witch's diet
N/a
?
?
67 --
The growth medication
"Potion" enables you to grow one centimeter per pill taken. 100 pills per jar. People older than 20 are very interested in this jar.
B-30
NONE
68 --
N/a
?
?
69 --
N/a
?
?
70 -- The pill to increase your muscle created by a mad scientist
N/a
?
?
71 -- The hormon pill of the mad scientist
N/a
?
?
72 -- The remodeling machine of the mad scientist
N/a
?
?
74 -- The high-marine stone
N/a
?
?
75 -- Alexander's Luck
Enables the wearer of the ring to experience a feeling that no one else will ever recieve. However you cannot choose between a happen or a sad feeling.
A-20
none
76 -- The rubi's destiny
The owner of this rubis, in exchange of the great fortune he will receive, will not have the right to stay somewhere for a long time. He will not be able to live one week in the same spot.
B-30
none
79 --
Rainbow Diamond
Diamond shining with seven colours. Someone asking another one in marriage and giving them this diamond has 100% chances of approval.
a-20
NONE
81 --
The blue Planet
N/a
?
?
82 --
The Ultimate punishement cane
While saying the name of the one you want to punish, hold the cane into the air. The person who commited the most crimes (You or your target) will then be hit with great infortunity.
A-15
NONE
83 --
The Sword of Truth
Sword enabling you to find any counterfeit item. Can also be used in court in order to find a guilty person. After figuring out something, the sword becomes ashes, but if the ashes are taken and conserved, the sword will become normal after one day.
B-22
NONE
84 --
The Knight's Necklace
This necklace protects the wearer from spells. This necklace also permits you to stop a spell if you have touched the card.
D-80
NONE
86 -- The bow of failure
N/a
?
?
87 -- The shield of faith
Everyone found in a radius of 20 metres from the person wearning the shield will not be able to use the spells, "Depart", "Derive", "Relegation", and "Collision".
s-15
None
88 -- The great sword of immortality
N/a
?
?
89 -- The IRS inspector's sleeve
When you use this spell, you may use Collection. However, each time it is used, a fixed emplacement card of the player who wears the sleeve will be destroyed. (If there is no card in the binder the spell will be broken.)
A-20
None
90 --
Memory Helmet
When someone wears it he is certain not to forget anything he heard. It is very heavy and makes your head hurt.
A-20
NONE
100 --
Map of the Island
The outline of the island only, Magic map who fills in as you proceed through your quest (Visiting other cities)
G-400
NONE
101 --
Map of the Island
Map showing every place and city with their name on it. Has a reference of places and of places you need to visit. Very precise. Really complete
D-70
none
163 -- The sick villagers
N/A
F-150
NONE
263 -- The happy villagers
N/A
C-50
NONE
572 --
Giant Cyclope
In the giant family, they are the tallest. They like moving in groups and they attack any living thing going into their nets. Not really intelligent. When you attack their weak point, their eye, they almost become "dead"
G-333
NONE
585 --
Bubble Horse
He protects himself by shooting red and white bubbles. He has almost no offensive force but the sound of the bubbles make will surprise you.
C-50
NONE
598 --
The master of the wolf gang
The leader of a pack of wolf who attacks voyagers. It has a great physical force and an offensive force. As long as you do not knock him out, the other wolves in his pack will keep on attacking you.
C-45
NONE
607 --
10 000 Jenis
The biggest money available in Greed Island. When it isn't in the form of a card. It looks perfectly the same as the international money. (It has no value on Greed Island if it isn't in the form of a card)
H-
NONE
673 --
Maremocchi
Living being in the shape of a ball capable of moving at very high speeds. He isn't harder then a ball and his attacks cause almost no damage, but when he hits you a lot of times in the face, it makes you very mad...
D-80
none
697 --
Melanin Lezard
Giant lezard capable to swallow a cow in one shot. Can provoke suffocating with its weight. It has a sensible dot on his skin somewhere. It's for hiding it that he developed a system made of dots.
E-100
NONE
711 --
Remote-Control Rat
He manipulates objects to protect himself. Really weak. The only contact of another animal is enough to make him faint. You could see a lot on the Island.
H-800
none
1001 --
Steal
Same as voyancy below... (The author probably made an error...
G-200
N // L.D.
1001 --
Voyancy
Enables you to see every free space in the binder of your victim (limited to the people you have already seen)
G-200
N // L..D.
1002 -- Clairvoyance
Enables you to see every fixed space in the binder of your victim (limited to the people you have already seen)
F-150
N // L.D.
1003 --
Defensive Wall
Enables you to stop once an offensive spell
G-400
D.A.O.
1004 --
Reflection
Enables you to return the offensive spell used against you to your opponent. Your opponent will be affected the spell's effects.
E-120
D.A.O.
1005 --
Magnetic Force
Enables you to transport yourself to a place where other players are
C-50
N // L.D.
1006 --
Pickpocket
Enables you to steal at random a card in the free space section of your victim
F-170
O // S.D.
1007 --
Steal
Enables you to steal at random a card placed in the fixed space section of your victim.
C-50
O // S.D.
1008 --
Exchange
Enables you to exchange your cards to your victim one by one at random.
E-100
O // S.D.
1009 --
Return
Enables you to return to a city you already visited
G-380
N // L.D.
1010 --
Imitation
Enables you to change one card you posses to another (This operation is considered as a card transformation and will not happen if the maximum transformation of the card is reached
A-20
N // S.D.
1011 --
Cloning
A card from the fixed space of your victim's binder is chosen and is transformed. (If there are no card in the fixed space and the maximum number of transformation is reached then nothing will happen)
D-70
N // S.D.
1012 --
Relegation
Enables you to move your victim to some point in Greed Island.
F-140
N // S.D.
1013 --
Start
Enables you to transport your victim to the starting point.
D-65
N // S.D.
1014 --
Evasion
Takes the player somewhere out of the island
B-30
NONE
1015 --
Sup' Vision
Enables you to see the contents of the chosen player's memory card.
D-70
N // L.D.
1016 --
Enables you to fly to any unvisited city (If every city has been visited. The transportation is cancelled and the spell is broken.)
F-200
N // S.D.
1017 --
Collision
Enables you to transport yourself to an area where a player is which you have never met. (If the player is not in the game, the transportation is cancelled and the spell is broken
F-200
N // S.D.
1018 --
Collection
Enables the player who uses it to steal a card of every player who is inside his perimeter (20M)
B-25
S // S.D.
1019 --
Castle's Door
Enables to stop a short distance spell from an opponent.
F-200
D.N.S.
1020 --
Counterfeit
Enables you to change the appearance of a card between numbers 001 to 099. You may put this card in the fixed space section but will not work if the binder is full. The object may not be transformed into a card either. This action is not counted as a card transformation.
C-40
N // S.D.
1021 --
Take
Enables you to take a card of your choice in your victim's binder
B-30
O // S.D.
1022 --
Chute
Enables you to transform a card of level B or more into a card of level D with the number you chose. (If the number of transformation is reached or the victim does not have a card of level B or more, this spell will do nothing) The cards with the fixed emplacements will be destroyed
C-40
O // S.D.
1023 --
Consession
Enables you to destroy a chosen card of level A or more from the targeted player. In exchange, the targeted player recieves a card less than three levels and can choose the level. If the targeted player does not have any level A cards or more, the spell will be broken, and the card goes back to its owner. (If the card less then three levels has reached its transformation limit., the targeted player cannot recieve it.
B-25
O // S.D.
1024 --
Penetration
Enables you to bring cards who are under the spells, Counterfeit, Imitation, or Cloning. In consequence all the fake cards in the fixed emplacements will be destroyed. Penetration can not be copied by Counterfeit, Imitation, or Cloning.
D-80
N // S..D.
1025 --
Black Curtain
Enables you to stop claivoyance or voyancy (Advantage of Black Curtain: When we use it a second time, this is not counted as a second useage.
F-200
D - against clairvoynce or voyancy
1026 --
Holy Water
Enables you to stop an offensive spell 10 times (Advantage of Holy Water: When it is used while the spell is still active, it is not counted as a usage.
A-20
D.A.O.

1027 --
Trace

Enables you to know the position of the targeted player in permanence. It remains active as long as the targeted player does not leave the game.
E-90
A // S.D.
1028 --
Stone Thrower
Enables you to destroy a card at random in the free emplacements section of the binder of the targeted player. (If there is nofree cards, the spell is broken)
E-100
o // s.d.
1029 --
Throw
Enables you to destroy a card at random in the fixed emplacements section of the binder of the targeted player. (If no fixed cards are present this spell is broken)
B-25
o // s.d.
1030 --
Guide
Enables you to figure out where a card is using its number (The exception is: 000)
E-120
n // l.d.
1031 -
Analyse -
Enables you to have the explaination of a card read to you using its number (The exception is: 000)
G-400
n // l.d.
1032 --
Lottery
Enables you to transform an object into a card at random.
G-350
n // s.d.
1033 --
Attribution
Enables you to know in permanence the cards in the fixed space section of the binder. It remains active as long as the chosen player does not leave the game. Limited to the players already met.
C-50
N // L.D. // AA
1034 --
Purification
Enables you to make an offensive card unusable and makes the card go back to its original form. (If the card who is going back to its original form has reached its maximum amount of transformation, the card becomes an object which cannot be transformed again. If the spell reached its maximum transformation limit and becomes an object again, the spell is broken.
d-55
n // s.d.
1035 --
Solidity
Protects one page of your fixed page section from stealing sort of spells. (Choose a page between 1-11. Free pages cannot be chosen)
S-10
D // AA
1036 --
Eye of God

Enables you to make the cards between 001 and 099 the advantages of List and Analyse (Active as long as the player does not leave the game)

S-10
L.D // AA
1037 --
Recycle
Enables you to transform another time a card who has lost its transformation power. (Limited to the objects of level C or more. If the card has reached its maximum transformation limit the spell will be broken)
F-170
N // S.D.
1038 --
List
Enables you to know how many people owns an object and how many times it has been transformed
g-350
N // L.D.
1039 --
Accompany
The player who uses this spell, as well as everybody else who is in a radius of 20 meters will move to a chosen area. (It must be a place already visited by the spell's user. Limited to the players already met in the game)
F-130
None
1040 --
Contact
Enables you to talk with another player that you have met in the game using the binder. The chat is limited to three minutes. Only the player who started the conversation has the power to end it.
F-200
N // L.D.
1217 --
Garugaider
One of the three most wanted meals on the island. The interior and exterior of the fish has an extremely good taste. People say that the eggs of the females enables you to live a longer life. Really good roasted or steamed
F-185
NONE
21449 --
Stone
Ordinary stone found on the floor. If thrown at someone it may hurt them very much
H-
NONE

 











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