Looking for the Transformers TCG site? That's now at Transformers.cards!
Errata
There is no movement value for the card, so just ignore the icon.
Source: Matt Holland
Ability text should read "The first time you Convert to Bot mode this turn, +1 Power."
Source: Eric Findlay
BOTH of UMs Energon abilities are supposed to cost 2 Energon. Hes still playable as is, but he might have an edge on everyone else in competitive modes.
Source: Eric Findlay
Ability text should read "+2 Power (Range 1) during your turn." It is listed correctly on the player card, but the rulebook shows it incorrectly.
Source: Eric Findlay
The 3 Move is a misprint. There should not be a Move icon at all.
Source: Eric Findlay
The second part of the ability text should read "If you are in Alt Mode, you may draw 1 Mission, then discard 1 Mission you control."
Source: Eric Findlay
Clarifications
Crystal City is three card types in one: a Relic, a Site, and a Ruin. Any game text that references one of these card types will be relevant to this card as well. The Ongoing effect is only active when the card is faceup in the Matrix. If you buy it, immediately place the card in your Vault. If you clear it instead, gain the reward listed, then destroy the card and place it in the main deck destroyed pile.
Menasors Start of Turn effect impacts all Adversary players during the active Adversary players turn, not just the active Adversary player.
Prowls 1 Energon ability allows you to draw 1 card from your deck or 1 Mission from your teams Mission deck. If you draw a card from your deck, place another card from your hand on top of your deck. If you draw a Mission, place another Mission you control on top of the Mission deck. You must have a valid card to replace the card you draw or else you cant activate this effect.
This Ruin cannot be cleared by any effect, though an effect or game rule that allows you to destroy a card (such as a Boss being revealed from the main deck) can destroy a Ruin. You cannot move onto this Ruin, or be moved onto it by another player or card effect, unless the card effect allows you to ignore the Ruins Ongoing effect (like Key to Vector Sigma).
Any cards that reference “Adversary” are referring to the opposing faction, and may refer to a player, character, or card, depending on the context. When playing as an Autobot, for example, Decepticon players are your Adversaries, and Decepticon Bosses and Robots are Adversary cards you may battle. Likewise, you are considered an Adversary to an opposing faction when dealing with them. If a Decepticon player, Boss, or Encounter uses the term “Adversary,” it’s referring to you, the Autobot player, or your character in the Matrix.
Card effects on cards from other sets that refer to Courage and Wrath cards also refer to Bold. Bold is interchangeable with both for game text purposes.
In original printings, this card was named "Transform and Roll Out!". Per Hasbro, it was renamed in order to diminish their trademark on "Transformers"
Source: TFWiki.net
When in play, this Ally gives you the option to defeat a Robot belonging to your own faction instead of buying it. If you do, place the card in your Vault like you would an Adversary. Conversely, you may also buy Adversaries instead of defeating them, and place them in your discard pile. This card does not change the nature of a Robot card for any other purpose. If another player wants to gain Doubledealer, they may spend 4 Power and steal the card from you. This can happen any number of times.
This card allows you to intentionally gain Damage in return for a Power boost to the card. However, in a Co-op, TvT, or 1vM game, if this ability causes you to control 5+ (or 7+ in 1vM) Damage, the game will end immediately, before any battle or purchase resolves, so its risky to gain too much Damage in hopes of defeating a Boss or buying a Relic. Likewise, you will also lose 2 VP in this case per the game text on the card. When activating this cards game text, draw and resolve each Damage card one at a time.
This Ally must already be in play in order to Assist. To use this card for that purpose, simply declare that this Ally is Assisting instead of playing an Assist, and keep the card faceup. As such, the Power and Range you are providing will be public information. If this Assist is used defensively, it will resolve automatically with any other defensive Assists. Otherwise, if the battle requires at least 1 Assist or if the Active Player controls 1+ Damage, this Assist must be the first offensive Assist resolved. Either way, the card is discarded, even if it is not resolved.
When you use this cards Energon ability, you must draw and resolve an additional Boss Confrontation before resolving the battle. You do not need to reshuffle the Encounter deck.
When playing this card, you have 3 possible card effects to choose from. Declare which (if any) of the 3 effects you wish to activate as soon as this card is played.
This Boss comes with a separate 6-card deck known as the Sixshot Deck, each representing a different mode of attack, and should be placed just outside Matrix, facedown. When you draw a Sixshot alt or bot mode card as part of this Bosss Start of Turn effect, the effect is resolved immediately and then the card is reshuffled into the Sixshot Deck. However, if the card has an Ongoing effect (Spaceship, Offroad Vehicle), it stays in play in front of the active player until the end of the current turn, and only then gets reshuffled into the Sixshot Deck.
Swindles game text is not optional. You would only disregard it if there are no Robots present in the destroyed pile. If there are 1+ Robots in the destroyed pile, take them out and display them faceup for all players to see. Then, in any order you choose, each other player may gain 1 of the Robots if they wish to or they may decline. For each Robot that is gained this way, you gain that cards reward. Destroy any Robots remaining after each other player has had a chance to gain one. Afterward, you will have an opportunity to buy 1 card (including a destroyed Robot) from the destroyed pile by activating Swindles Energon ability.
When you play this card as a Block, all players avoid the effects of the attack no matter where they are in the Matrix, and you gain 1 Energon for each player who would have been affected by the attack (including yourself). If the attack on a player has already been Blocked, or that player was not affected by the attack, you do not gain an Energon for them.
While in this space, all your cards (except for your Character card and Damage) are considered blank. You cannot generate Move or Power or activate game text. Any unspent Move or Power on cards you control are not available. You also cannot be targeted by other players and you avoid attacks and effects that would otherwise cause you to gain Damage.

At the start of your next turn, you can recharge by gaining 1 Energon or repair by returning 1 Damage you control to the stack. Then you must immediately teleport to an adjacent space. Once you leave Dinobot Island, your cards are no longer blank and you can access any unspent resources acquired during your turn.
This card simulates time travel by allowing you to avoid the effects of an action and reclaim some of the resources spent in the process. If you flip an adversary faceup after this card is in play, you can ignore the Ambush (if any) and flip it back facedown. The Move you spent to search that space is reclaimed and you can spend it elsewhere. If you used game text or paid Energon to search, you can use that game text again, and/or reclaim the spent Energon.

During a Confrontation, once you have flipped and resolved an Encounter card but before Assists are resolved, you can pay 2 Energon to end the Confrontation and continue your turn. Normally, you cannot activate Confront abilities until after Assists are resolved, but this card breaks that rule. Any Assists that were played are returned to their owners hands, unseen, and any Power you had declared can be spent elsewhere. You may then continue your turn or even initiate another Confrontation if you wish. Note: If the Encounter destroyed one of your cards, you cannot undo that, nor can you reclaim any spent Energon.
The Power granted by this card is limited to the quantity of Robots in your Vault and determined by the quantity you choose to reveal. For example, if you have 3 Robots in your Vault, but choose to only reveal 2 of them, the target card gains +2 Power. If you chose to reveal all 3, youd gain +3 power and then be forced to discard this Ally.
You can pick up any 3 cards in the Matrix (faceup, facedown, or a combination of both), as long as the faceup cards are not Bosses. Keep them separate from your other cards. Then, decide how to return them to the Matrix, all facedown. Other players do not get to peek at these (unless Shockwave is playing and in range to use his Bot Mode ability).
The player targeted by this cards Attack must choose between destroying a card in their hand (in which case they also choose which card) or gaining 2 Damage. If they have no cards in hand to destroy, they must gain Damage.
If you choose to use this cards ability, activate it as soon as you play it. Count how many cards are left in your hand and then peek at that many cards on the top of your deck (e.g., If you have 3 cards in hand, you can peek at the top 3 cards). If you have less cards in your deck than in your hand, you may only peek at what is currently available.

Once you peek, you must decide to leave the cards there or draw them. If you choose to draw them, you must first discard your cards in hand then put the cards you peeked at in your hand. Now every other player must also discard their entire hand and redraw an equal amount of cards (shuffling their discard pile if necessary). This is not an Attack and cannot be Blocked. Finally, reveal and destroy the top card of the main deck. If its a Boss, place it in the Matrix instead following normal placement rules.
The Power tokens mentioned here are a means to track how much Power you contributed towards thwarting this scheme. If you run out of tokens, use a comparable item (like a VP token) to help keep track.
The new Dinobot characters included in this expansion are Autobots that have a unique option for battling Autobot Robots while in Alt Mode. With the exception of Swoop, each Dinobot character has some variation of You may battle Autobot Robots during your turn each with different restrictions and/or penalties on how it can be done. Grimlock, for example, must pay 1 Energon to battle an Autobot Robot, and if he defeats it, it goes into his discard pile instead of his Vault. The rules for battling Decepticons remain unchanged.
When battling a non-Boss Adversary, you must follow the Confrontation rules of engagement, as though you were battling a Boss. To Thwart this Scheme, you must play a Block with sufficient Range to negate an attack against another player (such as when another Autobot is ambushed).
When you activate this cards Energon ability, the Ambush only
affects other players in your space, not yourself.
While this Scheme is in the Matrix, all Robots are Adversaries to you. Moving onto or flipping an Autobot will cause an Ambush. You cannot buy Autobots while this Scheme is in the Matrix, but you can battle them to earn the reward at the bottom of the card, same as you would a Decepticon Robot.
When using this card to Block, you may pay 2 Energon to avoid discarding it. The card would remain in hand and may now be played normally, or used to Block a subsequent attack. However, when your turn ends, you must still discard the card, as usual.
When you use this card to Teleport, any other Autobots in your old space may choose to Teleport to the space you Teleported to. All Autobots that choose to do this arrive at the same time.
When this card is revealed, all faceup Ally cards in the Matrix and in play in front of players are placed under this card. Your Autobot must be on this space to rescue an Ally, and can only gain one Ally per turn in this manner. Allies revealed after this Scheme is revealed are not placed under this card.
Since both Decepticons and Autobots are Robots, this is a method of gaining Decepticons (versus defeating them) to utilize in card play. Thematically they have switched sides and are helping the good guys! Jetfire is both a Robot and a Relic.
Each time an Autobot moves onto this space (voluntarily or not), or if this card is revealed beneath an Autobot, that player loses 3 Energon. Unlike other Relics, when you gain this card, its destroyed instead of going into your Vault or discard pile. The VP gain is immediate.
The phrase “any player in your space” always includes yourself. If there are multiple players in your space (or adjacent to you with Fix), you choose which of the players to help out.
The destroy effect of his reward text is mandatory!
Ambushes must still be drawn, but when these cards are played, the active player’s character can avoid the effects.
This Encounter card specifies that the Adversary cannot be battled this turn. This applies to all players, regardless of who was Ambushed or whose turn it is.
When played, you may flip a card facedown, including Bosses, Initiatives, Sites, and Robots. When you flip a card facedown, you turn off any effect it had as though the card was not in the Matrix and remove any tokens or Energon from that card as well. If that card is flipped faceup again, its effect is reset as though the card was being revealed for the first time. For example, a Boss would resolve another Reveal Attack and the Ore-13 Refinery would regain all 9 of its Energon. If you flip an Initiative or Scheme facedown, you gain 1 Damage and any cards that were contributed to it are destroyed.
When active, this Initiative increases the cost to defeat Adversaries by the number of players (minimum of +1, maximum of +5). During any battle, if a player plays a legal Assist, they gain 1 VP whether or not the Assist is resolved. If all non-active players play an Assist during a single battle (essentially, everyone is in on the fight), the Initiative is thwarted. You dont gain this VP as the active player during a battle, but you will gain the Initiative card if its thwarted, and that gains you 1 VP at the end of the game (along with the vaulted Adversary you took down). This Initiative cannot be thwarted in a Solo game.
When you play this Technology card, choose any other card in play (either one you control or one another player controls) and this card becomes an identical copy of the target card until your turn is over. Its useful to duplicate a powerful card in order to double its impact. However, card effects that trigger off of playing a certain type of card wont trigger off of this card, because it copies a cards effects AFTER it has already been played, not while it is in your hand. This card also reverts back to its original state during the End Phase. So, if you copy an Ally card, you do not get to leave it in play.
If any players Assisted in the battle, they are also Ambushed.
These cards allow you to attack other players directly, and may be Blocked in the same manner as any effect with an Attack keyword. If Blocked, there may be ramifications for using the cards Attack effect, as specified on the card.