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Cardfight!! Vanguard Tutorial

Hi, Guys. Now We will give you a tutorial from Cardfight Vanguard. This tutorial we made for anyone who just start play Cardfight Vanguard.

First,what is Cardfight Vanguard?
Cardfight!! Vanguard is an internationally popular Trading Card Game published by Bushiroad, originally conceived by the manga author Akira Itou. The game is currently available in Japanese, English and Korean, with official organised play worldwide. There is an ongoing anime, which is officially available subtitled with Japanese audio on Crunchyroll, and dubbed in English on the official Youtube channel. There is an ongoing manga, which is serialized in Japanese in Monthly Bushiroad magazine, and the collected volumes are published in English by Vertical.

Okay, now lets get to the point. First, we will start with a video tutorial and then we will move to the detailed tutotial that we prepared for you,


Video

Here is the tutorial video for Cardfight Vanguard. For more detail, you can read on the text below the video ^^


 

KNOW YOUR CARD





Grades

This is an important keyword noticed. Riding increases grades of your vanguard. There are 5 grades currently in play:

Grade 0
These are the weakest units with a power from 3000 to 6000, but with the highest Shield value of up to 10000. They are required to start a Cardfight (Called Starting Vanguard or First Vanguard). Triggers in this deck often come under this Grade and also have Boost Abilities.
Grade 1:
 These are units with mid level of power, mostly from 6000 to 8000 with a Shield value of 5000. Certain units have "Sentinel", with a power of 6000, and have a Shield value of 0 in exchange for a defensive ability. This Grade also comes with Boost to add power to front-row units.
Grade 2
These are powered units which allow you to call any unit with Shield value, with power mostly from 8000 to 10000. They also have a 5000 Shield value. Some units exist with 11000 Power, but are given restrictions, usually "Restraint". Units of this Grade usually are used as a Intercept on the front row, serve as Mates to Grade 3 Units in a Legion pairing, and allows one Drive Check if such Unit Attacks as a Vanguard.
Grade 3
These are the most common "Ace" units. These units have 9000 to 11000 power but with no Shield value. They are usually the highest grade in a deck. Some units exist with 8000 or 12000 Power, but are given some restrictions and/or disadvantage in exchange. Twin Drives are allowed if you attack with this unit as a Vanguard, and may carry "Ace" abilities such as Limit Break, Break Ride and Legion.
Grade 4
Stronger versions of Grade 3s, only 4 exist so far. Just like Grade 3, they has no shield value. But they have a power of 13000. With the addition of Stride, Units containing the Stride ability falls under Grade 4, having a power of 16000 that can be directly added to existing Grade 3 vanguards, and comes with the Triple Drive Ability that allows the player to Drive Check three times. 


 Trigger Layout

A Trigger is an effect certain cards have. These cards are distinguished by the icon on the top right corner of the card, the yellow border on the card's Bottom edge, and the text "Trigger Unit" on the box next to the unit's name.

How the Triggers work

Triggers can be activated in either of these two situations, when there is a damage check or a drive check. A trigger check is done by revealing the top card of the player's deck, if the revealed card is a Trigger Unit, its effect is applied immediately.

In a damage check, the trigger is sent to the player's damage zone face up. In a drive check, it is added to the player's hand instead. There are many situations when more than one trigger must be checked. In such cases each trigger effect must be applied before checking the next card.

To activate a Trigger a unit of the same clan as the Trigger Unit must be present on the field, Otherwise the trigger's effect is unable to activate.

All triggers share the effect of adding 5000 power to a selected unit. And this effect is independent from the trigger effect itself so it can be given to different units if the player wants to.
Do note that trigger effects can be applied on any units on the field, regardless of the clan, if the trigger is activated.

Do note that trigger effects are compulsory to be activated. Therefore, if you drive checked a heal trigger, you must heal one damage if you fulfilled the condition, even if an ability has to disappear, such as a [CONT] Limit Break.

Kinds of Triggers


Draw Trigger: It is noted by the red color. The player draws a card.

Critical Trigger: It is noted by the yellow color. The player chooses one of his/her units and give it +1 critical until the end of that turn.

Heal Trigger: It is noted by the green color. The player chooses one card from his/her damage zone and put it into his/her drop zone (This is called "heal"). This can only be performed if the player has equal or more damage than his/her opponent.

Stand Trigger: It is noted by the colour blue. The player chooses one of his/her rear-guards and put it from "Rest (Rest 2) to "Stand" (Stand 2).

 Sentinel Card

 Sentinel is a Keyword skill on Perfect Guard and Quintet Wall units. It debuted in Booster Set 9: Clash of the Knights & Dragons.
"[CONT]:Sentinel" is an abbreviation for the following skill text: You may only have up to four cards with "[CONT]:Sentinel" in a deck. Regardless of the card's name, you may only include up to four cards in a deck which have this keyword.
All units with "Sentinel" so far are Grade 1 and have 6000 Power. The shield value on these cards is gold instead of the usual black and has an elaborate pattern. 
  
Perfect Guard:    
"Perfect Guards" (also known as "Perfect Defense" in the anime) are units with a special guard skill. They were first introduced in Booster Set 1: Descent of the King of Knights.
When a Perfect Guard unit is placed on (GC), by discarding one unit from its own clan, the player choose one of their units of the same clan that is being attacked, and that unit cannot be hit until the end of the battle, no matter how much power the attack has. Starting from Booster Set 16: Legion of Dragons & Blades, you no longer are required to discard one card of same clan to perform the guarding.
You may only include up to four Perfect Guard units in a deck due to their "Sentinel" ability. As Quintet Wall units also have "Sentinel", you can only use both types of unit in a deck if the total number is four or less (for example, you may use 2 Perfect Guards and 2 Quintet Walls, or 3 Perfect Guards and 1 Quintet Wall).


Quintet Wall:


"Quintet Walls"  are cards with a special guard ability. They are introduced in Booster Set 14: Brilliant Strike.
When a Quintet Wall unit is placed on (GC) from the hand, by paying [Counter Blast (1)] as cost, the top five cards of the player's deck are revealed, all cards of the same clan as the Quintet Wall are superior called to (GC), and the rest of cards are sent to the drop zone.
As of Booster Set 16: Legion of Dragons & Blades, the Quintet Wall cards no longer have its "clan restriction", and they can superior call cards of any clan to (GC).
You may only include up to four Quintet Wall units in a deck due to the "Sentinel" ability. As Perfect Guard cards also have "Sentinel", you can only use both types of unit in a deck if the total number is four or less (for example, you may use 2 Perfect Guards and 2 Quintet Walls, or 3 Perfect Guards and 1 Quintet Wall). 



GAME LAYOUT 

Your Main Deck should be placed on one side of the game area. When you Draw a card, you take the top card from your deck into your hand. If you have no cards left in your deck at any point in the game, you lose immediately.
The Drop Zone (discard pile) should be a separate pile of cards. When you Retire a card, you move it to the Drop Zone. When you Heal Damage, you move cards from the Damage Zone to the Drop Zone.
The Damage Zone is a small stack of discarded cards that must be kept separate from the Drop Zone. Cards in the Damage Zone represent damage to your Vanguard. If there are ever six or more cards in your Damage Zone, you lose the game.
The G Zone is a stack for include the G Units face down at the beginning of the game, and it may only contain up to 8 G Units. Use the cards in this zone for either perform Stride or G Assist.
The main play area consists of two rows of three spaces. The row nearer the opponent is the Front Row and the other row is the Back Row. The Vanguard Circle is the middle space of the Front Row. It may hold multiple cards in a stack. The top card in the Vanguard Circle is your Vanguard. Any cards stacked below it are your Soul. Your Vanguard is not part of your soul. If there is only one card in the Vanguard Circle, that card is your Vanguard and there are no cards in your Soul.
The other five spaces in the main area are Rear-guard Circles. These can usually only hold a single card each.
The Trigger Zone is a temporary area where cards are placed while their effects are being resolved. Its location is unimportant. If you are making a Drive Check, you move cards from your Deck to the Trigger Zone and from there to your hand. If you are making a Damage Check, you move cards from your Deck to the Trigger Zone and from there to the Damage Zone.
The Guardian Circle is a temporary area where cards are placed during combat. It is normally located in front of the Front Row. Cards are played here during battle and then retired to the Drop Zone. You may only guard with grades that are equal to or less than your vanguard.






HOW TO BUILD A MAIN DECK

- A main deck must consist of exactly 50 card (including your first vanguard).
- A main deck may not contain more than 4 of any having the same name (even it only a alternate image card).
- A main deck must contain exactly 16 Trigger Units.
- A main deck may only contain up to 4 Heal Triggers.
- A main deck may only contain up to 4 cards with sentinels.
Regulation
A deck fulfilling "Clan Fight" regulation must consist of cards that all belong to the same clan of your choice 



Starting a Game


1. Each player chooses a Grade 0 unit from their deck and places it face-down on the Vanguard Circle. That card will be their first vanguard.

2. Decide randomly who goes first. The player who goes first cannot attack on their first turn.

3. Both players shuffle their deck and draw 5 cards.

4. Mulligan: If a player doesn't like their hand, they can shuffle any number of cards from their hand back into their deck and then draw new cards until they have 5 cards in their hand again. The new hand must be kept.

5. Both players, at the same time, turn their vanguards from face down to face up.



Victory Conditions

-To win a Cardfight!! Vanguard match you must inflict 6 damage to your opponent's Vanguard. Damage to their Vanguard is represented by cards in their Damage Zone.
- If a player ever has 6 or more cards in their Damage Zone, they lose.
- If a player has no cards in deck at any point of the game, they lose.[1]


Note that there is an exception in Star-vader, "Omega" Glendios, whereby if the conditions are met, you can win the game. This is the only card revealed so far that has an auto-win condition.

 

 

PHASE

Stand Phase

All of your Rested Rest 2 Units return to the Stand 2 position (unless they are prevented from doing so by a card ability).

Draw Phase

Draw 1 card from your Deck and add it to your hand. If you cannot do this because there are no cards in your deck to draw, you lose.

G Assist Step

You may preform G Assist when you meet all of the following three conditions:
-If your Vanguard is not grade three or higher.
-If you have at least two face down G Units in your G Zone.
-If you have no cards in your hand that are one grade higher than your current Vanguard.

Take the top five cards of your deck and search for a card that is one grade higher than your current Vanguard, place it into your hand, and shuffle your deck.

After doing a G Assist successfully, take two G Units and two cards from your hand and place them out of the game area (this is not a Bind); proceed to the Ride Phase afterwards. If you are not able to place a card into your hand via G Assist, shuffle your deck and proceed to the Ride Phase.

Ride Phase

You may place a unit from your hand on top of your existing Vanguard. The covered Vanguard card becomes part of your Soul. The new unit must be of the same grade, or one grade higher, than your current Vanguard. You can only do this once per turn. You do not have to Ride if you don't want to. Riding does not heal any damage to your Vanguard.


Stride Step

You may Stride if you have at least one face down G Unit in your G Zone and when both you and your opponent have grade three Vanguards.
Take cards from your hand whose grades equal three or higher and discard them. Then, search your G Zone for a desired G Unit and place it on top of your Vanguard so that the previous Vanguard's (Heart's) Power is visible.  (If your Vanguard is in Legion, choose one of your cards in Legion to become a Heart.) The G Unit only gains the Heart's name and also gains Power equal to the Heart's Power (Harmonics Messiah is stridden over Light Origin Seeker, Alfred XIV. Harmonics Messiah's Power is 16000. Alfred's Power is 11000. Harmonics Messiah's Power for the turn is 27000 and also gains Light Origin Seeker, Alfred XIV's name).
Stride lasts until the end of the turn, and each G Unit can only be used once per game.

Main Phase


Call
Place a Unit with a Grade that is either the same as the Vanguard's or lower in a Rear-Guard circle. You may Call as many times as you want in a turn. Unless stated on the card, there is no cost to Call a unit. You may Call a unit into a Rear-Guard Circle that is already occupied, but if you do, you must Retire the unit already there (ie, move it to the Drop Zone).


Demote/Promote
You can move your Rear Guard units back or forward between the Front Row and the Back Row. Units cannot move from side to side and cannot move into or out of the Vanguard Circle. Thus if a Unit is on the Circle behind the Vanguard, it cannot move at all. Two Rear Guards in the same column may switch places.


Use card abilities
Card abilities which are described as being used in the main phase can be used at this point.


End the Main Phase
When you have taken all the actions you want to in the Main Phase, the Battle Phase starts and the main phase is over.

Battle Phase

In the Battle Phase you can make as many attacks as you wish provided you have units that can attack. Once you have started the Battle Phase you cannot go back to the Main Phase or take Main Phase actions (so you cannot attack with a unit and then Demote it)


Attack:
To initiate an attack select a Standing unit in the Front Row and Rest them Rest 2. Then declare an Opponent's Front Row card to be the Target of the Attack (unless otherwise stated on the attacking unit's card).

Boost:
If you have a card Standing in the Back Row directly behind the attacker you chose, and they have the "Boost" icon, you can also Rest them to add their Power to the Attacker's Power for the attack.


Guardian Call:
The opponent can Call Guardians from their hand to protect the Unit under attack. The opponent may play any number of cards from their hand to add their Shield power to the power of the unit under attack. The Shield power is found in the yellow square on the left side of the card. Some units have no Shield Power and cannot be called as Guardians. The Guardians must also have a grade equal to or lower than that of your Vanguard. Called Guardians should be placed in the Guardian Circle to keep track of the during the fight. There is no cost to Call Guardians, but all called Guardians will be retired to the Drop Zone at the end of the battle.
The opponent may also use the 'Intercept' ability (specific to Grade 2). If you have a unit in a Rear-Guard Circle in the Front Row that has the Intercept ability, you may move them from there to the Guardian circle and their Shield will be added to your unit's power as well. Just like other Guardians, they will be retired to the Drop Zone after the battle. Units with Intercept can intercept even if they are Resting. You cannot Intercept with your Vanguard and thus having an Intercept icon gives no benefit to a Vanguard.


Drive Check:
If you attacked with your Vanguard, you perform a Drive Check. Reveal the top card of your Deck and place it temporarily in your Trigger Zone. If the card is a Trigger Unit and is of a Clan that is also in your Vanguard or Rear-Guard, then its Trigger effect activates. Regardless of whether the card is a Trigger Unit or not, add the card to your Hand after resolving it.
If your Vanguard has the Twin Drive icon, two Drive Checks are performed. If a trigger is activated by the first check, the effects of the trigger must be completely resolved before a second trigger is drawn. For example, when a draw trigger is activated, the player draws a card and allocates the power boost to his units before drawing the second trigger. The Twin Drive icon has no benefit to any unit that isn't played as a Vanguard.


Battle Outcome:
To determine the winner of the Battle compare the total Power of the two cards. If the Attacking unit's Power is less than that of the Target, the attack fails. The Attacking Unit does not suffer any damage or other penalty. If the Attacking unit's Power is equal to or higher than that of its target, the attack is a success. If the target was a Rear-Guard, it Retires and is sent to the Drop Zone. The attack is then over. The Critical value of the Attacking unit does not matter if the Target was a Rear-Guard. If the attack was a success and the target was a Vanguard, the opponent must make a number of Damage Checks equal to the Critical value of the attacker. To make a Damage Check, the opponent moves a card from their Deck to the Trigger Zone. If the card is a Trigger Unit and is of a Clan that is also in your Vanguard or Rear-Guard, then its Trigger effect activates. Triggers have the same effect as they do for a Drive Check. The Trigger Unit does not have to be the same Clan as the Target. After the Trigger effect is resolved (if there was one), the card is moved into the Damage Zone. This process is repeated as many times as the attacker has Critical value. Each Trigger must be completely resolved before the next Damage Check begins. If a Damage Check reveals a Trigger Unit that gives a +5000 Bonus to a unit, you can use it on the Target if you want to but it will not change the fact that they have lost the current battle. However, it can protect them against future attacks in the same turn. If a Damage Check reveals a Heal trigger you may move a card from the Damage Zone to the Drop Zone before placing the Trigger Unit in the Damage Zone if the number of cards in your Damage Zone is greater than or equal to your opponents. This means that if you have 5 cards in your Damage Zone and you make a Damage Check and get a Heal Trigger, you may heal damage before placing the card in your Damage Zone and thus avoid it being the sixth card to be placed there.


End of Attack Phase:
Guardians that were called, or that intercepted, are retired (moved to the Drop Zone). If there are Units on the Front Row that can still attack, you can attack again with them. Declare their targets and repeat the process.

End Phase

Declare the end of your Turn before switching to the Opponent's turn.


Well,this is the Cardfight Vanguard Tutorial. You can play with your friend to master how to play Cardfight Vanguard.

HAPPY CARDFIGHTING!!!!

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