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:
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.
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.
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.
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.
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.
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.
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 () to "Stand" ().
"[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:
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).
- 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.
A deck fulfilling "Clan Fight" regulation must consist of cards that all belong to the same clan of your choice
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.
- 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.
-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.
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.
Call
Demote/Promote
Use card abilities
End the Main Phase
Attack:
Boost:
Guardian Call:
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 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:
End of Attack Phase:
Well,this is the Cardfight Vanguard Tutorial. You can play with your friend to master how to play Cardfight Vanguard.
HAPPY CARDFIGHTING!!!!
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 () to "Stand" ().
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:
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 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.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.
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 Units return to the 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
Demote/Promote
Use card abilities
End the Main Phase
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:
Boost:
Guardian Call:
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 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:
End of Attack Phase:
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!!!!
Is g assist is compulsory or not?
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