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Weiß Schwarz Tutorial

Now we  will present you a tutorial for Trading Card Game, Weiß Schwarz, from Bushiroad.

What is Weiss Schwarz?
Weiß Schwarz  is a Japanese collectible card game created by Bushiroad. The game is separated into Weiß-side and Schwarz-side. Weiß and Schwarz are German for white and black, respectively. As a general rule, series under Weiß usually have better card effects when compared to those series under Schwarz. However, with the newer series entering the respective sides, there is not much difference between the two.

Weiẞ Side
The point is “Cuteness”!?
It is centered on popular titles with cute heroines.

Schwarz Side
The point is “Strength”!?
It is centered on the powerful heroes and heroines.

 Video Tutorial

Here is the video tutorial, for more detail explanation please read the article below this video ^^
 

 

Basic Information


Card Types

All cards in Weiß Schwarz belongs to one of the four colors, Yellow, Green, Red and Blue, each of which generally contain cards that specialize in certain areas. The description below only gives a general outline, and only highlight the focus of the color. It does not mean that only Yellow cards have bounce abilities or only Red cards have removal abilities. It is also important when playing cards, as a card cannot be played unless a card of the same color is in the Level Area or the Clock Area (unless it is a Level 0 Character or Event card).

Yellow "Speed"
Yellow contains many automatic Power pump abilities capable of boosting characters in the player's own turn and are able to perform removal via a variety of bounce effect to destroy the opponent's battle lineup. Coupled with powerful Soul pump ability, Yellow decks are designed offensively to defeat opponent quickly. Although powerful on paper, the high Soul Points when attacking also means that most Yellow decks are susceptible to damage cancel, and is disadvantaged due to the game system. By its nature most Yellow decks are strong in the turn player's own turn and weak in the opponent's turn. Despite its weakness however, there are also many Yellow cards with unique effect such as level up, CIP(card in play) super pump, hand destruction, level down and invulnerability to opponent card effects. With clever application of Yellow's unique effect and combined with several control mechanism such as top decking opponent to increase chances of a successful attack, Yellow can be a powerful color in the right hands. 

Green "Power"
Green cards are strong in Power pump, and contains many expensive, but powerful over-cost characters, they also contains a variety of counter cards and Stock boost ability to support the costly playstyle of Green cards, generally speaking, Green place its focus on battle between characters. Unlike their Yellow counterparts, many of Green card's pump abilities are activated abilities with a cost, in return for their cost, level 0 Green cards can sometimes beat down even a level 3 opponent. This however, also means that in situation where the effect cannot be activated, such as when the cost cannot be paid or in opponent's turn where activated ability cannot be used, Green cards are considerably weak. Due to their heavy emphasis on over-cost characters, Green cards are also weak against removal effect such as bounce or being sent to stock. Green cards also contains the ability to decrease opponent's attack(which can be used to kill weak back-row characters) and cards that increases their own clock. Green cards also possesses back-row character which have both general support pump and pump for specific cards, potentially allowing for a quadraple pump for character in the center front area. However, due to their lack of stability, Green cards are on the whole considered one of the weaker color. 
Red "Technique"
The ultra-color that contains many cards for burn, salvage and removal, most of which directly leads to victory. Character wise, Red offer a stable lineup of vanilla characters, powerful level 3s, cards that kill opponent when killed, characters capable of salvage and characters capable of over-sizing despite certain drawbacks. Due to the ability to salvage, Red is considered the best color when it comes to attrition battle. Other characteristic of Red includes the ability to remove cards from the waiting room or send cards to the top of opponent deck. There is no doubt that Red is one of the strongest color in Weiß Schwarz. 
Blue "Advantage"
The color that represents defense, many Blue characters have opponent turn self-pump or special encore abilities that increases their survival ability, Blue is also equipped with the ability to heal and improve drawing power. Although in most card games healing strategy tends not to be the mainstream, in Weiß Schwarz due to the system's nature where 「dealing damage is uncertain due to damage canceling, but healing is certain」, healing strategy, and thus Blue cards are often in an advantageous position. Blues are also strong in attrition battle due to their improved draw abilities and is often the candidate for a secondary color due to the importance of hand-advantage. 
 Here is the detail explanation of the card from Trial Deck

Play Area

The layout for the game mat (aka play mat) used for playing Weiß Schwarz is described below. The default game mat shown below is provided with purchase of Trial Decks and Booster Packs. Play mats with customized design for various series exists, and can be acquired through purchase of certain Booster Packs or by exchanging winning tickets of bushiroad's Gold and silver campaign, but the basic layout is always the same for all game mats.

Preparing Deck

Deck Construction Rule
  1. A deck must contain exactly 50 cards.
  2. A deck can only have up to a maximum of 4 cards with the same name, unless stated otherwise.
  3. A deck must contain exactly 8 Climax Card

Basic
With the basic limitation out of the way, how exactly should one go about creating a deck?
In my case I start with the following generic rules:
  1. Choosing the Color make up of your deck, the recommended number of color is 2
  2. Must include 8 climax cards.
  3. Decide on a deck theme and stick with it, avoid trying to include a little bit of everything
  4. Avoid creating your deck out of 42 unique cards, as far as possible try to include 4 cards for your deck staple.
More Tips:

- Start by choosing your favourite Character or Series
- Look at all the cards available in the following order
Level 3 -> 2 -> 1 -> 0
Also check for Character cards that goes with certain climax cards
Also check for Character cards that goes with other Character cards
- Pick out all the cards you like and start building your deck!


- Try to stick to one series
- Try to stick to 1 or 2 coloursLevel 0~3 Distribution Ration
Although the actual ration varies from deck to deck, this is something of a generic standard.

Level 0
16 cards of level 0, although depending on play-style some players favour 17 or 18 cards as well.

Level 1
Generally speaking the number of level 1 cards is dependent on the number of empty slots left after deciding level 2 and level 3 cards.

Level 2
8~14 cards, level 2 cards are usually the cards that act as your main attacker, and should be included, even if it takes away a spot or two from your level 1 cards.

Level 3
4-7 cards recent level 3 cards have the trend to be extremely powerful, and are even on the level of being balance breaker. However, since they are only usable late into the game, it is not advisable to focus too much of one deck on these cards.

Level Up

When a player's Clock Area contains 7 or more cards, that player's level increases by 1. That player then selects any 1 card from the top 7 cards in their Clock Area and places it in the Level Area, and discards the remaining 6 to the Waiting Room. All additional cards past the aforementioned top 7 (the 8th and beyond, before discarding) remain on the Clock Area unless the conditions for a subsequent Level Up is met.


Playing a Card

In order to play a card, three conditions must be met unless otherwise stated.

Level
The level of the card must be equal to or lower than the player's own level. (Applies only to Character and Event Cards) 

Cost The number of cards specified by the cost must be moved from the Stock Area to the Waiting Room. (Applies only to Character and Event Cards) 

Color
There must be at least one card of the same color as the card to be played in the player's Level or Clock Area. (Does not apply to Level 0 Character and Level 0 Event Cards).


Refreshing the Deck

- When a player's Deck runs out of cards, the cards in the Waiting Room are immediately turned face-down and shuffled, then placed in the Deck Area as the new Deck.
- The topmost card of the new Deck is then overturned and placed in the Clock Area. Damage cancellation effects cannot cancel this effect, even if the topmost card is a Climax Card.

NOTE: If the Deck runs out while taking damage or while drawing cards, Refresh the Deck and complete all pending actions before drawing a card from the top to place in the Clock Area.

Winning and Losing Condition

- The player that forces their opponent to Level 4 wins the game immediately.
- The player that runs out of cards in both their deck and Waiting Room at the same time loses the game immediately.

Starting the Game

  1. Both players shuffle their respective Deck and place it face-down in the Deck Area.
  2. Decide which player goes first through some random method (e.g. Rock-paper-scissors, dice roll, etc.).
  3. Both players draw 5 cards from the top of their Deck and place them into their hands.
  4. Starting with the player going first, each player is allowed to discard any number of cards from his hand to the Waiting Room to draw the same number of cards from the top of his Deck.
  5. Start the first turn of the game.


Phases of a Turn

 

Stand Phase

 All characters on the active player's Stage in 【Rest】 are returned to 【Stand】.

Draw Phase

 The active player draws a card from the top of his deck. Unlike some card games, this occurs on the first turn of each player, even if the player is going first.

Clock Phase

 The active player may choose to place one card from their hand into their Clock Area to draw 2 additional cards.
However, every time you draw 2 cards, you will thin your deck faster. When your deck is out of cards, you need to perform a Refresh and by closer to your loss by taking one damage.

Main Phase

Any of the following 4 actions may be done as many times as desired during this phase. 

Play an Event Card

 Event Cards can be played from the active player's hand. Event Cards whose effects are resolved are sent to the Waiting Room.

Play a Character Card

 The active player can play a Character Card to any slot on his Stage. The new character is placed in 【Stand】. If the slot is already occupied by another character, the old character is sent to the Waiting Room, and the new character takes his place.

Move a Character Card

 The active player can move a Character Card he controls from one slot to any other slot of his choosing on his own Stage. He may swap the positions of two Character Cards, but their status remain unchanged. (i.e. A card in 【Rest】 will stay in 【Rest】.)

Use the Startup Ability of a Character Card

A Startup ability (denoted with a 【起】) of a Character Card in play can be activated if its specified conditions for doing so are met, and its cost paid.

Climax Phase

 One Climax Card may be played from the active player's hand to the Climax Area.


Attack Phase

Characters in the active player's Center Stage in 【Stand】 may attack the opponent and inflict damage. For each attack, repeat in order steps 1 through 5, then carry out the instructions in step 6 once at the end of the Attack Phase.
If this is the first turn of the game, only one attack may be declared.

 Atack Declaration Step

 The active player may declare an attack with a character he controls by changing the character's status from 【Stand】 to 【Rest】.
Front Attack 
Conduct battle with the opposing character directly in front of the attacking character.
    Side Attack 
    Avoid conducting battle with the opposing character before the attacking card to attack the player directly. The Soul Points of the attacking card is decreased by the opposing card's level for this damage calculation. It is not good to side attack as you would not be inflicting much soul damage, which is the objective of the game.
      Direct Attack The attack declaration used when there are no character card present in the slot directly in front of the attacking character card. Increase the attacking character's Soul Points by 1 for this damage calculation. It is better to direct attack as the opponent will be taking more clock damage.

      Trigger Step

      - The attacking player flips the top most card on his deck and activates the effect of the Trigger Icon, shown in the top right hand corner of the card. After resolving the effect the triggered card is flipped face-down and placed in the attacking player's Stock.

      Counter Step

      - The Counter Step is only conducted if a Front Attack is declared in Step 1.
      - The player receiving the attack may play one card, or use one Startup Ability marked with the - Counter-Attack Icon. He may do either, but not both.
      - Character cards played this way must meet the level requirements for being played, but can otherwise be played regardless of color. Counter Event Cards must however meet both the level and color requirement.

      Damage Step

      - The defending player receives damage equal to the attacking character's Soul Points.
      - A player taking damage must overturn the same amount of cards as the amount of damage he received from the top of this deck, and place them face up in his Clock Area.
      - If a Climax Card is overturned, all remaining damage is canceled, and all previously overturned cards are placed in the Waiting Room.

      Battle Step

      - The Battle step only occurs in the case of a Front Attack.
      - The power value of the battling Character Cards is compared, and the character with lower power is put in 【Reversed】 status (i.e. facing the player). In the case of a tie, both cards are put in 【Reversed】.
      - If the attacking player wants to perform more attacks, return to step 1, otherwise, proceed to step 6.

      Encore Step

      - The attacking player sends all of his cards in 【Reversed】 status one by one to the Waiting Room. When the turn player has sent all of his 【Reversed】 cards to the Waiting Room, the defending player will do the same.
      - At this point of time, a character with Encore Ability can be placed back in the slot they were occupying by paying the appropriate cost. They will return in 【Rest】 status.
      - Character Cards with no Encore ability can still be Encored if their owning player pays 3 cards from his Stock. This is considered by standard ruling to be an ability all Character Cards possesses by default, with the description 『【Startup】 Encore [(3)]』.

      ※Encore can be conducted regardless of phase as long as the requirements are met (e.g. if a card is to be sent to the Waiting Room via an Event Card's effect played during the main phase, it can still be encored if the player pays the appropriate cost).

      End Phase

      If a Climax Card is in play, it is sent to the Waiting Room.
      If the active player has more than 7 cards in his/her hand, he/she must discard cards in his/her hand until his hand size is 7.
      All active effects that last for the current turn (with the text, "During this turn," or "そのターン中~") lose their effect at this point.
      At the end of this phase, the active player's turn is considered over and control is given to his/her opponent.

      That was the tutorial for you. For the detail of the product or the event, please check on the Official Website:
      Japan Version Website
      English Version Website

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