The newest card game on the block is Cardfight! Vanguard. It’s creating a craze around TCG players.
How to play!
Picture it! You’re on the surface of the planet Cray. Your units have joined you in battle!
Deck Size
You deck must have excatully 50 cards.
Drop Zone
The drop zone is where you discard cards, place defeated units, and guards.
How To Start Playing!
Both players start with a Grade 0 unit in the Vanguard circle. Once per turn you may ride your unit to the next grade. For example you can ride a Grade 0 unit to a Grade 1 one unit. You can only ride your Vanguard once per turn except when a card effect allows you to Superior Ride your Vanguard!
Calling Units!
You can have up to five units in the rear guard circle! However, you can only have rear guard units equal and less than your Vanguard’s grade. Superior Rides are the only exceptions to this rule.
Attacking
You can attack with your 3 front row units. Your 3 back row units will support the units. A back row unit can only support the unit directly above it. Support combines the attack power of the back row and front row units. An unit’s attack power is located at the bottom of the card.
A attack must be great or equal to the opponent’s guard power. A successful attack will deal one damage.
Drive Trigger!
When your Vanguard attacks then you will perform the legendary Drive Trigger Check! You will draw a card hoping to draw a trigger. Grade 0, Grade 1, and Grade 2 Vanguards can only draw one card for a driver trigger check. However, Grade 3 Vanguard units can only TWO cards for a drive trigger check!
For further information about triggers please continue reading to Grade 0 card rules!
Guarding
Offense sells tickets! Defense wins championships! Guarding is the best defense in Cardfight! Vanguard. You can guard by using units in your hand. Only Grade 0, Grade 1, and Grade 2 cards can guard. A unit’s guard power is located on the card’s right side. You can only guard with units equal or less than your Vanguard’s Grade. Once the attack is over put all guarding units into the drop zone.
A successful guard must have more power than the opponent’s attacking power! If your guard is successful then you don’t take damage!
Fighters be aware of drive trigger checks! If the attacking Vanguard receives a trigger and its attack becomes more powerful than your guard power then the attack is successful.
A wise man named Kai once told me “you are not required to guard against all attacks”. It is up to you to know when to guard and not to guard.
Perfect Guard
A perfect guard completely protects you. Some units have a special ability to negate an opponent’s attack! They require you to put one card in your drop zone! Use these cards wisely!
How To Win!
To win a match you will need to deal six damage to your opponent.
Grade 0
Grade 0 cards have many purposes. They are your starting vanguard, triggers, and are most powerful defensive units.
Triggers
Heal Trigger– Recover one damage!
Draw Trigger-Draw a card!
Stand Trigger-Stand one unit!
Critical Trigger– Plus one damage!
You can give the 5000 attack boost to any unit on your field! You may also give the plus one damage to any unit on your field!
Can you draw two Critical Triggers for 3 damage? Good luck!
Grade 1
Guard 1 units are the next grade! The most important Grade 1 units are the Perfect Guards. They completely block attacks and you won’t receive damage!
Grade 2
Grade 2 cards are very powerful and important. They can be your offense and defense. They have the special ability to intercept guard.
Grade 3
Grade 3 cards are some of the most powerful cards in the game. A Grade 3 Vanguard has Twin Drive! Twin Drive allows a Grade 3 Vanguard to do two Drive Trigger checks! Their weakness is a lack of defense. Grade 3 cards cannot defend or intercept.
If you have questions then post a comment below!