CardFight Vanguard

Embed Size (px)

Citation preview

  • 7/26/2019 CardFight Vanguard

    1/7

    Official Vanguard Guide Book

    v.1.2

    07/09/2011

  • 7/26/2019 CardFight Vanguard

    2/7

    2

    About this Manual

    Welcome to Cardfight!! Vanguard Trading C ard Game. Before using this manual, be sureto read the Quick Manual, which contains all the information you need to know to startthe game. If you begin playing and then become unsure about something, thats whenthis guide really comes in handy. Here, youllfind information providing the answers to awide range of frequently asked questions. If, after reading these supplemental rules, you

    still want to know even more specific details, refer to the official Cardfight!! VanguardJ apanese website at http://cf-vanguard.com/ or feel free to contact Bushiroad Australia.

    Deck Construction

    Decks mustbe exactly 50 cards.

    Maximum number of cards of the same name is4.

    Must have exactly16 Trigger Unit types.

    No more than 4 total Heal Trigger Unit types, regardless of names.

    Victory Conditions

    At the resolution of each Damage Check, the opponent has 6 cards in the

    Damage Zone.

    The instant your opponent has 0 cards in their Deck Zone.

    Starting the Game

    Both players will choose a Grade 0 Unit to be the Vanguard. The card will beplaced face down.

    Both players will then decide who goes first via a randomised method such asRock Paper Scissors orflipping a coin. Winner mustgo first.

    Both players will then draw 5 cards from their deck.

    Both players will have a one time opportunity to choose any number of cards intheir hand to reshuffle into deck, and redraw from top of deck until they have 5cards again. This can only be done once per match.

    They may start the game by flipping their Vanguard face up.

    Card Terminology

    Boost ability: this allows the Unit to Boost the Unit in front of it, adding its powervalue to the boosted Unit. Only Units in Stand state can Boost, and will be put toRest state. Boosts only last till the end of battle.

    Intercept ability: this allows the Unit to be moved to the Guardian Circle duringthe Defence Declaration. The Shield value will be used to be added to thedefenders power value.

    Twin Drive!! ability: this allows the Unit to perform a second Trigger Check. Thefirst check will resolve before performing the second check. Meaning, if the firstcheck revea ls a Draw Trigger, the player will then draw a card and apply the+5000 power to a Unit before performing their second check.

  • 7/26/2019 CardFight Vanguard

    3/7

    3

    Soul: All the cards under the Vanguard are considered Soul.

    Counterblast: the number indicates the amount of cards to be flippedfaced down in the Damage Zone. The face down cards can be checked by bothplayers. You can choose any card to flip.

    Soulcharge: the number indicates the amount of cards to be taken from thetop of the deck to be placed under the Vanguard, on top of the other Souls. Youmay then arrange the Souls in any order you like anytime during the game.

    Soulblast: the number indicates the amount of Soul to be discarded into theDrop Zone. Abilities that need to use Soulblast will activate only when the cardsare in the Drop Zone. You may choose any cards from Soul to use for Soulblast.

    Auto abilitiescan only be triggered 1 time when their timing requirements arefulfilled. If the timing requirements are fulfilled again, the ability can be used again.

    Startup abilitiescan be triggered as many times as the player wishes providedthey can pay the cost. This ability can only be declared during Main Phase.

    Continuous abilitiesare always on without the need of the player dec laring

    its activation. The requirements can be fulfilled even during outside of the MainPhase.

    Superior Ride: The act of Calling a Unit to Ride, due to a card effect.

    Superior Call: The act of Calling a Unit to the Rearguard Circle regardless ofGrade, due to a card effect.

    Regarding Rearguards

    Rearguards can be retired to make room for another Rearguard. If a skill requiresthe player to Call a Unit to the Rearguard Circle when they are allfilled, the player

    must retire a Rearguard to make room regardless of what phase they are in.Rearguards cannot be manually retired for no reason.

    Rearguards can only move up and down their column, or switch with anotherRearguard in the same column. They cannot move left and right, and theVanguard cannot move at all.

    Rearguards can only be Called if they are the same Grade or lower than theVanguards, unless they are C alled to the Rearguard Circle via a card ability.

    Regarding Abilities

    An Auto ability that says When this unit attacks may be activated at the time ofattack declaration, which is before the opponent declares a Guardian.

    An Auto ability that says When this unit attacks and hits may be activated afterthe Damage Check stage of the opponent when all Triggers are resolved.

    A Startup ability can only be used during the Main Phase, but can be activatedmultiple times. An example is BT02/057 Soul Guiding Elfs ability where you can pay1 Counterblast for +1000 powerfive times, making for a total of +5000 power.

    A Continuous ability that says During your turn, when you have 4 or more cards inhand means it is active the instant you have 4 or more cards in hand regardless

    of what Phase it is. An example is BT01/006 CEO Amaterasus ability. When youattack, and you have 2 cards in hand, her Continuous ability is not activated.However, when you attack and perform the Twin Drive!! ability, you gain 2

    more cards, making for a total of 4 cards in hand. Her Continuous ability is thenactivated instantly and she gains +4000 power.

  • 7/26/2019 CardFight Vanguard

    4/7

    4

    Regarding Guardians

    You can only Call out Guardians during the guard step of an attack, you cannotCall additional Guardians during a battle, such as the Drive Check step.

    You can call multiple Guardians from hand, and Interceptors from the front row to

    defend against an attack.

    Units with no Shield Value cannot be called to the Guardian Circle.

    The power boost from Guardians only last till the end of battle.

    Guardians must go to Drop Zone after battle.

    Interceptors can go to the Guardian Circle even if they are at Rest.

    Cards called to the Guardian Circle can only be of the same Grade or lower thanthe Vanguard. However, the intercept ability can forgo this rule.

    Others

    All cards to be freely viewable by the players, except for the Deck and the

    opponents hand. This includes Damage Zone (both flipped and unflippeddamage), Drop Zone, Trigger Checks, Damage Checks and Soul.

    Riding a card can only be the same Grade or higher. You cannot Ride a lowerGrade on top a higher Grade.

    There is no Clan/Nation/Race restriction for Ride, you may Ride anything so long asthe Grades are applicable.

    Players can leave their cards tapped during the Stand Phase. If the player enterstheir Draw Phase and forgets to stand their units, they cannot go back and stand

    their units.

    Souls under the Vanguard can be rearranged by the player in any order anytimeduring the game.

    Soulblast can use any Souls the players chooses.

    The Damage Zone can be rearranged in any order by the player anytime duringthe game.

    Battle Phase

    As there may be some confusion on the battle phase, here is the detailed steps:

    1. Choose an attacking unit, and optionally a booster by resting them. Any Autoeffects that are When this unit attacks, When this unit boosts etc are resolved.

    2. Declare an opponent unit to attack.

    3. The opponent will then dec ide to call Guardians or not.

    4. Perform Drive Checks if applicable.

    5. Determine if the attack hits by comparing power levels.

    6. If it hits, the opponent will perform Damage Checks. Any Auto effects that are

    When this unit hits, When this unit boosts and the attack hits etc are resolved.The battle will then enter its closing step and end.

    7. If the attack does not hit, the battle enters its closing step and end.

  • 7/26/2019 CardFight Vanguard

    5/7

    5

    Q&A

    Question 1Q: On the first turn of the match, does the starting player draw a card during the DrawPhase?A: Yes, even though the player who goes first cannot attack during that turn, they draw acard at the Draw Phase.

    Question 2Q: If I have an attacker with an Auto ability that says When this attacks and a Unit that is

    boosting the attack has an Auto ability that says When this Boosts, which do I do first?A: Since they happen at the same time, the attacker can choose which order theyresolve in.

    Question 3Q: Can I attack an opponents Unit which is in the Stand state?A: Yes, you can choose any of the Units in the front row, regardless if they are in the Restor Stand state.

    Question 4Q: Can my Unit in Rest state attack or boost?A: No, they must be in the Stand state to perform those actions.

    Question 5Q: I have 5 damage and I get hit one more time, during the Damage Check I reveal aHeal Trigger, do I still lose?A: No, when you reveal the Trigger, you activate its abilities then put it to damage. In thiscase, you Heal, and remove a damage before putting it to the Damage Zone.

    Question 6Q: What happens when a Unit with 2 Criticals hits my Rearguard?A: Your Rearguard is hit, it will retire, regardless of the Critical value. No damage is done toyour Vanguard.

    Question 7Q: If I attack and the defender has more power than me, what happens?A: The defence is successful and the attack fails. Nothing happens to the attacker anddefender.

    Question 8Q: When I perform a Twin Drive!! Check or when I receive 2 or more damage, do I resolveone check before doing the next?A: Yes, when you need to check multiple times, perform one check, resolve it (such asgiving +5000 power to a unit and draw a card for Draw Triggers) then do the next check.

    Question 9Q: When I perform a Damage C heck and reveal a Trigger, I add the +5000 power to the

    Vanguard which will exceed the power of the attacker. Does this negate the damage?A: No, the attack has already hit and any added power will only be effective once the

    Damage Check is done.

  • 7/26/2019 CardFight Vanguard

    6/7

    6

    Question 10Q: Can I use a Guardian to boost my attackers power?A: No, Guardians can only help in defence.

    Question 11Q: Is there a Hand size limit?A: No, there is no maximum amount of cards you may have in your Hand.

    Question 12Q: Can I split up the effects of a C ritical Trigger?A: Yes, you may give +5000 power to a Unit, and the +1 Critical to different Unit.

    Question 13Q: Can I choose to perform only 1 Drive Check with a Unit that has Twin Drive!! ability?A: No, you must perform 2 Drive Checks.

    Question 14Q: When I Ride on a Vanguard that is I the Rest state, does the new card appear Rested?

    A: No, unless told otherwise by a card effect, the Vanguard comes into play in the Standstate.

    Question 15Q: A card tells me to C all a Unit but all my Rearguard C ircles are full, does this mean Icannot Call it?A: No, you must retire a Unit to make room for the new Unit. You cannot decide to notCall it.

    Question 16

    Q: A card tell me to Soulcharge at the start of my Main Phase, can I choose not to do so?A: No, you must Soulcharge if it says so.

    Question 17Q: I have a Rearguard that uses a Soulblast ability, do I use the Soul under the Vanguard?A: Yes, Rearguards can use abilities that require Soul. As Rearguards cannot have Soul,they use the Vanguards Souls.

    Question 18Q: A card ability tells me to draw 5 cards, do I have to draw 5?A: You can draw up to 5 cards, meaning, you can choose to draw 0 to 5 cards.

    Question 19Q: If a card ability says the Unit gains +1000 power for each card drawn, does the carddrawn in the Draw Phase count?A: Yes, it does. Any other ability that draws cards also count for every card drawn. TriggerChecks do not count, but cards drawn from Draw Triggers do count.

  • 7/26/2019 CardFight Vanguard

    7/7

    7

    Specific Tournaments notes

    Forgetting to Stand Units is counted as them dec iding not to Stand within rules,and should NOTbe reversed.

    Players need to determine who goes first BEFOREthey draw their starting hand.

    Decks with triple sleeves or more are not tournament legal.

    Errata list/Card notes

    BT01/006 CEO AmaterasuBT01/S06 CEO AmaterasuEarly prints of the card list the third effec t as a Startup ability. This should be played as anAuto ability instead.

    TD04/008 Dark CatTo clarify the ability, each player may choose to draw or not to draw.

    BT01/003 BarcgalBT01/S03 BarcgalFrom 5th September 2011, Barcga l will no longer be legal to use as the first vanguard.However, Barcgal can still be used in deck.