- Grade:
- Similar to Rank and Level in Yu-gi-oh!. The number of the rank determines what grade it is. For example, Grade 0 has a 0 in the top left corner.
- Vanguard:
- The main unit that you ride with. If it gets damaged, you have to do a Damage Check. When you reach 6 damage, you lose.
- Rear Guard:
- 2 Front Rear Guards
- Mainly focused on attacking your opponent. With a Grade 2 in this position, you can use it's ability "Intercept" to have it move from the Front Rear Guard circle to the Guard Zone.
- 3 Back Rear Guards
- Mainly focused on boosting your attack. With a Grade 0 or 1 in this position, you can boost your attack to attack your opponent's Rear Guards or Vanguard.
- Drive Check
- Whenever your Grade 0, Grade 1, or Grade 2 Vanguard attacks your opponent's Vanguard or Rear Guard, you can perform a Drive Check. Depending if you get a trigger or not, you can destroy your opponent's defense and retire one of his Rear Guards or damage your opponent's Vanguard.
- Whenever your Grade 3 Vanguard attacks your opponent's Vanguard or Rear Guard, you can perform a Drive Check twice (AKA Twin Drive Check). Depending if you get a trigger or not, you can destroy your opponent's defense and retire one of his Rear Guards or damage your opponent's Vanguard.
- Damage Check
- Whenever you get damaged, you can perform a Damage Check. If you get a trigger, you can power up your Vanguard or Rear Guard (if you don't want to lose your Rear Guard).
- Triggers:
- You must have 16 triggers in your deck.
- You can only have 4 Heal Triggers per deck.
- To see if it's a trigger, check the top right corner of the card. For further explanation on which card is a trigger, leave a comment.
- Types of Triggers
- Critical Trigger
- +5000 to Vanguard or Rear Guard
- Critical +1
- Stand Trigger
- +5000 to Vanguard or Rear Guard
- One of your Rear Guards Stands (whenever you use a Rear Guard to attack, it has to "Rest", because it already attacked. However, with the Stand Trigger, you can have it "Stand" and attack again.)
- Draw Trigger
- +5000 to Vanguard or Rear Guard
- Draw 1 card.
- Heal Trigger
- +5000 to Vanguard or Rear Guard
- Send 1 card from your Damage Zone to your Drop Zone if you have more or equal damage than your opponent.
- Counter Blast:
- To pay for this cost, you flip over the respectful amount of Damage Cards to pay for it. For example, Counter Blast(4) = you flip over 4 cards in your Damage Zone.
- Soul Charge:
- To pay for this cost, you move over the respectful amount of card(s) from the top of your Deck to your Soul. For example, Soul Charge(1) = you move 1 card from the top of your Deck to your Soul.
- Soul Blast:
- To pay for this cost, you move over the respectful amount of card(s) from your Soul (the cards underneath your Vanguard directly) to your Drop Zone. For example, Soul Blast(5) = you move 5 cards from your Soul that's directly underneath your Vanguard to your Drop Zone.
If I missed anything, leave a comment. Part 4 will cover how a turn is played out.
For anyone wondering what color are the triggers on the top right, typically, the colors are:
- Critical Trigger = Yellow
- Stand Trigger = Gray/Silver
- Draw Trigger = Redish
- Heal Trigger = Green
Awesome :D, thanks for the info :D !!!
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