Friday, May 13, 2011

Cardfight!! Vanguard - The Basics - Part 3 - The Terms

Now, for the terms...

  • 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

1 comment: