Building a Deck
- A deck must consist of exactly 50 cards. (This number includes your first vanguard.)
- A deck may not contain more than 4 of any individual card. The card with alternate images but with the same name will account as the same individual card.
- A deck must contain exactly 16 Trigger Units.
- A deck may only contain 4 cards with the Heal trigger.
- A deck may only contain 4 cards with the Sentinel skill.
- A "Flash Deck" can only have 25 cards total and it can be
played in a "Flash Fight" with "Flash Fight Rules". The Flash Fight
rules are identical to the rules below with two changes: a) You win by
dealing 4 damage to the opponent's Vanguard, not 6; and b) Stand and
Heal triggers must be ignored. Treat cards with these triggers as if
they had no trigger icon on them - so ignore both the Stand/Heal effect and the +5000.
Game Layout
Your Deck should be placed on one side of the game area. When you Draw a card, you take the top card from your deck into your hand. If you have no cards left in your deck at any point in the game, you lose immediately.
The Drop Zone (discard pile) should be a separate pile of cards. When you Retire a card, you move it to the Drop Zone. When you Heal Damage, you move cards from the Damage Zone to the Drop Zone.
The Damage Zone is a small stack of discarded cards that must be kept separate from the Drop Zone. Cards in the Damage Zone represent damage to your Vanguard. If there are ever six or more cards in your Damage Zone, you lose the game.
The main play area consists of two rows of three spaces. The row nearer the opponent is the Front Row and the other row is the Back Row. The Vanguard Circle is the middle space of the Front Row. It may hold multiple cards in a stack. The top card in the Vanguard Circle is your Vanguard. Any cards stacked below it are your Soul. Your Vanguard is not part of your soul. If there is only one card in the Vanguard Circle, that card is your Vanguard and there are no cards in your Soul.
The other five spaces in the main area are Rear-guard Circles. These can usually only hold a single card each.
The Trigger Zone is a temporary area where cards are placed while their effects are being resolved. Its location is unimportant. If you are making a Drive Check, you move cards from your Deck to the Trigger Zone and from there to your hand. If you are making a Damage Check, you move cards from your Deck to the Trigger Zone and from there to the Damage Zone.
The Guardian Circle is a temporary area where cards are placed during combat. It is normally located in front of the Front Row. Cards are played here during battle and then retired to the Drop Zone.
Starting a Game
- 1. Each player chooses a Grade 0 unit from their deck and places it face-down on the Vanguard Circle. That card will be their first vanguard.
- 2. Decide randomly who goes first. The player who goes first cannot attack on their first turn.
- 3. Both players shuffle their deck and draw 5 cards.
- 4. Mulligan: If a player doesn't like their hand, they can shuffle any number of cards from their hand back into their deck and then draw new cards until they have 5 cards in their hand again. The new hand must be kept.
- 5. Both players, at the same time, turn their vanguards from face down to face up.
Victory Conditions
To win a Cardfight! Vanguard match you must inflict 6 damage to your opponent's Vanguard. Damage to their Vanguard is represented by cards in their Damage Zone.If a player ever has 6 or more cards in their Damage Zone, they lose.
If a player has no cards in deck at any point of the game, they lose.
Phases
Stand Phase
All of your Rested Units return to the Stand position (unless they are prevented from doing so by a card ability).Draw Phase
Draw 1 card from your Deck and add it to your hand. If you cannot do this because there are no cards in your deck to draw, you lose.Ride Phase
You may place a unit from your hand on top of your existing Vanguard. The covered Vanguard card becomes part of your Soul. The new unit must be of the same grade, or one grade higher, than your current Vanguard. You can only do this once per turn. You do not have to Ride if you don't want to. Riding does not heal any damage to your Vanguard.(Some cards allow you to Superior Ride. Superior Ride is usually found in two forms: a unit with a skill that allows you to ride another unit from your Deck, Hand or Drop Zone, like the effects of Blazing Core Dragon, Dragon Knight, Aleph, or a unit that allows you to ride itself onto a Vanguard if it is of a certain grade and if a certain condition is fulfiled, like Demonic Dragon Berserker, Yaksha and Spirit Exceed. A Superior Ride can Ride any unit, unless specified over the current Vanguard regardless of either units Grade, unless specified. Also, Superior Rides are not limited to once per turn, and doing a regular Ride does not affect your ability to perform a Superior Ride. If a Superior Ride is performed at the beginning of the Ride Phase a regular Ride may still be performed, unless otherwise stated.)
Main Phase
- Call
(Some cards allow you to Superior Call. This is a Unit skill which selects another Unit from either the deck or drop zone and allows you to Call it, for example Hi-Dog Breeder Akane (Deck) and Captain Nightmist (Drop Zone). When you Superior Call, you can Call a unit even if its Grade is higher than that of your Vanguard.)
- Demote/Promote
- Use card abilities
- End the Main Phase
Battle Phase
In the Battle Phase you can make as many attacks as you wish provided you have units that can attack. Once you have started the Battle Phase you cannot go back to the Main Phase or take Main Phase actions (so you cannot attack with a unit and then Demote it)- Attack:
- Boost:
- Guardian Call:
The opponent may also use the 'Intercept' ability (specific to Grade 2). If you have a unit in a Rear-Guard Circle in the Front Row that has the Intercept ability, you may move them from there to the Guardian circle and their Shield will be added to your unit's power as well. Just like other Guardians, they will be retired to the Drop Zone after the battle. Units with Intercept can intercept even if they are Resting. You cannot Intercept with your Vanguard and thus having an Intercept icon gives no benefit to a Vanguard.
- Drive Check:
Reveal the top card of your Deck and place it temporarily in your Trigger Zone. If the card is a Trigger Unit and is of a Clan that is also in your Vanguard or Rear-Guard, then its Trigger effect activates. Regardless of whether the card is a Trigger Unit or not, add the card to your Hand after resolving it.
If your Vanguard has the Twin Drive icon, two Drive Checks are performed. If a trigger is activated by the first check, the effects of the trigger must be completely resolved before a second trigger is drawn. For example, when a draw trigger is activated, the player draws a card and allocates the damage boost to his units before drawing the second trigger. The Twin Drive icon has no benefit to any unit that isn't played as a Vanguard.
- Battle Outcome:
- End of Attack Phase:
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