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 Flash Vanguard ✰

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Kirschire
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PostSubject: Flash Vanguard ✰    Tue Apr 30, 2013 6:26 pm

To help new Riders learn the game, I decided to make a small guide on the game. This will go over basics and things that you need to know. To learn more, I suggest watching the anime! This guide will relate to Yu-Gi-Oh to help players grasp the concepts easier. Now, let's start.

[] Units: Units are your monsters and unlike YGO, decks consist purely of units.
[] Clans: Simply put: archetypes.
[] Vanguard: This unit cannot be destroyed -- Ever. You take damage only when your vanguard is attacked.
[] Grades: Every unit has grades and you can think of it like the levels in YGO. There are four grades: 0, 1, 2, and 3. I believe there's a grade 4 however that card was a promo and cannot be legally used.
[] Rides: Your vanguard always starts out as a grade 0 however, you can "ride" your vanguard's grade up by 1 on your turn. It must be in numerical order meaning you cannot ride your grade 0 vanguard to grade 2 until you ride it to grade 1. The previous Vanguard goes to the soul when your new Vanguard replaces it.
[]Call: There are normal calls and superior calls. Superior calls are like special summons. You can call as many units from your hand onto the field BUT the grade of those units MUST be equal to or lower than your Vanguard's grade.
[] Drop Zone: Graveyard
[] Damage Zone: Life points so to speak and instead of making each other's points reach zero, whoever receives 6 or more damage loses.
[] Retire: Means destroyed and the card goes to the drop zone

[] Soul: Cards stacked under the vanguard either from soul charging, abilities, or being ridden over.

[] Drive check: Could also be called trigger checking.

- When your vanguard attacks, you reveal the top card of your deck. If it's a trigger, you can choose who gets the benefits and then add that revealed card to your hand.
- When your opponent attacks, you reveal cards equal to the damage you would take and send the revealed cards to your damage zone.

[] Shields/Guarding: Grades 0-2 have shield amounts on the left side of the card. You can call these from your hand onto the guard circle when your opponent attacks.

Let's say your opponent's vanguard has an attack of 10000 and your vanguard has an attack of 8000. You can guard with a unit that has 10000 shield. Meaning, your vanguard's attack is now 18000 and their attack does not go through. Unless your opponent trigger checks into critical triggers which would give his vanguard a total of 20000 to break through your guard.

Mechanic rules:
- Guarded cards go to the drop zone after used
- You cannot guard with a grade higher than your vanguard
- If your opp's unit is battling yours and they both have the same attack, your opp's attack goes through.

Every clan has a card called a wonder guard/perfect guard and these have 0 for their shield however, their ability allows you to discard one card from your hand to nullify any damage you take for that battle. Not turn. You can only run 4 of these.

[] Stand/Rest: Stand is a term used for units that have not yet attacked while rest is when a unit has attacked or boosted. At the start of each of your turn, you can stand all your rested units from the previous turn. You can also rest a unit to activate an ability.

[] Rearguard: The field has 6 circles. The vanguard is ALWAYS placed in the top middle circle and the other 5 circles are called rearguard circles. The game classifies units in the other 5 circles as rearguards however, players call the circles next to the vanguard: front guards or front row. The three circles below the front row is where you should place your boosters. The Vanguard circle below is colored blue and red while the guard circle is green.




[] Normal/Trigger Units: In the game, there are two types of units: Normal and Triggers.
[] Triggers: Triggers are cards you draw and reveal when your Vanguard battles or when your vanguard is attacked. Depending the type of trigger, you may give the effects to your battling Vanguard or any of your rearguards.



Trigger units have a marking at the top right. Also, they share the same characteristic being grade 0 and giving +5k attack boost when checked. The benefits of the stand and critical trigger can be split meaning that you don't have to give both the +1 dmg and +5k to the same unit. You can give +1 dmg to your vanguard and +5k to a rearguard. Each deck has EXACTLY 16 triggers and you can do a combination: 4 Draw, 4 Heal, 4 Crit, and 4 Stand or 8 Crit, 4 Heal, and 4 Stands. As long as the total amount adds up to exactly 16.

There are four types of triggers:
- Critical (Yellow): The most popular of the trigger types. Trigger checking this means you can give +5k attack to one of your units in addition, +1 damage to your opponent if the attack goes through. Though, checking the trigger on their turn renders the +1 damage useless.
- Stand (Blue): Stand triggers allow you to stand one of your rested rearguards
- Draw (Red): Doesn't matter if this was revealed during your opp's turn or yours, you still get the benefits. These triggers however, only have 5k shields.
- Heal (Green): You can send a card from your damage zone to the drop zone. Note, you cannot do this if you have less damage than your opponent. Also, you're limited to only 4 heal triggers in a deck.


[] Skills: There are three skills: Boost, Intercept, and Twin Drive.
- Boost: Grades 0 and 1 have this skill and by putting them in the rearguard circle, you can rest them during battle to boost your front guards. Their attack gets added into the front guard's attack.
- Intercept: In addition to guarding from the hand, you can also bulk up your guard from the field. Grade 2 units have this skill and all of them are 5k shields unless their ability says they get an additional +5k if they intercept. Only Grade 2 units in the front row may intercept.
- Twin Drive: All grade 3s have this skill. However, only the Grade 3 Vanguard may use it. This skill allows your Grade 3 vanguard to check the top two cards of your deck instead of the usual 1 card checks.


[] Abilities: Not every unit has an ability but, when they do, it's classified into three groups: Auto, Act, and Continuous. Yes, it's like monster effects.
- Auto: Can be activated when a specific condition is met
- Act: Activated in the main phase and if you can pay the cost
- Continuous: Can be activated in the hand or deck if it's not specified


[] Costs: There are four types of costs in the game and many abilities require you to pay the cost in order to activate.
- Soul Charge: You take the number of cards specified in the skill from the top of your deck and stack it under your Vanguard. Like overlaying Exceeds.
- Soul Blast: You retire the number of cards specified from under your vanguard and place it into your drop zone. You can pick and choose like detaching materials.
- Mega Blast: Requires for you to soul blast and counter blast in exchange for usually a finisher-type ability
- Counter Blast: Flip the amount of cards specified down in your damage zone. You can use this cost as many times in a turn if you can pay it.
- Persona Blast: The player discards a card from their hand w/ the same name as their Vanguard to activate the Vanguard's Skill; «Persona Blast» are typically more powerful than «Soul Blast» or «Counter Blast».



Last edited by XIV on Fri May 03, 2013 4:42 pm; edited 4 times in total
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PostSubject: Re: Flash Vanguard ✰    Tue Apr 30, 2013 7:02 pm

I think you have Skills and Abilities backwards.

Don't forget the «Persona Blast» (Currently unique to G3 Vanguards and only named in the anime; The player discards a card from their hand w/ the same name as their Vanguard to activate the Vanguard's Skill; «Persona Blast» are typically more powerful than «Soul Blast» or «Counter Blast».

Then there are the Skills like «Mr. Invincible», where you use a «Soul Blast» and a «Counter Blast». These have another name in the anime, and are typically more powerful than a «Soul Blast» or a «Counter Blast» alone. The costs are usually huge. Let's take «Mr. Invincible» as an example:
Mr. Invincible wrote:
Auto【V/R】 : [Soulblast (8), Counterblast (5)] When this unit's attack hits, you may pay the cost. If you do, stand all of your units.
As you can see, it's quite a Skill. Skills like these also tend to be the embodiment or the epitome of the Clan's play-style.



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PostSubject: Re: Flash Vanguard ✰    Tue Apr 30, 2013 7:17 pm

According to the wiki, skills and abilities are correct.

Adding in Persona Blast.
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PostSubject: Re: Flash Vanguard ✰    Fri May 03, 2013 4:43 pm

Added in Persona Blast

and the name was called, Mega Blast.

Thanks for the reminder Charlie
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