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PostSubject: CFV Fights   CFV Fights I_icon_minitimeTue Apr 30, 2013 10:04 pm

You should be familiar with terms and have a deck built ready for a fight, right? Now, fights aren't easy and if anything, it's strategic so blindly throwing down powerful cards won't do you any good.

Let's go over the first thing you should do when you start a fight: Search your starting vanguard.

Both players have to search their deck for their starting vanguard and place it face-down on the vanguard circle before starting.

Next, decide who will go first either by dice roll or some other method.

At this point, both players draw 5 cards for their opening hand and unlike YGO, you're allowed to redraw. This is called a mulligan and you're allowed to only redraw once. Simply send the number of cards from your hand back to the deck, shuffle, and redraw the same amount. You want a hand of at least one of every grade except triggers.

Once ready both players flip their starting vanguard up.

The player who goes first then proceeds straight to the draw phase, drawing 1 card.

Now to explain each phase:

Stand Phase: This doesn't become relevant until you have rested units. At the beginning of each of your turns, you can stand all your rested units.
Draw Phase: Draw 1 card
Ride Phase: Just as the name says, this is the phase where you ride your vanguard to the next grade. You cannot call units or use abilities in this phase unless specified.
Main Phase: One of the important phases where you can call units, move units in a column, retire units, and/or use abilities.
Battle Phase: Self-explanatory
End Phase: Also self-explanatory

Not too different from YGO, is it? Speaking of which, the game also has the special "Cannot attack 1st turn" rule.


The gloves are now off once you both have had your first turns. From this point on, it's all about strategy and pacing your decks being sure to not waste your resources. Also, if you have limit break vanguards, making sure you don't take too little or too much damage before you can activate the skill.

What if your mulligan didn't help?

Honestly, missing your ride is like suicide. How so? By the time your opponent has their grade 3 out and you're grade stuck at grade 1, you'll have to drop more guards than you'd need. Meaning that your hand will either deplete quickly or you'll risk losing the grade you need in damage checks. Not to mention, your opponent has probably got their hand, field, and set-up all ready by the time you even fix your ride.


I'd also like to note that paying attention to your opponent will help you in the long run, allowing you to plan out your moves ahead of time and making the correct decisions.

Yes, Vanguard is all about making the correct decisions. A misplay may cost you an important moment to end the game or to save yourself. If you had a perf guard in hand and instead of using it, guarded with a 5k shield hoping your opp won't pull a crit trigger when their line-up is 8 crits is not the best move. In fact some decks are made to pressure the opponents into making misplays so in a sense, Vanguard is almost like an actual war.

Hopefully this helps you new fighters.

Protip: Even if your vanguard's attack is lower than your opp's vanguard : Attack anyways. You receive no penalty for this and if anything, it's always a +1 since you get the drive check. If you're lucky, you may drive check into a trigger and hopefully that boost helps your vanguard's attack go through. If not, you still got +1 card from the drive check.
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