Tuesday 21 July 2015

Cardfight:Vanguard


 Well judging from the title you should already know what are the things I, Brian  will cover today and the reason I wanted to share this is because playing this intense heart-trumping card game is one of my favourite past times , I'll do my best to share my experience with you viewers. So please enjoy !




What is "Cardfight:Vanguard"?


Cardfight:Vanguard is an intense official trading card game that was introduced by Bushiroad on February 26 2011 in Japan and released internationally on May 12 2011 in Singapore.As well as a trading card game,Cardfight:Vanguard was also shown on the anime television series which was produced by TMS Entertainment and aired in Japan on TV Tokyo starting on January 8 2011.A manga series was also announced and began publishing in Kerokero Ace magazine on March 26, 2011. A second season for the anime under the title Cardfight!! Vanguard: Asia Circuit (カードファイト!! ヴァンガード アジアサーキット編 Kādofaito!! Vangādo Ajia Sākito Hen, lit. Cardfight!! Vanguard Asia Circuit Chapter) began airing on April 8, 2012. A third season for the anime began airing on January 13, 2013 under the title Cardfight!! Vanguard: Link Joker (カードファイト!! ヴァンガード リンクジョーカー編 Kādofaito!! Vangādo Rinku Jōkā Hen, lit. Cardfight!! Vanguard Link Joker Chapter). A fourth season for the anime with the subtitle Legion Mate (レギオンメイト編 Region Meito Hen, lit. Legion Mate Chapter) began airing on March 9, 2014. An anime/live action film was released on September 13, 2014 in Japan.A fifth season titled Cardfight!! Vanguard G premiered on October 26, 2014.
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However, in this blog post I will be only focusing in the trading card game.To start off, the basic premise of the trading card game, as explained in the anime, is that the two players represent astral spirits dueling on the fictional planet Cray. The cards in players' decks, called "Units", represent characters from Cray that players can "Call" to the field to fight for them. Players alternate turns calling, attacking, and defending with units. When one player reaches six damage, or there are no more cards in his or her deck, that player loses the game.

Furthermore, each unit has a Name, Clan, Power Level, Shield Value, Critical Value, one or more Skills, and "Grade", which ranges from 0 to 4. Overall strength of units increases with grade, but a unit can only be called if the player's vanguard is of that grade or higher. A deck must contain exactly fifty cards, including exactly sixteen "Trigger Units." There can be no more than four copies of the same card, no more than four total Heal Triggers, and no more than four cards with the keyword Sentinel (守護者 Senchineru) in a deck. There is otherwise no restriction on how many cards of a certain clan or grade must be used. There may also be an extra eight cards, but they all have to be G-units, and they do not count in your deck. They are placed in a separate place called the Generation Zone located above the damage.
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 The game begins when the players place a grade 0 unit, the titular "Vanguard", face-down in the center of their playing area, and each draw five cards. Each player is allowed one "Redraw" by shuffling any number of cards from the starting hand into the deck and drawing the same number of cards. Players randomly decide who goes first and reveal their starting Vanguards; the player who goes first cannot attack during the first turn. To use a unit to attack or activate certain skills, the player must rotate it from its normal position ("Standing") to 90 degrees clockwise ("Resting"). At the beginning of a player's turn, during the Stand Phase, that player stands all his or her rested units, so they can be used again. During the Draw Phase, the player draws a card. Then, during the G-Assist Phase, the player can put two "G units" and two cards from the deck out of the play area and check for a card one grade higher than his vanguard, and "Ride" it, putting it on top of the current vanguard. However, to G-assist, the player should not have any cards with a higher grade by one in his hand. Next, during the Ride Phase, the player can choose a unit from the hand that is either the same grade or one grade higher than the current vanguard, which rides over top of the former vanguard(the card stack underneath the Vanguard is called the "Soul"). If there was a G-assist and you successfully rode earlier, this phase is skipped.Afterwards is the Stride Step in which the player can put cards in a discard pile called the "Drop Zone" whose grades sum up to three or higher, choose a G-unit from the Generation Zone, and put in on top of the current vanguard, the previous vanguard considered a "heart." The strided card gets the hearts' name and power and adds it to its own. During the Main Phase, the player can call "Rear-Guard" units to five additional spaces: one each to the left and right of the vanguard, and three to the back row. The player can move rear-guards between the front and back row in that column and can "Retire" a rear-guard to call a new one in that space. Retired units are put into the discard pile ("Drop Zone").
The next part of the turn is the Battle Phase. The player can conduct any number of battles in sequence, and can attack with the same unit more than once as long as it is standing when the attack is declared. A battle is conducted by resting a front-row unit and choosing an opposing front-row unit to be attacked. If there is a standing grade 0 or 1 unit behind the attacker, it can "Boost" by resting, which adds its power to the attacker's. Then, the defending player has the chance to either take the attack or "Guard" with units from his or her hand and/or to "Intercept" by guarding with grade 2 rear-guards in the front row. Guarding units add their shield value to the defender's power, but are retired immediately when the battle ends. After guards are declared, if the attacker is a vanguard, the attacking player performs a "Drive Trigger Check": the player reveals the top card of his or her deck in the "Trigger Zone" and then adds it to his or her hand. Attacking grade 3 vanguards have the "Twin Drive!!" skill, which causes an additional drive check to occur after the first check is completed. G-units have a Triple Drive!!!" skill, causing three drive checks. If a trigger unit that matches the clan of one of the checking player's units is revealed during a Drive Check, one of that player's units gains 5000 power, and one of four possible effects may occur:
  • Critical (Yellow): a unit gets +1 critical value.
  • Draw (Red): the player draws one more card from the deck.
  • Stand (Blue): a rested rear-guard unit stands.
  • Heal (Green): the player "Heals" by moving a card from the damage zone to the drop zone, but only if his or her damage is equal to or higher than the opponent's before checking the trigger.
The power boost and additional trigger effect can either be given to one unit or divided amongst two units.
When the attacker's power is equal to or greater than the defender's, the attack hits; otherwise, nothing happens. If a rear-guard unit is hit by the attack, it is retired. If a vanguard is hit, however, it remains in play and the defending player makes a number of "Damage Trigger Checks" equal to the attacker's critical value. The process works exactly like a Drive Check, but the revealed card is put into the "Damage Zone" instead of the hand. After the attacking player has finished conducting battles, the turn enters the End Phase, where certain effects may happen, and the strided unit (if the player strode) goes back to the Generation zone face up (Face-up G-units cannot be used to stride), before going on the next player's turn.



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Nations and Clans

Units in Vanguard are organized in Nations and Clans. Nations are the different countries that Planet Cray is divided in, with a total of six nations. Each nation is subsequently subdivided in clans, which are groups of units that band together to form an alliance. Each clan usually has its own unique aesthetic, and bases its play style around a certain skill.
  • United Sanctuary: A small, holy nation that combines old traditions with scientific technology. Represented by the color yellow.
    • Royal Paladin
    • Shadow Paladin
    • Gold Paladin
    • Oracle Think Tank
    • Genesis
    • Angel Feather
  • Dragon Empire: The largest nation of all, the Dragon Empire is a militaristic monarchy that is bent on conquering the other nations. Represented by the color red.
    • Kagerō
    • Narukami
    • Nubatama
    • Murakumo
    • Tachikaze
  • Dark Zone: A dark and mysterious nation whose leadership is constantly disputed between the various demonic and magical creatures that inhabit it. Represented by the color purple.
    • Dark Irregulars
    • Spike Brothers
    • Pale Moon
    • Gear Chronicle
  • Magallanica: An archipelago nation of islands which is inhabited by all sorts of creatures, from undying immortals to charming inhabitants of the sea. Represented by the color blue.
    • Granblue
    • Bermuda Triangle
    • Aqua Force
  • Zoo: An extremely fertile and nature-attuned nation situated in the east of Cray, that houses the most intelligent creatures in the world, sentient plants & bioroids, as well as the most heinous criminals. Represented by the color green.
    • Megacolony
    • Great Nature
    • Neo Nectar
  • Star Gate: A nation situated in Cray's southern pole, in which a spaceport operated by the Comercial Wrestling Federation attracts all kind of visitors from outer space and alternate realities. Represented by the color gray.
    • Nova Grappler
    • Dimension Police
    • Link Joker
    • Etranger
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Joke Of The Day #5 (JOB)

I think I want a job cleaning mirrors. Its just something I could really see myself doing.





























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