Of course, here is a very lengthy and detailed post about how to play the Vanguard Card Game.
Master the Arena: Your Ultimate Guide to Playing the Vanguard Card Game!
Welcome, aspiring Cardfighters! Have you ever wanted to command a powerful army of dragons, robots, or mythical beasts? Do you crave the thrill of a strategic battle where every card you play can turn the tide? If you're holding a deck of Vanguard cards and wondering where to start, you've come to the right place! Get ready to dive into the exciting world of Cardfight!! Vanguard.
So, are you ready to become a legend of the card table? Let's take that first step together!
Step 1: Get to Know Your Arsenal - The Anatomy of a Vanguard Card
Before you can lead your units into battle, you need to understand who they are! Pick up any card from your deck. It looks like a lot is going on, right? Let's break it down.
Card Name: The name of your unit, right at the top. This is how you'll call them out in battle!
Grade: Located in the top-left corner, this is a crucial number. You can only call units to the battlefield that are equal to or lower than your current Vanguard's grade. We'll get to that in a bit!
Power: This is the most important number in a fight! Found in the bottom-left corner, this is your unit's combat strength. Higher is better!
Shield: In the bottom-right corner, this number is your unit's defensive strength. You use this value to protect your Vanguard!
Critical: Next to the shield value, this number determines how much damage your opponent takes when your unit's attack hits.
Clan: In the top-right corner, this tells you what faction your unit belongs to. Your deck can only contain cards from the same clan!
Skills: Below the card art, you'll find your unit's abilities. These can be powerful effects that change the game. Look out for "Auto," "Activate," and "Continuous" skills.
Step 2: Prepare for Battle - The Setup
Now that you know your cards, let's set up the battlefield. This is a two-player game, so grab a friend!
The Deck: Shuffle your 50-card deck and place it face-down on your mat.
The Starting Vanguard: From your deck, choose one Grade 0 unit and place it face-down on the central back row circle, known as the Vanguard Circle. This is your Starting Vanguard.
The Damage Zone: Place 0 cards face-up in your Damage Zone. This is where you'll keep track of damage.
The Drop Zone: This is your discard pile.
The Trigger Zone: This is a temporary zone for trigger units that you check during a drive check.
Draw Your Hand: Draw 5 cards from your deck.
The Mulligan: Look at your 5-card hand. If you don't like it, you can choose to put any number of cards back into your deck, shuffle your deck, and draw new cards equal to the number of cards you put back. This is your chance to get a better starting hand!
Stand Up, Vanguard!: Once both players have their hands, flip over your Starting Vanguard and say, "Stand Up, Vanguard!"
Step 3: The Turn Structure - Your Path to Victory
A game of Vanguard is a series of turns, each with several phases. The goal is to deal 6 damage to your opponent's Vanguard.
Sub-heading: The Ride Phase - Grow Your Power!
This is the most important part of your turn! You can ride a new Vanguard by placing a unit from your hand on top of your current Vanguard.
You can only ride a unit that is one grade higher than your current Vanguard.
You can only ride once per turn.
When you ride a Grade 3 or higher unit, you gain a new ability called "Imaginary Gift," which we will cover in a more advanced guide!
Sub-heading: The Main Phase - Build Your Army!
This is where you build your board. You can perform these actions in any order, and as many times as you like, as long as you have the cards and available circles:
Call Units: Place units from your hand onto the front or back row circles, called Rear-Guard Circles. You can only call units with a Grade equal to or lower than your current Vanguard's grade.
Use Skills: Activate any "Activate" skills on your cards.
Move Units: You can move units from one Rear-Guard Circle to another within the same row.
Sub-heading: The Battle Phase - Attack!
Time to fight! This is where you declare attacks.
Stand Phase: At the start of the battle phase, all of your rested units (turned sideways) are stood (turned upright).
Declare Attacks: Choose one of your units in the front row to attack.
Choose a Target: You can attack your opponent's Vanguard or their Rear-Guards.
Check Power: Compare your attacking unit's power to the defending unit's power. If your power is higher, the attack hits!
Boost: You can boost your attacking unit's power by having a unit in the back row behind it. The boosting unit's power is added to the attacker's power for the battle.
The Drive Check and Damage Check:
Drive Check (Vanguard Attack): When your Vanguard attacks, you perform a Drive Check. Flip the top card of your deck and place it in the Trigger Zone. If it's a trigger unit (with a trigger icon in the top-right corner), you can apply its effect!
Damage Check (Vanguard Defense): When your Vanguard is attacked, your opponent checks the top card of their deck for a trigger. If it's a trigger, they apply its effect. If your Vanguard takes damage, you put one card from the top of your deck into your Damage Zone.
End of Battle: After all attacks are declared, the battle phase ends.
Sub-heading: The End Phase - Wrap It Up!
Stand Units: Stand all of your rested units.
Draw a Card: At the end of your turn, you draw one card.
Pass the Turn: Your turn is over, and your opponent starts their turn.
Step 4: The Trigger System - Your Moment of Glory!
Triggers are the most exciting part of the game! When you perform a Drive Check or a Damage Check, you might reveal a card with a trigger icon.
Critical Trigger: Adds 1 Critical to a unit and gives 10,000 Power to a unit. Use this to deal more damage!
Draw Trigger: You draw a card and give 10,000 Power to a unit. Fill your hand with more options!
Front Trigger: Gives 10,000 Power to all of your units in the front row. Great for a massive assault!
Heal Trigger: If you have the same or more damage than your opponent, you can heal 1 damage. Stay in the fight longer!
Stand Trigger: Choose one of your rested rear-guards and stand it. Let's them attack again!
When you check a trigger, you apply the power boost to any of your units on the board. Then, you apply the trigger effect.
Step 5: The Guarding System - Protect Your Vanguard!
When a unit is attacked, the defending player can choose to guard.
Guard: From your hand, you can call units to the Guardian Circle. Each card you call adds its Shield value to your defending unit's power.
Perfect Guard: A special type of card that can be discarded to block an attack, no matter the power difference.
Step 6: The Path to Victory - Deal 6 Damage!
The game ends when a player's Vanguard receives 6 damage. Once a player takes their 6th damage, they lose the game!
10 Related FAQ Questions
Here are some quick answers to common questions for new Cardfighters.
How to do a "Drive Check"?
When your Vanguard attacks, you flip the top card of your deck and reveal it. That's a Drive Check!
How to "Ride" a Vanguard?
During your Ride Phase, you can place a unit from your hand on top of your current Vanguard, as long as it's one grade higher.
How to "Call" a Rear-Guard?
During your Main Phase, you can place a unit from your hand onto an empty Rear-Guard Circle. The unit's grade must be equal to or lower than your Vanguard's grade.
How to "Boost" a Unit?
If a unit is in the back row behind an attacking unit, you can turn the back row unit sideways to add its power to the attacker's power for that battle.
How to use "Shield" for guarding?
When a unit is attacked, you can call cards from your hand to the Guardian Circle, adding their Shield value to the defending unit's power to try and block the attack.
How to win the game of Vanguard?
Deal 6 damage to your opponent's Vanguard!
How to use a "Trigger Unit"?
When you reveal a trigger unit during a Drive Check or Damage Check, you apply its power boost to a unit and then apply its trigger effect.
How to start my first turn?
The player who goes first does not have a Main Phase on their first turn, but they can still ride a Grade 1 unit.
How to know if a card is a "Trigger Unit"?
Look for the trigger icon in the top-right corner of the card, like a star, a triangle, a flame, or a plus sign.
How to do a "Mulligan"?
After drawing your initial 5 cards, you can choose to put any number of them back into your deck, shuffle, and draw the same number of new cards.