Vanguard: Fighter Guide

Fighter Guide

(i) Building a Deck - A deck can only consist of 50 cards.

- You can only have up to a number of 4 of the same cards.
- You can only put in 16 Trigger Units.

(ii) Starting a Game
- Place a Grade 0 unit face-down on the Vanguard Circle. That card is the First Vanguard.
- Both players draw 5 cards.

A: Mulligan
- If the player doesn't like their hand, they can reshuffle any number of unwanted cards back to the deck and redraw till they get a total of 5 cards again in their hand.
- You can only mulligan once per game.

B: Stand Up Vanguard!!
Declare "Stand Up!!" and reveal your vanguard to start the game.

C: Going First
The person who chose to start off with the first turn cannot declare attack during that turn.

D: Victory Conditions
- Inflict 6 points of damage to the Opponent's Vanguard.
- A player runs out of cards to draw during his/her draw phase. (deck-out condition)


(iii) Phase Flow

1) Stand Phase
- Any of your Rested (landscape) Units switch to Stand (portrait) position.

2) Draw Phase
- Draw 1 card from your Deck

3) Ride Phase
- You can place over your Vanguard with a unit that's either the same Grade or higher by 1 Grade.
- You can only do this once per turn, unless you have unit(s) with ability that allow you to do addition ride(s).

4) Main Phase
A: Call
- Place a Unit with a Grade either the same as the Vanguard's or lower in the Rear Area.
- You can Call as many times as you want in 1 turn.

B: Unit Ability
- You can activate any ability that allows you to do so in the main phase.
- Some abilities may allow you to activate them in the battle phase.

C: Move
- You can move the Rear Guard back and forward (You cannot move your Rear Guards to the left or right).
- This applies to the Rear Guard Circles on the left and right. But if a Unit is on the Circle behind the Vanguard, it cannot move at all.

5) Battle Phase
A: Attack
- Put your Unit to Rest to initiate an attack.
- Then declare the target of your attack that's on the Front Row of the Opponent's.

B: Guardian Call
- When being attacked, you can Call a Guardian to protect the Unit with its Shield effect.
- You can call as many Guardians in 1 turn as you can.
- But when the battle ends, all Guardians retire and the Unit that was attacked has its Power reverted to normal.

C: Drive Check
- When the attacking Unit is a Vanguard, you perform a Drive Check.
- Reveal the top card of your Deck. If it is a Trigger Unit, and is of the same Clan as your Vanguard or a Rear Guard on the field, its Trigger effect activates.
- Afterward, that card is sent to the Hand.

D: Battle Outcome
When comparing Power, if the Attacking Unit's Power is equal to or higher than its target, the attack is a success.

- If the target was a Rear Guard, it retires and is sent to the Drop Zone.
- If the target was a Vanguard, you calculate the damage to the Opponent by counting its Critical value.
- The player receiving the damage, sends that same amount of cards from their Deck to their Damage Zone.
- If a Trigger Card was revealed during the damage and is of the same Clan as your Vanguard or a Rear Guard on the field, its Trigger effect activates and is then sent to the Damage Zone.

There is no demerit to when it comes to failing an attack.

E: End of Attack Phase
- Guardians that were called are moved to the Drop Zone.
- If there are Units on the Front Row that can still attack, you can attack again with them.
- Declare it and repeat the process.

6) End Phase
- Declare the end of your Turn before switching to the Opponent's turn.

(iv) Paying Cost
- Cost is depicted by an icon of two rectangles (white and black) with an arrow point from the white to the black followed by a number. You pay costs by taking the same amount as the number indicated next to the icon, of cards from the top of the Damage Zone, and by flipping them face down.

(v) Icon Explanation
Note:
1. For trigger effect to activate, you must have at least 1 unit that is of the same clan on the field as the unit that has the trigger effect.
2. Trigger effect cannot be activated from hand.
3. If a Trigger Icon is absent, no effect is activated.
4. You must choose which unit of yours to receive the trigger boost before checking for the next trigger (in multiple trigger checks, e.g. Twin Drive! effect).
5. Trigger effects are compulsory to activate.
6: You must apply the boost power before applying the effect of the trigger (e.g: you have to choose which unit to gains +5000 Power than you draw a card and NOT vice-versa).

1) Trigger Effects
A: Draw (Red  icon)
- When revealed during a Drive Check or Damage Check, select 1 of your own Units and it gains +5000 Power, and draw 1 card.

B: Critical (Yellow  icon)
- When revealed during a Drive Check or Damage Check, select 1 of your own Units and it gains +5000 Power, and select 1 of your own again and it gains +1 Critical.
- Power and Critical gains may be applied to different units.

C: Heal (Green  icon)
- When revealed during a Drive Check or Damage Check, select 1 of your own Units and it gains +5000.
- When the damage you've received is equal or more than the Opponent's, you can heal 1 point of damage by replacing this card with one of the cards in the Damage Zone.
- The replaced card will go to the Drop Zone.
- You cannot put more than 4 Heal Triggers in a deck.

D: Stand (Blue 醒 icon)
- When revealed during a Drive Check or Damage Check, select 1 of your own Units and it gains +5000.
- Select 1 Rear Guard that is in Rest and Stand it.

2) Icon Effects
A: Boost (3 arrows point upwards)
- Grade 0 and 1 Units have this ability.
- When declaring an attack with this Unit behind the attack, put this Unit to Rest and add its power to the attacker.

B: Intercept (tick-like symbol)
- Grade 2 Units have this ability.
- When other Units are being attacked, this Unit can move to the Guardian Zone and become its Guardian.
- Afterward it's treated as if it was Called as a Guardian.

C: Twin Drive!! (2 intersecting arrows)
- Grade 3 Units have this ability.
- As a Vanguard, it's able to Drive Check twice.

3) Types of Costs
Cost is depicted by an icon of two rectangles (white and black) with an arrow point from the white to the black followed by a number. You pay costs by taking the same amount as the number indicated next to the icon, of cards from the top of the Damage Zone, and by flipping them face down.
(Note: (X) refers to the number of cards)

A: Counter Blast (X)
- To activate a Counter Blast ability, flip face-up cards in your Damage Zone face down equal to the number X.

B: Soul Charge (X)
- Place the top card of your deck at the bottom of the stack of cards underneath your Vanguard.

C: Soul Blast (X)
- Move cards from stack of cards underneath your Vanguard equal to the number X to the Drop Zone, starting with the card directly under your Vanguard.

D: Discard (X)
Discard the number (X) from your hand to the Drop Zone.

E) Rest
- Rest the unit.

4) Unit Ability
A: [] - Continuous
- This ability will activate during your turn as long as the unit is on the field.
- You cannot choose not to activate this ability, unless otherwise stated.

B: [] - Activate
- This ability can only be activated during your main phase.
- You can choose to activate or not activate this ability.
- You may activate this ability multiple times in your main phase, unless otherwise stated.

C: [] - Auto
- This is a compulsory ability and will activate as long as the condition(s) are met.
- However, You may choose to activate the effect or not, only if [~してもよい] [you may~] is written in the text.

5) Addition Rules
- Barcgal (BT01/003 | BT01/S03) is not allowed to be the First Vanguard (FV). However, you are still allowed to include it in your Deck and you still able to Call/Ride it as normal.
- All Fighters are not allowed to have 3 or more Card Sleeves Layer.

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FAQs

Q: How many units can you call per turn?
A: As many as you want as long as their Grades are same/lower than your Vanguard's.

Q: Do Passive abilities activate all the time?
A: It activates all the time during your turn only.

Q: Is there a limit on how many kind of a certain trigger I can put?
A: The only limit for a certain kind of trigger you can put would be the Heal Trigger. You can put as many as of the others as long as they total up to 16 or less.

Q: How many of the same kind of cards I can put in my deck?
A: You can put up to 4 of the same kind of card. (E.G. You can put 4 Blaster Blades in your deck.)

Q: Can I reduce/increase the amount of cards I put for my deck?
A: No you cant. The fixed amount is 50.

Q: Can I heal my damage if I have 1 less damage than my opponent when I get a Heal Trigger?
A: No you can't, as you have to check for the trigger before you actually put it into your damage.

Q: Can I heal my damage if I have the same amount of damage as my opponent's?
A: Yes you can, the only time when you can't heal is when your damage is less than your opponent's.

Q: I triggered a Stand Trigger, can I stand my Vanguard?
A: No you can't, you may only stand your Rear Guards.

Q: I decked out, so what happens?
A: You lose the game.

Q: What is "Soul"?
A: "Soul" refers to the cards below your Vanguard.

Q: My Vanguard and Rear Guards aren't of the same clan as the trigger I activated, do I get any of the boosts?
A: No you don't.

Q: My Unit has the same amount of Power as the opponent's, does my attack go through?
A: Yes it does, an attack fails when your opponent's Power is higher.

Q: How many Guardians can you play per battle?
A: As many as you want as long as they have the shield icon on the left of the card.

Q: Both my opponent and I have no damage, and I got a Heal Trigger after my Vanguard got attacked. Can I heal off the damage that I just took?
A: No. When you trigger your damage, it's not actually inside the damage zone yet until the effect of the trigger activates.

Q: I activated my Draw Trigger on the first trigger of Twin Drive!!. Do I draw first or check for the second trigger then draw?
A: You draw first before checking for your second trigger.

Q: When I call a card like Blaster Blade, can I activate it's ability twice?
A: You may not as it is an auto ability, you may only activate auto abilities once.

Q: How long does a trigger's power boost last?
A: It will last for the turn it's activated on.

Q: Can I flip, unflip, heal any card in my damage zone (with a trigger/effect).
A: Yes you can, as long as the card that's going to be flipped is un-flipped, vice-versa. You can heal either a flipped or un-flipped damage.

The following FAQs are Questions asked by CFV-Cafe to Bushiroad itself and the text here are not edited, hence, its word for word replied by Bushiroad themselves (Note: These are not from Wikidot):-

Q: During Stand Phase, if a player forgot to stand (Immediately enter Draw Phase), is it mean he/she won't be able to stand his/her unit this turn?
A: No, if the player has forgotten to ‘stand’, it is possible to rectify the situation immediately if it does not change the strategy for both parties.
(Simply put, both parties must consent to the rectification.)

Q: If the answer to Question above is yes, he/she is unable to stand his/her unit this turn, during Ride Phase, can he/she ride a new vanguard that is either same level or 1 grade higher and when it ride, it is turn back to stand (portrait) instead of rest (landscape)?
A: If mentioned otherwise, all ‘Rides’ and ‘Calls’ must be done on a ‘Stand’ unit.
If in the case a player ‘Ride/Call’ on a ‘Rest’ unit inappropriately, a verbal notice(注意) will be issued as a penalty.

Q: If a player has a vanguard that require to soul charge and he/she forgot to Soul Charge at the start of the Main Phase, does it mean he/she is disqualified or is there any other penalty?
A: The Soul Charge for cards like Mr. Invincible and many others are indeed compulsory effects, as they are automatic abilities.
If such an effect should have taken place, but the player has forgotten about it,
The effect should be resolved at the nearest check timing once discovered.
However, if the auto ability is not compulsory, i.e. if it has the text: “~してよい”(you may choose to do so),
It will be taken that the player has chosen not to activate the effect.
The penalty in such a case would normally be a warning(警告), but can be reduced to a verbal notice(注意).
For a Lv1 tournament if the Judge finds the player not doing the act on purpose, or have no ill intentions.

Q: When a unit with "Auto" activate it's effect such as Bors, Blaster Blade or Berserk Dragon etc, can it use it's effect more than 1 time if I have enough damage to counter blast?
A: No, it can only be used once.
An auto ability can only be activated once when the conditions are fulfilled.

Q: During my attack and if I trigger a critical trigger, does the critical trigger last only for that attack or until end of that turn?
A: The effect of the trigger will last for that turn.

Q: Dragonic Overlord's 3rd effect where it can allow itself to Stand when it successfully hit a Rear Guard, is that effect part of the 2nd effect where you need to Counter Blast 2 to increase its Attack by 5000 and loses its Twin Drive ability plus the Stand ability? As some people i know claims that its 2 different effects meaning you don't have to Counter Blast to Stand it so long you successfully hit a Rear Guard.

A: It is part of the second effect.
Dragonic Overlord’s start-up ability involves using the Counter-blast(3), and activating plus resolving the following 3 effects at the same time:
i) Its own power will 5000.
ii) Gains the auto ability: stand this unit if this unit attacks and hits the opponent’s Rear-guard.
iii) Lose the Twin Drive!! ability.
These 3 effects will last till the end of the turn.



Q: Is the lose Twin Drive ability part of the Auto Ability where it only activate when it is stand by its Auto (Zi) ability?
A: No. When Dragonic Overlord's 2nd Ability is activate (Activate [Qi]), it gains 5000 Power and loses its Twin Drive ability plus it also gains the Auto (Zi) Ability which allows it to stand when it successfully hit an Unit. So no matter who it attack from the start, it only have 1 Trigger Check since it had lose its Twin Drive Ability when you used the Activate (Qi) Ability.


Q: Will Juggernaut Maximum/Highspeed, Brakkie goes back to the Deck during the End of the Battle Phase it used its Soul Blast (1) ability or at the end of the attack it declare attack?
A: Both this card, if you use their Soul Blast (1) ability, after that attack, it WILL return back to the deck immediately.


Q: What will the Attack be for Young Pegasus Knight when you Superior Ride with Future Knight, Llew's ability to Blaster Blade?
A: When you Superior Ride to Blaster Blade using Future Knight, Llew's ability and Young Pegasus Knight is face-up on the field, it will gain +12000 Power as 4 cards will become Soul and that are the Grade 1 Vanguard, Barcgal, Future Knight, Llew and Flogal.



Q: Can Grade 2/3 at the Back Row be moved to the Front Row OR from the Front Row be moved to the Back Row on the Rear Guard Circle on the Left and Right side?
A: Yes. There is no such restriction. You can switch the Front and Back Rear Guards (if both have an Unit) or move it Front or Back (If one is Empty).

Q: If i do not have any Rear Guard on my Rear Guard Circle and i have a card such as, Cannon Fire Dragon, Cannon Gear (BT02/070), can i called it to the Vanguard Circle?
A: Yes. You will just fail to retire a Rear Guard.

Q: If i call a Unit to my Rear Guard Circle with a card such as, Cannon Fire Dragon, Cannon Gear (BT02/070), what will happen as i do not have other Rear Guard on my Rear Guard Circle to retire?
A: You can still call it to the Rear Guard Circle and it will be the Rear Guard Unit that will be retired as it is the only Rear Guard Unit on your Rear Guard Circle at that point.

Q: If i do not have any other Rear Guard on my Rear Guard Circle and i have a card such as Tyrant, Deathrex (BT01/033) on my Vanguard Circle, can i still attack and have the +5000 Power?
A: Yes. You will just fail to retire a Rear Guard.



Q. When you have a Grade 1 Vanguard, if you have a Grade 2 Rear Guard Unit that is called by the ability/effect of a card, can you Intercept?
A: Yes, you can. Intercept is an ability that can be called to the Guardian Circle regardless of the Grade of the Vanguard.



The following are Comprehensive Rulings that CFV-Cafe had managed to confirm on (these are also not from Wikidot):

1A: You can Ride and Call on an Unit that is in Rest Position. So you can Call over an Unit that is Rest such as Lake Maiden Lien, after you use its effect, you can choose call a new Unit over it by retiring it even though it is in Rest Position.

1B: If you forgotten to Stand your Vanguard during the Stand Phase, during your Ride Phase, when you Ride a new Vanguard over your rested Vanguard, the new Vanguard will be in Stand Position. This applies to any Superior Ride during your Main Phase over a rested Vanguard.

This was mentioned from Q&A of the Japanese CardFight!! Vanguard:
Q76 (2011-03-25)
Q. レストしたヴァンガードの上にライドする時、ライドした新しいヴァンガードはレスト状態で登場しますか?
A. いいえ。特に指示がない限り、ユニットはスタンド状態で登場します。


2: Cards that has Ability that allow you to Call an Unit from the Deck, Hand or Drop Zone do not have to be the same Grade as your Vanguard (e.g. Dudley Dan).

This was mentioned from Q&A of the Japanese CardFight!! Vanguard:
Q.83 (2011-05-27)
[BT02/023:ダッドリー・ダン]
Q. このカードの効果でコールするユニットは、ヴァンガードよりグレードの高いユニットを選べますか?
A. はい、選べます。カードの効果によるコールは、ヴァンガードのグレードに関係なくコールできます。


3: When you form your CardFight!! Vanguard Deck you are not allowed to have less than 16 Triggers. It is a must to have 16 Triggers in the deck.

This was mentioned from the following Image from Japanese CardFight!! Vanguard:
vanguard.com/wp/wp-content/uploads/o_qm_r.jpg

4a: If a card ability that allow you to call an unit is fulfilled the requirement, you must summon that unit to an empty Rear Guard circle (e.g Gigantic Crusher or Devil Summoner).
Example: If you call Gigantic Crusher to your Rear Guard circle, you reveal the top card and if it is a Royal Paladin unit, you must call it to your Rear Guard circle. You cannot choose not to call it as Auto (Zi) ability are compulsory.

4b: If the above ruling is done but instead, this time round, you do not have any empty Rear Guard Circle, you must retire a Rear Guard unit to Call that Unit as Auto (Zi) ability are compulsory.
Example: If you call Gigantic Crusher to the Rear Guard Circle and you use it's ability to call the revealed which is another Gigantic Crusher to your only remaining empty Rear Guard circle, that new Gigantic Crusher is then forced go reveal the top card and if it is a Royal Paladin unit, you must retire 1 Rear Guard unit on your field to the Drop Zone to call that revealed Unit.
5: For calling a new Unit in the Rear Guard circle, you can retire an Unit that is on a higher grade for a lower unit so long that unit is on a grade that is equal or lower than your Vanguard.
Example: If you got a Gigantic Crusher on your Rear Guard, ad you have Soul Savior Dragon as your Vanguard, you can call a Blaster Blade to your Rear Guard circle over Gigantic Crusher and retire it. Rear Guard units are not restricted like the Vanguard has. You can only Ride on a Vanguard that is a grade higher or the same but Rear Guards do not have that requirement. So long it is equal grade or lower than your Vanguard.
6: Currently, the following Starters for the respective Clans, their Auto (Zi) ability is an optional effect as all of them have the text "You may". So after you ride an unit with the right clan (the requirement), you may think whether to call them to the Rear Guard circle or not as the ability is not compulsory.

Cards from Set 1 and Set 2:
Royal PaladinBarkgal
KageroLizard Soldier Conroe
Oracle Think TankLozenge Magus
Nova GrapplerBattleraizer
GranblueGuiding Zombie
Spike BrothersMecha Trainer
TachikazeDragon Egg


7a: If during a player's turn and if a player has a Grade 3 Vanguard, and that player has only 1 card left in his/her Deck. If he/she attack with that Vanguard, during Twin Drive, after picking up the 1st card for Drive Check, he will immediately lose when he perform the 2nd Twin Drive. Cause there isn't a card left in the Deck.

7b: If during a player's turn and if a player has a Grade 0-2 Vanguard, and that player has only 1 card left in his/her Deck. If he/she attack with that Vanguard, after performing Drive Check, that player will lose the Battle immedately as he/she will not have any cards left in the Deck and that is one of the condition of losing the game. You need not wait till a Phase or ability that allows you to Draw a card to determine it. Once you have no cards in your Deck, you will immediately lose that game.

7c: If during a player's turn and if a player has a Vanguard that require Soul Charge (e.g. Vortex Dragon), and that player has only 1 card left in his/her Deck, after he/she Soul Charge as Soul Charge are compulsory effect, that player will immediately lose that game.

8. During either players' turn, all cards on either player's field and drop zone are able to be viewed by either player, even if those cards had been Counter Blast face-down.

9. You can Call a Grade 2 or 3 Unit to the Back Row Rear Guard circle.

10: The Turn Rider can choose his/her Front and Back row Rear Guard Circles in the same column, other than the Vanguard Circle, and switch the cards placed on them. If both Circles have a card placed on them, both cards are switched and placed in the other Circle at the same time. If one of the Circles does not have any card put on it, put the card that is on the other Circle onto that circle. If both Circles have no cards on them, nothing happens.
Example: Grade 2 Rear Guard from the front row Rear Guard circle can be moved to the back row Rear Guard circle of the same column on your side of the field or/and vice versa.
This was mentioned from Comprehensive Ruling of the Japanese CardFight!! Vanguard:
6.6.1.2.3.ターンファイは、 ヴァンガードサクル以外の同じ縦列の前後である自身のサークルを2つ選択し、そこに置かれているカードを交換することができま。両方のサークルにカードが置かれている場合、それぞれにおかれているカードをもう一方のサークルに同時に置きます。一方のサークルにカードが置かれていない場合、もう一方のサークルに置かれているカードをそのサークルに置きます。両方のサークルにカードが置かれていない場合、何も起こりません。

11: Grade 2 unit on the back row Rear Guard circle cannot be used as an Intercept.

12: Grade 2 or 3 units that are on the Back row Rear Guard circle cannot be used to boost the unit on the front row rear guard circle.

13: During your Battle Phase, all trigger check of yours are called "Drive Check" and during your opponent's Battle Phase, all trigger check of yours are called "Damage Check".

14: Intercept is an Unit's Icon Effect. When a Unit with Intercept is in your Front Row Rearguard Circle, during your opponent's Battle Phase's Guard Step, if another of your Units is being attacked, you can move the Unit with Intercept from the Rearguard Circle to the Guardian Circle. Intercept can be used even when the Unit with it is in Rest.

This was mentioned from Comprehensive Ruling of the Japanese CardFight!! Vanguard:
10.2.2.1.インターセプは能力です。 インターセプトを持つユニッがあなたの前列リアガードサクル にいる場合、相手のバトルフェイズのガードステップに、他あなたのユニットがアタックされているなら、あなたはインターセプトを持つユニットをリアガードサクルからガーディアンサクルに移動できます。インターセプトは、それを持つユニットがレスしていも有効 で す。


15: When [Young Pegasus Knight] and/or [Great Sage Barron] are in Rear Guard Circle(s), through the use of [Future Knight, LIew]'s skill, [Blaster Blade] is Superior Ride. At this time, the power increase of [Young Pegasus Knight] and/or [Great Sage Barron] will be by 12000 Power. Through the superior riding of [Blaster Blade], the cost of [Future Knight Liew]'s skill is the sending of [Future Knight, LIew], [Flogal] and [Barkgal] to the soul and since the original vanguard also enters the soul, [Young Pegasus Knight] and/or [Great Sage Barron]'s skill activates for a total of 4 times.

This was mentioned from Q&A of the Japanese CardFight!! Vanguard:
Q. 「若年のペガサスナイト」や、「大いなる賢者 バロン」が(R)にいる時、「未来の騎士 リュー」の能力で、「ブラスター・ブレード」にスペリオルライドしました。この時、「若年のペガサスナイト」や、「大いなる賢者 バロン」のパワーはどうなりますか?
A. パワー+12000されます。「未来の騎士 リュー」の能力のコストで「未来の騎士 リュー」「ふろうがる」「ばーくがる」の3枚がソウルに置かれ、「ブラスター・ブレード」にスペリオルライドし、元のヴァンガードがソウルに置かれるため、「若年のペガサスナイト」や、「大いなる賢者 バロン」の能力は、合計で4回発動します。


Cardfight!! Vanguard Floor Rules:-
http://cf-vanguard.com/en/wp/wp-content/uploads/Cardfight-Vanguard-Floor-Rules.pdf

Cardfight!! Vanguard Comprehensive Rules (Japanese):-
http://cf-vanguard.com/wp/wp-content/uploads/vgd_rule.pdf

Cardfight!! Vanguard Comprehensive Rules (English):-
http://cf-vanguard.com/en/wp/wp-content/uploads/Cardfight-Vanguard-Comprehensive-Rules.pdf

Credit: CardFight! Vanguard (Wikidot)