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Author Topic: Standard Fight Rules: Its time! How to fight in Vanguard!  (Read 9309 times)

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TSSorSGD

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Standard Fight Rules: Its time! How to fight in Vanguard!
« on: April 26, 2011, 01:15:10 AM »

Even though most people who come here know the rules already for the game, I felt like making a post on the rules of Vanguard on the off chance that people that come here somehow don't know the rules. In this section we explain the rules for making a deck in Cardfight Vanguard.

To be simple and straight fourth.

-A deck must consist of exactly 50 cards. (No More, No Less, No Excuses)
-You can only have up to 4 of the same card in your deck.
-Out of the 50 cards you must have in your deck, you can only have a max of 16 Trigger Units in your deck. (Cards with a colored symbol on the top right of the card)
-Of The 16 triggers that can be put into your deck you can only have a max of 4 heal triggers total in your deck. (Green symbol on the top right of the card) (Heal trigger cards in Cray Online will also remind you of this fact)

However you make the deck following these rules is up to you.
Now get cracking to making your super strong deck.

Now that your deck is ready to go, and you and your opponent are together it is time to Fight!

To Win A Vanguard Fight You Can Ether:
-Deal 6 points of Damage to your opponent to win.
-Your opponent runs out of cards in their deck to draw during his/her draw phase.

Preparation:
-Each of you places a grade 0 card from your deck face down in the Vanguard Circle. (In Cray Online Its directly under The Guard Zone)
-Then Shuffle your deck and cut your opponents (in Cray cutting is not required) then you each draw 5 cards.
-After you draw these 5 cards if there are any cards in your hand you don't like for whatever reason you can place any amount back into your deck reshuffle then draw the same number of cards you put back from your deck. (This is commonly called a Mulligan or to simplify a redraw)
-After your redraw you can not redraw again.
-After all that Its Time to start. Say "Stand Up Vanguard!" (Flip your facedown LV 0 card face-up in the vanguard zone)

Who Goes First and Rules of going first:
-In Cray you can ether roll a dice or flip a coin. The winner of the coin flip or dice roll chooses who goes first.
-The Player Who Goes First Can Not Attack On The First Turn.

Phase Flow:
First is the Stand Phase:
In this phase all the units that are in the rest position (horizontal) are put into the stand position (vertical) unless stated by a skill.

Second Is the Draw Phase:
In this phase you draw 1 card from the top of your deck.

Third is the Ride Phase:
In this phase you can place a unit on top of your current vanguard that is equal or 1 level higher then your current vanguard. You May only ride once per turn unless a skill says otherwise.

Fourth is the Main Phase:
In This Phase you can do 3 different things.
-The first is Call. You can Call units to the rear guard zone that are equal or less the your current vanguard. You can call as many cards you want per turn.
-The Second is Move. You can move your Rear Guard units back and forward (You cannot move your Rear Guards to the left or right).
If the rear guard is the bottom middle (below the vanguard) it cannot move at all.
-The third is activate Unit Skills. If the unit has a skill that can be activate during the Main Phase you can do so now.

Fifth is the battle phase: You can attack with your creatures. This phase will be explained in more detail in the next post. Just remember for now that the player who goes first can't attack on the first turn.

The Final Phase is the End Phase. In this phase you Declare the end of your Turn. Then your opponent takes his turn. The cycle repeats untill one of you has won.
« Last Edit: April 26, 2011, 03:46:47 AM by TSSorSGD »
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TSSorSGD

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Battle! Explaining the Battle Phase in Detail
« Reply #1 on: April 26, 2011, 03:32:24 AM »

The battle phase is by far one of the most important phases in the game. This is where all the action is.
the battle phase can be separated into 5 different separate Steps.

-Attack
-Guard
-Drive Check
-Battle Outcome
-End of Attack Step

The Attack Step: If its your turn, you can declare a attack by turning one of your cards that is in the stand position (Vertical) Into the rest position (Horizontal) that is in the front row (Your Vanguard and 2 front rear guards) and chose who you will attack. (Note you can only attack your opponents vanguard or ether of his two front rear guard unless stated by a skill) If you have a Level 1 or lower rear guard directly behind the attacking card you can rest that card as well and have that unit boost the attacker. After declaring a attack if any of your units that you used has an skill they can activate at this time they must do so now before the guard phase. (Example: Battleriser skill to raise his power by +3000 at the cost of returning to the deck at the end phase)

The Guard Step: At this time The player that is being attacked can choose to use guardians from their hand to protect their unit from damage (Vanguard) or being force to retire. (Rear Guards) You may call as many guardians to guard per attack and per turn but when the battle ends they are sent to the drop zone (unless stated by a skill) and the unit that was attack has their power returned to normal.

Drive Check: Only when the attacking Unit is a Vanguard you can perform a Drive Check. Draw the top card of your deck and reveal it to your opponent. 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 the card is added to your hand. (Triggers will be explain in more detail in another topic)

Battle Outcome: At This time compare the 2 units power if the attacker has equal or greater power then the attacked target the attacker wins.
-If the target was a rear guard its retired and sent to the drop zone.
-If the target was a Vanguard, calculate the damage you deal to your opponent by counting its Critical value.
-The player receiving the damage must send that same amount of cards from their Deck to their Damage Zone. If a Trigger Card is revealed during the damage step and is of the same Clan as your Vanguard or a Rear Guard on the field, its Trigger effect activates. Resolve the effects of the trigger first then send the trigger card to the Damage Zone.

There is nothing happens for failing an attack.

End Of Attack Step: Guardians that were called are moved to the Drop Zone.
If there are Units on the Front Row that can still attack (Stand Position), you can attack again with them.
Repeat as many times as necessary.

And that ends the explanation of the battle phase.
« Last Edit: April 28, 2011, 12:43:37 AM by TSSorSGD »
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TSSorSGD

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Triggers
« Reply #2 on: April 28, 2011, 12:27:17 AM »

Triggers are the body and blood of your deck. These types of cards can be game changers when used right. The max ammount of triggers you can have in your deck is 16.

Triggers are units that have the symbols on the top right of the card. When you draw these cards by ether a drive trigger or damage trigger check and if your vanguard or one of your rear guard unit is in the same clan as the trigger card, you "must" activate their effects. Regardless of which trigger is used they last untill the end of the turn that they are used in. Here's what each one does and what they look like.

Critical Trigger
 You give one of your units +5000 Power, and one of your units Damage +1. (You can give both effects to the same card or one of each effect to two different units)

Draw Trigger
 You give one of your units +5000 Power and you draw 1 card.

Stand Trigger
 You give one of your units +5000 Power and stand 1 of your Rested Rear Guard Units. (You can Stand Any Rear Guard Unit it can even be one in the back row if you so chose.)

Heal Trigger
 You give one of your units +5000. Then If the damage you have is equal or more then your opponents (not including the heal trigger card during a damage check) you heal 1 point of damage. (Take one card from the damage zone and sending it to the drop zone) You can have up to a max of 4 heal triggers combined in your deck. (Cray Online Heal Trigger Units Will Remind You Of This)
« Last Edit: April 28, 2011, 12:35:31 AM by TSSorSGD »
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hello

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Re: Standard Fight Rules: Its time! How to fight in Vanguard!
« Reply #3 on: January 27, 2012, 11:30:06 AM »

i thought the no. of trigger cards is 15 not 16?
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J_BYYX

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Re: Standard Fight Rules: Its time! How to fight in Vanguard!
« Reply #4 on: January 27, 2012, 07:13:31 PM »

i thought the no. of trigger cards is 15 not 16?

It's 16.
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james1995

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Re: Standard Fight Rules: Its time! How to fight in Vanguard!
« Reply #5 on: February 10, 2012, 08:27:15 PM »

1.Exuse me, when your getting a Heal trigger you're putting it in hand or drop zone?
2.When you hace a grade 3 Vanguard and performing double damage check which of two cards you're putting in damage zone?
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J_BYYX

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Re: Standard Fight Rules: Its time! How to fight in Vanguard!
« Reply #6 on: February 13, 2012, 10:52:32 PM »

1.Exuse me, when your getting a Heal trigger you're putting it in hand or drop zone?
2.When you hace a grade 3 Vanguard and performing double damage check which of two cards you're putting in damage zone?

1. Depending on when it was revealed. During Drive check you add it to hand, during damage check you put it on damage zone.
2.  What? For now grade 3 have twin drive skill. When you attack with grade 3 you perform drive check twice (both cards are added to hand and if you reveal any trigger you apply trigger effects). If you take damage you perform damage check: you reveal amount of cards from your top deck equal to attacking units critical.
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Masterk3ing

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Re: Standard Fight Rules: Its time! How to fight in Vanguard!
« Reply #7 on: February 14, 2012, 11:41:08 PM »

Drive Checks occur when attacking and Damage Checks occur after the attack right?

Also, say PLAYER 1 attacked PLAYER 2's Vanguard. The attack was successful and PLAYER 2 does a Damage Check and reveals a Trigger (any) and gives the +5000 to UNIT A.

How long does this +5000 last for? Is it for the next battle, for example say after this scenario^ PLAYER 1 attacks UNIT B and then the +5000 is no longer in place, or is it until the End of the Battle Phase unless it gets attacked?

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fukmufin

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Re: Standard Fight Rules: Its time! How to fight in Vanguard!
« Reply #8 on: April 13, 2012, 07:53:37 PM »

If your vanguard does damage and during drive check you reveal a critical, can you give +1 critical to the vanguard and have it deal additional damage?
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xxGamewizxx

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Re: Standard Fight Rules: Its time! How to fight in Vanguard!
« Reply #9 on: August 21, 2012, 07:47:08 PM »

In a tournament or special event, do the players play a whole match (2 of 3) or just a Duel?
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blood16

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how to start fighting?
« Reply #10 on: November 15, 2012, 04:25:39 PM »

hi there guys look my deck is ready but when i click in connect then ok says " connection error" what do i do?

and in rooms ask for the password wich is it??

thnks

« Last Edit: November 15, 2012, 04:34:17 PM by blood16 »
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KuroIzayoi

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Re: Standard Fight Rules: Its time! How to fight in Vanguard!
« Reply #11 on: February 10, 2013, 02:17:56 AM »

I have 50 cards in my deck, then, when i want to connect, listen, or rooms, it say "You're deck is not ready!" What is my problem here?
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J_BYYX

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Re: Standard Fight Rules: Its time! How to fight in Vanguard!
« Reply #12 on: February 10, 2013, 12:05:32 PM »

Are you sure you have exactly 34 Normal Units and 16 Trigger units?
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KuroIzayoi

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Re: Standard Fight Rules: Its time! How to fight in Vanguard!
« Reply #13 on: February 12, 2013, 03:07:37 PM »

Are you sure you have exactly 34 Normal Units and 16 Trigger units?
I insert 38 Normal units and 12 Trigger Units
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J_BYYX

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Re: Standard Fight Rules: Its time! How to fight in Vanguard!
« Reply #14 on: February 12, 2013, 04:03:16 PM »

Are you sure you have exactly 34 Normal Units and 16 Trigger units?
I insert 38 Normal units and 12 Trigger Units

And here is your problem :D
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