Regeln: http://cf-vanguard.com/howto/
Deutsche Übersetzung der Regeln: http://yugioh-mv.de/thread.php?threadid=6830
FLASH FIGHT RULES
With 25 Cards each, this is the basis behind Flash Fight Rules! These rules will allow you to play with the 2 decks that comes with the March Issue of Kero Kero Ace on Sale January 26th, 2011! First off, let's become accustomed to the rules of Vanguard!
Quick Manual Front Page
What is Vanguard?
Our hottest new Card Game. That's Vanguard!
Set on a planet similar to Earth, called "Clay", with the help of your Units, you'll win this fight that carries both sides' excitement. The Card Fighter becomes their own Vanguard Unit, as they aim to win!
How do I win?
You must attack your opponent's Vanguard and inflict damage. You win when you inflict Damage 4 times.
- - -
This issue contains 2 Decks containing 25 cards: "Star Drive" and "Crested". With these in hand plus the Flash Fight Rules, you can play!
Stardrive Deck
A Deck consisting of the Knights of the "Royal Paladin".
Crested Deck
A Deck consisting of the Dragons of "Kagerou"
Game Preparations - Once you have a Deck (Card Set for Playing), you can start playing a game right away.
1. You choose your Alter-Ego, the Vanguard! Select a Grade 0 Card from your Deck and put it on the Vanguard Circle.
2. Shuffle the remaining cards in your Deck, and place them face-down.
3. Let's decide who'll go first based on Rock, Paper, Scissors
4. Pick up the top 5 cards of your Deck to create your hand. Make sure only you can see your hand.
5. 5. You can mulligan your hand once. Just put your hand back on top of your Deck, shuffle your Deck, and pick up 5 new cards. (Try to aim to have 3 Cards of Grade 1 in your hand.)
6. When you both shout "Stand Up!!", Vanguard begins!
Turn Procedure
I. Stand Phase
* Your Units are trying to get ready to Boost and Attack!
Units at Rest (Turned Sideways) are switched to Stand (Turned Vertically).
II. Draw Phase
* To prepare for battle, you'll need to get more units!
Draw 1 card from your Deck and add it to your hand.
III. Ride Phase
* Your Vanguard can Ride through Grade Up!
By declaring "Ride", you place 1 Vanguard from your hand that's 1 Grade higher than that of your current Vanguard.
You can only do this once per turn.
IV. Main Phase
* Try to prepare for an attack!
Preform the following actions as much as you want, at any time!
- "Call" a Rear Guard!
Select a Unit from your hand who is up to the same Grade as your Vanguard(?) to make it appear as a Rear Guard
- Move your Rear Guard!
You can switch the Rear Guards on the Left and Right sides. (The center Vanguard and the card in the Vanguard Circle cannot switch places.)
V. Battle Phase
* Finally, it's time to Attack!
1. Select a Front Row Unit you control and put it to Rest. Select an attack target in your opponent's Front Row!
2. The Attacking Unit can jointly attack with a unit in the back. You can cut down the attacked unit through "Boost".
The Guard of the Fighter, a Guardian, can be brought forth through Call to protect a Unit from an Attack!
3. If the attacking unit is your Vanguard, activate your "Drive Check", a card put in the Trigger Zone by the Drive Check will spice up your hand.
4. Compare Power, and if the attacking Unit has the higher Power or its the same, the Attack is a Hit!
Rear Guard Hit!
The Rear Guard will retreat! The retreating Unit is placed in the Drop Zone!
Vanguard Hit!
Your opponent gets 1 Damage! (The Number of Critical is added onto the Damage) (Even if the Attacking Unit's Power is lower, it doesn't retreat, and you do not take Damage yourself.)
5. The Attack Ends. The Guards of the Fighter, Guardians, retreat. If you have Units in the front row that can attack, you can attack again. Otherwise go to VI. End Phase.
VI. End Phase
* Now that attacks are over, next up is your opponent's turn.
Declare "Turn End". Your opponent's turn begins, with your opponent proceeding to their Stand Phase.
(Appendix)
Stand and Rest
A Unit that is counted as "Stand(ing)" is able to Attack and Boost.
Boost
If a unit behind the attacking unit is Grade 1 or 0(???), you can put that card to rest to preform "Boost" (Joint Attack). Use the power of the Back Unit to allow Front Units to press through!
(NeoKING, Xeng, could one of you guys correct me on this Boost business?)
Guardian
When your opponent Fighter attacks, you can Call from your hand to the Guardian Circle! You can call out as a Guardian Units up to the Grade of the Vanguard, you can use the "Shield" value for that card. While that card serves as a Vanguard, the number on the Guardian's Shield gives the attacked unit additional Power. (You can put out as many Guardians as you want, but too many and you won't have anything to battle with.)
Checking the Trigger
After checking the Trigger's activation, turn over the top card of your deck and place it in the Trigger Zone. If that card is a Trigger Unit, you can activate the effect based on icon in the upper right corner.
Red 引: During this turn, 1 Unit gains 5000 Power and you can draw 1 card from your Deck.
Green Star: During this turn, 1 Unit gains 5000 Power plus 1 Critical to a Unit (The Damage that's given when you make a Hit on a Vanguard).
Even if a card picked up by a Drive Check doesn't have a Trigger Icon, {let's put it in the Damage Zone for a Damage Check.}
What do you do when you receive Damage?
When a Player receives Damage, activate "Damage Check". Check a Trigger. If you have a card placed in the Trigger Zone when you recieve damage, place it in the Damage Zone.
Quick Manual Back Page
Card Overview
Grade: As a Vanguard is increased to higher Grades, you can try to Call higher Grade Units!
Trigger Icon: When you turn over a card on the top of your Deck, if it has an Icon here, you can activate that effect!
Skill Icon:
It means you have one of the below skills!
Boost: When the Unit in front of this Unit attacks, you can use this Unit to power that Unit up! (Check the Front Page to learn how Boost works.)
Intercept: When a different unit is attacked, you can move this Rear Guard in the front row to the Guardian Circle to become a Guardian!
Twin Drive!! When it's time for this unit to Drive Check, you can Trigger Check twice! In addition to increasing your hand, you can increase the chances of enabling a Trigger.
Shield: When this card is used as a Guardian, the value of this Shield increases the Power of an attacked Unit.
Text: The Unit's unique Special Effects are listed here.
Card Name: The name of this Unit.
Clan & Shuzoku: The attributes of this Unit. This is essential to a Standard Fight.
* - Shuzoku = Race/Species/Tribe
Critical: When an Attack against a Vanguard results in a Hit, the number of Criticals on this card deals that much Damage!
Power: By comparing this value, you can Battle with your opponent's Unit.
Play Mat Overview
Guardian Circle: When a Unit is attacked, you can Power it up by using the "Shield" value of the Guardians.
Trigger Zone: For Drive Check and Damage Check, Pick up the top card of your Deck to Check it!
Vanguard Circle: Place your Alter-Ego, the Vanguard, here.
Rear Guard Circle: A Circle where you put a Rear Guard for fighting. You have a total of 5. Only a Front and Back Rear Guard pair can swap.
Yamafuda (Deck): The place where you put your Deck face-down
Drop Zone: Every retreating Unit is placed here.
Damage Zone: After an Attack results in a Hit on a Vanguard. place a card for Damage here.
Flash Fight Deck List
Two basic Decks descend! The "Star Drive" Deck contains the holy swordsmen who belong to the "Royal Paladin" that Aichi uses. The "Crested" Deck consists of the members of the Dragon squadron "Kagerou". All these cards are to help you with getting introduced to the game. What'll be your favorite card amongst them?
Star Drive Deck
3 Star Drive Dragon (Sutaadoraibu Doragon) - Grade 3, Power 10000
4 Silent Knight Gallatin (Chinmoku no Kishi Gyaratin) - Grade 2, Power 10000
2 Knight of the Harp, Tristan (Tategoto no Kishi Torisutan) - Grade 2, Power 8000
4 Little Sage Maron (Chiisana Kensha Maron) - Grade 1, Power 8000
3 Starlight Unicorn (Sutaaraito Yunikoon) - Grade 1, Power 6000
1 Stardust Trumpeter (Sutaadasuto Toranpettaa) - Grade 0, Power 6000
4 The Bringer of Good Luck Epona (Kou'un no Hakobite Epona) - Grade 0, Power 5000
4 Arms Dealer Govanon (Buki Shounin Govanon) - Grade 0, Power 5000
Crested Deck
3 Crested Dragon (Kuresuteddo Doragon) - Grade 3, Power 10000
4 Dragon Knight Nehalem (Doragon'naito Nehaaren) - Grade 2, Power 10000
2 Wyvern Strike Tejas( Waibaan Sutoraiku Teejyasu) - Grade 2, Power 8000
4 Embodiment of Armor Bar (Yoroi no Keshin Baa) - Grade 1, Power 8000
3 Wyvern Strike Jalan (Waibaan Sutoraiku Jyaran) - Grade 1, Power 6000
1 Lizard Runner Ando (Rizaado Ran'naa Anduu) - Grade 0, Power 6000
4 Dragon Dancer Monica (Doragon Dansaa Monika) - Grade 0, Power 5000
4 Embodiment of Spears Tarr (Yari no Keshin Taa) - Grade 0, Power 5000
Cardfight!! Vanguard Expert Sheet
After reading the Cardfight!! Vanguard Flash Fight Rule Manual, if you feel like knowing detailed rules, check out this sheet!
Q. My Attacking Unit has 8000 Power. What happens if my opponent's Unit also has 8000 Power?
A. When the Power is the same, the win goes to the Attacking Unit and the Attack becomes a Hit.
Q. If my attacking unit has a Power of 8000, and my opponent's Unit has a Power of 10000 at that time, what happens?
A. Since it has less Power, the Attack will not Hit. However, the Attacking Unit is defeated and that Unit retreats, but you do not receive Damage from a pounding Attack.
Q. Can you only Call 1 Guardian or any number when a monster is attacked?
A. It's OK to Call any number of cards. If you bring out 3 Cards whose Shields are 5000, the attacked Unit gains 15000 Power.
Q. I have a Grade 1 Vanguard, can I Call a Grade 2 Unit as a Guardian?
A. No, you cannot. A Guardian when called, cannot be a Higher Grade Unit than your Vanguard.
Q. How long does the Guardian Shield bonus last?
A. The Power Up via Guardians only lasts until the end of the Attack.
Q. When a Unit with the Intercept Skill is placed in the Guardian Circle, what happens to them at the End of Battle?
A. Since it's a Guardian in the Guardian Circle, it retreats at the end of Battle.
Q. Does a Fighter on their first turn immediately draw off the bat?
A. Yes, they immediatelly draw a card from their Deck.
Q. When 2 Damage is inflicted, and during your Damage Check (Red), do you draw a card or is both instances of damage dealt together?
A. You Trigger Check one card at a time. The Trigger's effect allows you to first draw, then the unit gains +5000 Power, then you turn over another Damage Trigger.
Q. I turn over a Red Trigger Unit for Damage Check. At this time, the Trigger Effect increases the Power of my Unit, what happens if the attacking unit's Power suddenly becomes higher?
A. When the Trigger occcurs, the Power rises. However you will still recieve damage. It is possible to fight back with the Power bonus during the next Attack.
Q. How long does a Trigger Effect that increases Power last?
A. That Trigger Effect lasts until the End of the End Phase of that turn. When turns change, the Power and Critical return to their original Value.
Q. What happens when you no longer have a Deck?
A. When a player's Deck runs out, they lose.
Q. If there is a Unit in my Rear Guard Circle, can I Call a new Unit?
A. You can Call. If you wish to Call a Unit to an occupied Rear Guard Unit, you can have the existing Unit Retreat, and then place the new Unit.
Q. When I chose to Attack my opponent's Units, can I Attack a Rest Unit?
A. It's OK to Attack that. You can choose Stand and Rest Units as your Attack Target. However, you must choose from an opponent's unit in the Front Row.
Q. I place "Tristan, Knight of the Harp" for a "Drive Check", what happens?
A. You preform a Dirve Trigger Check. If you have a Trigger Check for a Damage Trigger, it's called a "Damage Check".
Let's get ready for Standard Fight Rules!
When Aichi, Kai, and their friends Fight, they use Standard Fight Rules! Standard Fight Rules are generally the same as Flash Fight Rules, so you should get used to playing with Flash Fight Rules. However, when you want to move onto Standard Fight Rules, you should check below for what differences there are when you make your deck.
Standard Fight Rules:
- A Deck must be 50 Cards. (Incidentally, "Star Drive" Deck and "Crested" Deck add up to this amount, giving you a basic deck of 50 cards.)
- The total amount of Units with Trigger Icons that you can put in your Deck is 16.
- When you turn over a card for Trigger, you can only activate if the Unit in your Trigger Zone has the same Clan as your Vanguard or 1 of your Rear Guards.
- Example: "Embodiment of the Spears, Tarr" Triggers, you can activate it if your Vanguard or 1 of your Rear Guards belongs to the "Kagerou" clan.
- You win the game if you inflict 6 Damage to your opponent's Vanguard.
by NeoArkadia
Link : http://www.janime.eu/threads/48538-Card-Fight-Vanguard!-New-Card-Game-Manga-Anime-by-the-Yugioh-R-mangaka?p=2502399&viewfull=1#post2502399
Andere Links :
Offizielle Homepage : http://cf-vanguard.com/
Andere Seiten : http://unarkadiaworks.livejournal.com/3029.html
Wiki : http://cardfight.wikia.com/wiki/Category:Cards
Hauptkarten :
ブラスター・ブレード Burasutaa Bureedo (Blaster Blade)
Normal Unit
Grade 2 / Intercept
9000 Power
Critical 1
5000 Shield
Clan: Royal Paladin
Race: Human
Effect:
You: (2 Cards) When this Unit is in the Vanguard Circle, the cost is paid. You can select an opponent Rear Guard and have it retreat.
You: (2 Cards) When this Unit is in the Rearguard Circle, the cost is paid. You can select an opponent Rear Guard of Grade 2 or more and have it retreat.
Illustrator: Akira Itoh
Name: Dragonic Overlord
Kanji: ドラゴニック・オーバーロード
Unit Type: Normal Unit
Grade: 3 / Twin Drive
Power: 11000
Critical: 1
Shield: 11000
Clan: Kagerou (Heat Devil)
Race: Flame Dragon
Effect: No information