What is this game?: Cardfight!! Vanguard (hereafter CFV or just Vanguard) is a TCG made by Bushiroad. There is a tie-in anime hosted on Bushiroad's CFV YouTube channel, but unlike last decade's kid craze Yu-Gi-Oh! there is no tomfoolery with motorcycles or cards nobody actually plays and it faithfully follows the rules of the card game (if only to market the new flavor of the month booster sets).
Why should I care?: I'm approaching this assuming you are either a current or past player of a long-running TCG like Magic: The Gathering or the above mentioned YGO. Vanguard is a (relatively) very balanced game. Nothing is crazy-unbalanced and Bushiroad seems to have taken great care to give enough little love to every clan to make them all viable. You could actually buy a trial deck and stand a good chance of not getting instantly vaporized by a good deck because of how normalized strength values are in this game. There are basically no cards that can be called straight-up useless, especially because every card is a multipurpose unit (creature, monster, whatever your vernacular).
Bushiroad has also made weird but effective changes in booster set release order to help diversify the English version by releasing some sets "out of order" from their native Japan releases (making some clans playable earlier than the JP release order), and has used the opportunity to make adjustments to some card effects to be a little different from their JP counterparts (in a good way). So it's not just "mimic the Japanese." Not yet at least.
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The Starter Guide and Playbook on the official English site do a pretty fine job of explaining the rules in much more depth if you're interested. I'm just doing more of a highlight-reel sales pitch.
Decks in Vanguard are composed of 50 cards, no more and no less. 16 of these must be "trigger units"; these play into an element of chance built into the game and are the closest analogy to a straight non-creature unit. Up to 4 copies of any one card can be used.
Sample of Kagero units, grades 0 through 3
Spoiler: show
Each card has a "grade" value listed on the top left. They start at 0 and go up to 3. At the start of the game you choose a grade 0 from your deck as your starting "Vanguard"; this is your leader unit. Each turn you can "Ride" a unit of the same grade or higher by placing it over your Vanguard. You can then "Call" more units of the same grade or lower to "Rearguard" and attack. On the defending side you can use cards in your hand as "Guardians" to reduce enemy unit power temporarily (by the amount printed on the left side of the card, "Shield"). If an attack of equal power or more hits your Vanguard, you take 1 damage. You lose at 6 damage (or by decking out).
Sound pretty typical? Here's Vanguard's twists on the formula:
- The field consists of 2 rows, 3 columns. Your front row (including your Vanguard) is the only row that can attack, but Grade 0's and 1's in the back row can Boost units in the front row by however much power they have.
- Grade 2 front-row units can Intercept; this allows them to block from the field instead of just from your hand.
- When your Vanguard attacks, you get to reveal the top card of your deck and add it to your hand. If it has a Trigger icon (see spoilerbox below), you can apply bonus power and extra effects to your units. Grade 3 Vanguards make 2 Drive Checks instead of 1 (Twin Drive!). An oft-unnoticed caveat of this is that you can typically know 2/3 of the cards in a player's hand at any given time.
- Conversely, when your Vanguard takes damage you turn the top card(s) of your deck into the Damage Zone. The defending player can still apply trigger effects if they appear, making it harder for subsequent attacks that turn to deal damage.
- The cards underneath your Vanguard when you Ride it don't just disappear; these are part of your "Soul" and can be used as a cost for various effects.
- Likewise, damage is a resource too: some cards use Counter Blast as a cost (turn face-up damage zone cards face-down), and some effects only activate when you're at 4 or more damage (Limit Breaks).
Triggers:
Spoiler: show
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Each card belongs to one of (currently) 23 clans, analogous to colors in MTG. Typically mono-clan is the way to go for a given deck. There are a few methods in place to discourage mixing clans but some more creative builds can do so. Each clan has certain "gimmicks" backing whatever they do; you can't typically make a direct counter a clan's gimmick, you just play your own and beat them to the finish.
The first 6 clans listed all currently have an English-released Trial Deck; I'll discuss that briefly in their sections for would-be buyers. Otherwise these are not numbered in any particular order. Will show a couple cards from each clan to give you an idea of their "gimmick."
1) Royal Paladin
Spoiler: show
2) Kagero
Spoiler: show
3) Oracle Think Tank
Spoiler: show
4) Nova Grappler
Spoiler: show
5) Gold Paladin
Spoiler: show
6) Narukami
Spoiler: show
7) Angel Feather
Spoiler: show
8) Shadow Paladin
Spoiler: show
9) Tachikaze
Spoiler: show
10) Nubatama
*Indefinitely incomplete clan
Spoiler: show
11) Dark Irregulars
Spoiler: show
12) Pale Moon
Spoiler: show
13) Spike Brothers
Spoiler: show
14) Granblue
Spoiler: show
15) Bermuda Triangle
Spoiler: show
16) Megacolony
Spoiler: show
17) Great Nature
Spoiler: show
18) Dimensional Police
Spoiler: show
19) Neo Nectar
*Not currently in English
Spoiler: show
20) Murakumo
*Not currently in English
Spoiler: show
21) Aqua Force
*Not currently in English
Spoiler: show
22) Genesis
*Not currently in English
Spoiler: show
23) Etranger
*Incomplete clan, for out of universe cameos
*Not currently in English
Spoiler: show
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Useful links:
Bushiroad's official English site - Good for checking rules, which sets have been released, and which are coming soon.
http://vmundi.blogspot.com/ - Very in-depth writeups about mechanics, clan breakdowns, deck talk... etc.
Vanguard Wikia - Take comments and tips with a grain of salt, but usually better if you want to look up an individual card than Bushiroad's site.
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