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 Cardfight!! Vanguard - Spielregeln & wichtige Links etc...

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BeitragThema: Cardfight!! Vanguard - Spielregeln & wichtige Links etc...   So Feb 06, 2011 8:42 pm

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


Zuletzt von Yami Burak am Do Aug 04, 2011 3:08 am bearbeitet; insgesamt 2-mal bearbeitet
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BeitragThema: Re: Cardfight!! Vanguard - Spielregeln & wichtige Links etc...   Mo Feb 07, 2011 12:52 am

SIeht ganz so aus als ob du diech mit dem Spiel etws beschäftigen würdest^^ FÄnd ich jedenfalls toll^^

Weil interessant ist das Spiel auf jedenfall, wenn auch etwas verwirrend zu anfang^^
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BeitragThema: Re: Cardfight!! Vanguard - Spielregeln & wichtige Links etc...   Mo Feb 07, 2011 2:21 am

Ja.
Das Spiel ist echt ganz ok, auch wenn es wahrscheinlich niemals so gut sein wird wie YuGiOh. Das Anime ist aber definitiv besser als Duel Masters, aber die Spielregeln sind ziemlich ähnlich. Es ist ne Mischung aus den TCGs : One Piece, Duel Master, Pokemon und YuGiOh (finde ich).
Mal sehen ob das Spiel überhaupt in Europa erscheint und wie sich das Spiel entwickeln wird.

mfg
Y.B.
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BeitragThema: Re: Cardfight!! Vanguard - Spielregeln & wichtige Links etc...   Mi Mai 25, 2011 7:56 am

Es gibt ne Möglichleit das Spiel online zu zocken. Dabei ist es ähnlich wie das neue Dueling Network für Yugioh, nur mit weniger Spielern^^ man kann sich auf allen aktuellen Karten, derzeit 2 Editionen + Starters, ein Deck basteln, mit seiner Figur auf einem Feld rumlaufen und Gegner zum fighten finden. Man kann Spiele zuschauen, oder, wenn sich Jemand in der Nähe aufhält, gegen ihn spielen. Gesteuert wird scheinbar über Tasten- + Mauskombinationen. Genau kann ich es nicht sagen, hab noch keines gespielt^^ Trau mich nicht so richtig als Anfänger gegen die anderen, vor allem da ich noch keinen richtigen Plan davon habe xD

Hier der LInk zum Programm:

http://www.byond.com/games/DevourerOfSouls/CardfightCapital

Einfach auf NOw Play, dann das Byon downloaden. Account erstellen, sonst ist man ein Gast xD Kp ob man asl Gast spielen kann^^ Und sobald alles hat, kann man immer durch das now play zum Spiel kommen^^

Im Spiel kann man sich zwischen paar Animebilder nen Avatar aussuchen, die du dann auf der Map steuerst^^

Alles ist in Englisch, logischerweise^^ Dafür auch die Kartentexte des, noch nur japanischen, TCGs^^

würde mich freuen, wenn der ein oder andere das Spiel mal testen könnte, damit ich auch Spielpartner habe mit denen ich zocken kann^^

Anbei hier die kompletten Spielregel für Vanguard:


Zitat :
Standard Fight Rules
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.

Victory Conditions

You win by achieving either of these conditions:

1. Inflict 6 points of damage to the Opponent's Vanguard.
2. Your opponent runs out of cards to draw during his/her draw phase.

Kindly verified by Vanguard Bushiroad
Starting a Game
Game Preparation

Place a Grade 0 unit face-down on the Vanguard Circle. That card is the First Vanguard.
Both players draw 5 cards.
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.
Stand Up Vanguard!!

Declare "Stand Up!!" and reveal your vanguard to start the game.
Going First

The person who chose to start off with the first turn cannot declare attack
during that turn.
Phase Flow
Stand Phase

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

Draw 1 card from your Deck.
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).
Main Phase

* 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.

* 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.

* 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.
Battle Phase

* 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.

* 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.

* 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.

* 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.

* 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.
End Phase

Declare the end of your Turn before switching to the Opponent's turn.
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.
Types of Costs

Note: (X) refers to the number of cards

* Counter Blast (X)

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

* Soul Charge

Place the top card of your deck at the bottom of the stack of cards underneath your Vanguard.

* 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.

* Discard (X)

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

* Rest

Rest the unit.
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.

Kindly verified by Vanguard Bushiroad
Trigger Effects

* Draw (Red 引 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.

* Critical (Yellow star 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.

* Heal (Green 治 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.)

* 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.
Icon Effects

* 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.

* 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.

* Twin Drive!! (2 intersecting arrows)

Grade 3 Units have this ability.
As a Vanguard, it's able to Drive Check twice.
Unit Ability

* [永] = [Passive]

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.

* [起] = [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.

* [自] = [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.
Kindly verified by Vanguard Bushiroad

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BeitragThema: Re: Cardfight!! Vanguard - Spielregeln & wichtige Links etc...   Do Aug 04, 2011 1:30 am

So, wir haben wieder ein paar INteressenten mehr die das Spiel wohl auch online zocken^^ Scheinbar gibt es neben Byon und dem Cardfight Capital noch crayonline, was mehr wie YVD ist.
UNd Chrischi hat sich mal drangesetzt und die Rulings ins deutsche verfasst^^

Hier der Link

http://yugioh-mv.de/thread.php?threadid=6830

Vanguard ist in Japan beliebt, es gab dort sogar schon Nationals, und im Senior und Junior waren die ersten drei Decks jeweils: Royal Paladin

Darum wurde eine Karte von denen gebanned, aber nur als Anfangs-Vanguard^^

Vielleicht interessiert sich auch jemand von euch für das Spiel^^ Die amerikaner scheinen das Spiel jetzt schon zu hypen^^ Und im November wird es dort auch released^^

Link wird Burak bestimmt auch im Startpost zufügen^^
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