Main rules about how to play Cardfight!! Vanguard.
- Deal 6 damage to your opponent's vanguard. When a player has 6 or more cards in his/her damage zone after resolving any effect, that player loses.
- When a player has no cards in deck at any point of the game, he/she loses.
- When a player has no vanguard nor soul, he/she lose. However, if that player has soul, then must choose a card from there and ride it as [Stand].
- A player can win the game with the ability of a card, such as Star-vader, "Omega" Glendios.
- If both players achive one of these conditions at the same time, the game ends as a draw.
Deck Construction Rules
As global rule: You may only have up to four cards with the same card name between your main deck and G deck each (even if a card has an alternative illustration). Continuous abilities regarding deck construction of your main deck or G deck, are applied as a replacement effect that changes the rules below.
- Must have exactly 50 cards (including your chosen first vanguard).
- Can only contain cards that are normal and trigger units.
- Must have exactly 16 trigger units.
- You may only have up to 4 cards that are heal triggers.
- You may only have up to 4 cards with the Sentinel ability.
- You may only have up to 8 cards.
- Can only contain cards that are G units.
Please go to the main article for more information: Fight Formats.
Currently, there are three regulations, which are used in official tournaments.
- Clan Fight, the main regulation for both Japanese and English format.
- Extreme Fight.
- G Regulation Fight (only for Japanese format).
- A "Flash Deck" can only have 25 cards total and it can be played in a "Flash Fight" with "Flash Fight Rules". The Flash Fight rules are identical to the standard rules below with two changes:
- You win by dealing 4 damage to the opponent's vanguard, not 6.
- Stand and Heal Triggers must be ignored. Treat cards with these triggers as if they had no trigger icon on them - so ignore both the Stand/Heal effect and the +5000 Power.
How to Read a Card
- Card name.
- Card text or abilities. Some cards may not have any ability on them.
- Card Type. They are: Normal unit, trigger unit, and G unit.
- Nation. Some cards may not belong to any nation.
- Skill Icon. They are: Boost, intercept, twin drive!!, and triple drive!!!
- Trigger icon or effect. They are: Heal trigger, stand trigger, critical trigger, and draw trigger.
Zones of the Game
These are the zones where you and your opponent put their respective cards while fighting. The information of cards are public or hidden depending on the zone where they are in. Currently, there are ten zones.
- Deck Zone, is where you put your main deck at the beginning of the game. Cards in this zone are staked in a pile face down, and no player can see the information or order of these cards, also cannot change the order. You must always shuffle and cut your main deck at the beginning of each game.
- G Zone, is where you put your G deck at the beginning of the game, always face down. The G zone is a hidden zone, but you can see the information of, and change the order of cards in your own G zone. The face down cards are stacked in a pile, and face up cards can be stacked a separate pile.
- Hand, is where you put the cards that you draw and add during the game. Only the owner of his or her respective hand may see the information of the cards on it. You may change freely the order of the cards in your hand. Always keep the cards in your hand hidden so that your opponent cannot see them.
- Drop Zone, are cards stacked in a pile that have been retired or discarded, always face up. Each drop zone is a public zone, and both players may see the contain of cards on them. You may change the order of cards in your drop zone. When you put a card into the drop zone, put it on top of the already existing ones.
- Field, is where you put all of your units on, always face up. A card on a circle is also regarded as being on the field which the circle belongs to. The field is a public zone to both players.
- Circle, is where you put your unit on individually. Each player has seven circles: 1 vanguard, 1 guardian, and 5 rear-guards. Your opponent's columns that are directly in front of your own columns is regarded as being in the same column. When a card is moved to a rear-guard circle from anywhere other than another rear-guard circle, including a vanguard circle, it is put there in [Stand] state.
- Soul, are cards stacked under all of your vanguards, either by ride a unit or by an ability, and always face up. The soul is not a part of the field like the circles. The soul is a public zone. You may change the order of cards in your soul.
- Damage Zone, are cards you put in, either when your vanguard is dealt damage or by an ability, always face up. In general, when there are six or more cards in your damage zone, and there is no any ability being resolved at that moment, you lose the game. The damage zone is a public zone. You may change the order of cards in your damage zone. When you put a card into damage zone, put it on top of the existing ones.
- Bind Zone, is where you put cards that have been bound by an ability. Bound cards are stacked face up or face down depending on the ability is doing it, but they are always bound face up by default. The bind zone is a public zone, but only the owner of the face down cards in the bind zone may see the information on them. Face down bound cards do not have possess any information and cannot be given any information of them. You may change the order of your bound cards within the same stack.
- Trigger Zone, is where the cards revealed by a drive or damage check are put in temporarily, always face up. After resolving any ability during the check, the card revealed in the trigger zone is put into its owner's determined zone, depending on the type of check that was performed. Cards revealed by a drive check are put into hand, and cards revealed by a damage check are put into damage zone face up. The trigger zone is a public zone. The order of various cards revealed cannot be changed. When you put a card into this zone, put it on top of the existing cards.
These are additional rules which are good to know in case of conflict with an ability that being resolved.
- If a card would be moved to a zone without the player of the zone is specified, then the card is moved to its owner's zone.
- If a card is moved from a zone to another zone, if this is not "from a circle to another circle" movement, then that card is considered to be a new card in a new zone than the original one. That means, all effects applied in that previous card will not be applied in the new card.
- When multiple cards are moved from a public zone to a hidden zone at the same time, and the owner of those cards can decide the order in which to place them, the other players cannot know the order of those cards put into the new zone.
- When the resolution of an ability moves a card to another zone, and then performs an action on the card that was moved, that ability follows the card that was moved, and performs the action on it.
Starting the Fight
- Each player chooses a grade 0 card from their deck and puts it face down on vanguard circle. That card is called first vanguard.
- Each player shuffles and cut their respective main deck. Then puts his or his main deck into deck zone face down, and G deck into G zone face down.
- Use a random method to decide who will take the first turn, such as rock-paper-scissors or a coin toss. The player who goes first cannot declare an attack during that first turn.
- Draw five cards from the top of your deck, which will be your starting hand. After drawing, you may choose any number of cards from your hand and shuffle them into your deck. If you do, draw the same number of cards returned to the deck. You can only perform this step once.
- When both players are ready, at the same time, turn their vanguards from face down to face up, and can shout out "Stand up, vanguard!"
Both players go through of each of these phases in this order during his/her respective turn, until a winner is declared.
The draw phase has two steps, which must be done in this order, and only once each turn.
1. Draw Step
Draw a card from the top of your deck without revealing it.
2. G Assist Step
Please go to the main article: G Assist.
The ride phase has two steps, which must be done in this order, and only once each turn.
1. Ride Step
You may normal ride only once in this step. Choose a card from your hand that is one grade greater than, or equal to, your current vanguard, and ride it. Your chosen unit is always ridden in [Stand] by default.
2. Stride Step
- Please go to the main article for more information: Stride.
You may normal Stride only once in this step. If both you and your opponent have a grade 3 or greater vanguard, you may discard cards from your hand with the sum of their grades being 3 or more, choose a G unit that is face up from your G zone, and Stride it onto your vanguard circle in the same [Stand] or [Rest] state as your vanguards were prior to Striding. All of your vanguards that were previously on your vanguard circle become a heart card, then you choose one of the heart cards, and the G unit that was placed only gets the original power and card name of that heart card.
During the main phase, you prepare for the battle by playing units and using abilities.
- You may normal call any number of units from your hand to your rear-guard circles, only once each. The cards to be normal called must have the same or lower grade that your vanguard (or your Legion Leader in such case).
- You may call a unit on top of one of your rear-guards that already is on the field. In that case, the previous unit that was on that circle is put into your drop zone.
- You may move your rear-guards between the front and back row of the same column where they are. Two rear-guards in the same column may be moved between them. When a unit is moved to a rear-guard circle from another rear-guard circle, it remains in the same [Stand] or [Rest] state as in the previous circle.
- Use [ACT] abilities; the [ACT] abilities of your cards only can be used during your own main phase. This can be done any number of times, as long as you can pay the cost, unless one of those [ACT] abilities has [1/Turn] on it.
Once you is ready to attack, proceed to the battle phase.
During your battle phase, you may attack with your standing units in the front row against your opponent's units. There are five steps, which must be done in this order, and only once each turn. A battle is considered a battle from the moment a battle begins. Even if the process of the battle is cut off midway and proceeds to the close step, it is still counted as a battle.
1. Start Step
Start step is where you choose whether to attack or not. If you choose not to attack, or you cannot attack, proceed directly to the end phase, and none battle has been performed as a result. If you have chosen to attack, proceed to the attack step, and you cannot return back.
2. Attack Step
Attack step is where you may choose with which unit attack first. If there is no any ability being used at this moment, choose one of your standing units in the front row (or both Legion Leader and Mate in such case) as the attacking unit for this battle, then rest it. After choosing, choose one of your opponent's units in the front row other than a Legion Mate, which will become the unit being attacked. The state of "attacking unit" and "unit being attacked" will only keep up if those units continue present in their respective circles, until end of this battle. For the attacking unit, the unit attacked becomes its "battle opponent", and at the same time, for the unit that is being attacked, the attacking unit becomes its "battle opponent".
After choosing the unit to be attacked, if there is no any ability being used at this moment, you may choose one of your units with boost icon on it from your back row in the same column as the attacking unit, and rest it to make it boost the attacking unit (if it is a vanguard that is Legion, it will boost one of the attacking units under your choice). From this moment, the unit chosen in this step becomes a "boosting unit" and the attacking unit becomes a "boosted unit". The state of "boosting unit" and "boosted unit" will only keep up if both units continue present in their respective circles, until end of this battle.
Until end of the close step, while the boosting unit is in its original circle, its power value will continuously be added to the power of the boosted unit (even if its power is increased during the battle due to an effect).
After finishing with choosing your attacking unit and boosting unit, if there is no any ability being used, proceed to the guard step. The real battle begins here.
3. Guard Step
Guard step is where your opponent may call guardians to prevent the attack hit. If there is no any ability being used at this moment, your opponent may choose a card from his or her hand and normal calls it to his or her guardian circle as rest. Also, your opponent may choose a rear-gurd with intercept icon from his or her front row that is not being attacked during this battle, and move it to his or her guardian circle as rest (this is not a call). Each time your opponent calls a unit to (GC) or intercepts during this battle, he or shee chooses which unit it will guard among the units that are being attacked. Your opponent may continue calling guardians or intercepting, as many times as possible.
While guardian units are in the guardian circle, the power of the attacked unit is increased by the total shield of units guarding it (if there is a unit does not have a shield printed, its original value will be regarded as 0 shield).
After resolving any ability, proceed to your drive step.
If your opponent chose not to call guardians against the attack in this step ("I don't guard" for example), proceed to your drive step.
4. Drive Step
If the attacking unit is a vanguard, you check for additional effects during the attack, known as "drive check". "Drive" is refered as the amount of drive checks that you must peform in this step.
To drive check, put the top card of your deck into your trigger zone face up. If that card has the same clan as a unit on your vanguard or rear-guard circle, resolve all effects indicated by the trigger icon on the card, in any order you like.
Please go to the main article for more information: Trigger
After resolving all effects, if the card is still in the trigger zone, put that card into your hand, regardless of whether it has a trigger icon or not. Then, repeat this process as many times as your vanguard's drive (or Legion Leader in such case).
Please go to the main article for more information: Drive
After completing all actions during the drive check, proceed to the damage step. The battle arrives to its climax here.
3. Damage Step
Damage step is to confirm whether the attack to the 'unit being attacked" will hit, as well as the damage to be dealt.
Compare the actual power of the attacking unit with the actual power of the attacked unit, if the attacked unit's power is less than or equal to the attacking unit, then the attack hits. If the attacking unit or the attacked unit leaves the field, or if the master of any of these units is changed, or if any of these units is moved to another circle, then the powers are not compared, and the attack does not hit.
If the attack hits, one of two situations occurs, depending on the unit who was hit. Also, retire all the guardians that were guarding that unit.
- If it is a vanguard, then the attacking unit deals damage equal to its critical (or Legion Leader in such case). If its critical is 0 or less, then it does not deal damage, and zero or negative damage will not considered as dealt.
- If it is a rear-guard, retire it. After this, resolve all effects and proceed to the close step.
If your opponent's vanguard is dealt damage by the attack, your opponent checks for additional effects, known as "damage check". He or she puts the top card of his or her deck into his or her trigger zone face up. If that card has the same clan as a unit on his or her vanguard or rear-guard circle, then resolves all effects indicated by the trigger icon on the card, in any order he or she likes.
Please go to the main article for more information: Trigger
After resolving all effects, if the card is still in the trigger zone, he or she puts that card into his or her damage zone face up, regardless of whether it has a trigger icon or not. Then, your opponent repeats this process as many times as the amount of damage dealt to his or her vanguard. If your opponent has 6 or more cards in his or her damage zone as a result, you win the game.
After completing all actions during the damage check, proceed to the close step.
3. Close Step
Close step is where all effects that happen at the end of a battle, or at the beginning of close step, are activated. After resolving, the battle arrived to its end.
Attacking units are no longer "attacking units", and attacked units are no longer "attacked units". After this, return back to the start step to continue attacking with your standing units. In that step, you choose whether to attack or not.
If you choose not to attack during your next start step, proceed to the end phase, and the battle phase has ended.
All effects with at the end of turn or at the beginning of your end phase, are activated. After resolving, declare the end of your turn, then the next player's turn starts, beginning with his or her stand phase.
Please go the main article: Card Mechanics.
The "Comprehensive Rules" is the official manual designed to explain and detail all the game rules and mechanics.