Sunday, August 4, 2013

Cardfight!! Vanguard Introduction: Part 2-B

Card Anatomy: Grade Essence

                  On our last post, we discussed about the two types of cards that are used in the game as well as the fundamental components that make up a card. A component that we (intentionally) skipped to discuss on our last post was about Grades. This was because we wanted to put this in separate post where we can comprehensively discuss and explain it in as much as in-depth as we can so that players may be able to fully grasp its essence to the game.

What are Grades? Or What does the Grade of a card pertain to?


Vortimer Ride Chain
                   In Cardfight!! Vanguard,  units ‘evolve’ or become stronger and bigger as the game progresses.  The grade of a card (which is located on the top left portion of the card) determines the part in the evolution process in which that unit is supposed to be placed to.  A player starts the game by having a Grade 0 unit (called a FVG or starter vanguard) on his/her Vanguard circle and in each turn, a player  is able to ‘evolve’ or make that unit grow. This process is called “Riding” wherein a unit with an equal or higher grade rides on top of the Vanguard unit.
                 The grade of a card also signifies the technical game “ability” (or mechanic) that each grade corresponds to.  Every grade has a unique and distinct ability that makes the game more exciting and challenging. There are three (3) abilities that are presently being used in the game. These are the following:



 


Boost  () is the ability that both Grade 0 and Grade 1 units have in common, and is exclusive only to the two. This ability enables them to give and/or add their Attack power to the unit in the Rear Guard/Vanguard circle that is directly (or vertically) in front of them. This is why most Grade 1 and Grade 0 units are put on the backrow rear guard portion of the battlefield in order  to boost the units that are in front of them,  dishing out a massive attack power that would get pass through the opponent’s shield defenses and ensure a hit on an opposing unit .         







Intercept  () is the ability that all (and only) Grade 2 units have. An ability that enables them to move to the Guardian Circle (or be used as a unit to guard against an attack) while currently being on a frontrow Rear Guard circle. Afterwards, just like any other unit called to the Guardian Circle, it is sent to the drop zone after that particular battle.  Of course, this ability is only allowed to Rear guard units in the front row as the unit in the Vanguard (or the main) Circle cannot be removed from the battlefield.









Twin Drive  ()  or the double drive check ability is an ability that is exclusive only to Grade 3 units and is only active to a Grade 3 unit who is in the Vanguard circle. When the unit in the vanguard circle attacks, a player has the opportunity to drive check or to look at the top card of the deck and to see whether a trigger unit is drawn, wherein in both cases the card checked  is added to the hand of the player – but this only occurs once in a turn. What this ability does, is that it grants the player for an additional drive check that in so doing, there is of higher chances of pulling a trigger unit.  Regardless of pulling one, an additional hand card is still very useful (greater number of hand cards is never a bad situation in a cardgame).



           That was last important mechanic that a player needs to know about the components of a card , but not about the game (yet). On the next post, we will talk about some other products that are quite useful in playing the game. Till then,ciao



-KamiPrince-

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