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*A deck must have 40 cards, where the only grade 0 card is its [[First Vanguard|first vanguard]], and there must be exactly thirteen cards for each grade 1-2-3. |
*A deck must have 40 cards, where the only grade 0 card is its [[First Vanguard|first vanguard]], and there must be exactly thirteen cards for each grade 1-2-3. |
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*Because there are no grade 0 cards in the deck, grade 3 cards are the [[trigger unit]]s. During deck construction, the player can assign trigger icons of their choice to each of the grade 3 cards in their deck. |
*Because there are no grade 0 cards in the deck, grade 3 cards are the [[trigger unit]]s. During deck construction, the player can assign trigger icons of their choice to each of the grade 3 cards in their deck. |
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⚫ | *Units that would be called or added to the player's hand by an ability, if not specified where from, are created from outside the deck, similar to [[token unit]]s. Unlike tokens however, cards created by effects are treated as part of the player's deck for the rest of the fight and can exist in areas outside the field. |
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*Rather than restricting cards that make decks too powerful from being used, such cards are given [[Cardfight!! Vanguard ZERO/Card Rebalancing|errata]] to make their effects less problematic. |
*Rather than restricting cards that make decks too powerful from being used, such cards are given [[Cardfight!! Vanguard ZERO/Card Rebalancing|errata]] to make their effects less problematic. |
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*The player taking the second turn draws two cards for their initial draw phase. |
*The player taking the second turn draws two cards for their initial draw phase. |
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*There is a hand size limit of 9 cards. If a new card is put into a player's hand while they already have 9 cards, that card is discarded to the drop zone immediately. |
*There is a hand size limit of 9 cards. If a new card is put into a player's hand while they already have 9 cards, that card is discarded to the drop zone immediately. |
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⚫ | *Units that would be called or added to the player's hand by an ability, if not specified where from, are created from outside the deck, similar to [[token unit]]s. Unlike tokens however, cards created by effects are treated as part of the player's deck for the rest of the fight and can exist in areas outside the field. |
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*Players do not get to choose the cards used for Soul Blast or Counter Blast. Soul Blast removes cards in the soul from oldest to newest, and Counter Blast uses cards in the damage zone from oldest to newest. Likewise, damage cards that are healed are removed from oldest to newest. |
*Players do not get to choose the cards used for Soul Blast or Counter Blast. Soul Blast removes cards in the soul from oldest to newest, and Counter Blast uses cards in the damage zone from oldest to newest. Likewise, damage cards that are healed are removed from oldest to newest. |
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+ | *The cost of [[Mega Blast]] abilities are reduced to {{Cost|Soul Blast 6 & Counter Blast 4}}. |
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===Battles=== |
===Battles=== |
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*Cards have no {{Shield}} value. The guardian circle is removed, and there is no [[Standard Fight Rules#3. Guard Step|guard step]]. |
*Cards have no {{Shield}} value. The guardian circle is removed, and there is no [[Standard Fight Rules#3. Guard Step|guard step]]. |
Revision as of 18:27, 15 June 2020
Cardfight!! Vanguard ZERO is a digital card game for smartphones. A PC version was released through Shiftgames and only for Japanese users on March 30, 2020.
Details
This is a free-to-play game (with in-app purchases) which features a story mode as well as online fights against other players. It follows the original 2011 anime with Aichi and his friends.
ZERO Gameplay
Certain mechanics are changed from the Standard Fight Rules to allow for better interaction as a mobile app, including the following changes.
Cards
- Some cards have new or different abilities, either for rebalancing purposes or to adjust to the changes in game mechanics. Some cards are also given a different grade from their original versions.
- Card text was updated for simpler wording to fit better on mobile device screens.
- Clan Fight rules are established by default, and all clan-based restrictions and penalties are removed from cards that originally had them.
- A deck must have 40 cards, where the only grade 0 card is its first vanguard, and there must be exactly thirteen cards for each grade 1-2-3.
- Because there are no grade 0 cards in the deck, grade 3 cards are the trigger units. During deck construction, the player can assign trigger icons of their choice to each of the grade 3 cards in their deck.
- Rather than restricting cards that make decks too powerful from being used, such cards are given errata to make their effects less problematic.
Gameplay
- G Assist is not available.
- The player who will take the first turn is decided automatically at random.
- The player taking the second turn draws two cards for their initial draw phase.
- There is a hand size limit of 9 cards. If a new card is put into a player's hand while they already have 9 cards, that card is discarded to the drop zone immediately.
- Units that would be called or added to the player's hand by an ability, if not specified where from, are created from outside the deck, similar to token units. Unlike tokens however, cards created by effects are treated as part of the player's deck for the rest of the fight and can exist in areas outside the field.
- Players do not get to choose the cards used for Soul Blast or Counter Blast. Soul Blast removes cards in the soul from oldest to newest, and Counter Blast uses cards in the damage zone from oldest to newest. Likewise, damage cards that are healed are removed from oldest to newest.
- The cost of Mega Blast abilities are reduced to COST [Soul Blast 6 & Counter Blast 4].
Battles
- Cards have no [Shield] value. The guardian circle is removed, and there is no guard step.
- The "Intercept" skill has a different mechanic: if a player has any rear-guards with Intercept , their opponent must remove them before they can attack the units without Intercept . Some abilities allow attacks to ignore this.
- When a drive check reveals a trigger unit, that card is put into the drop zone after resolving its effects. If it is a normal unit, that card is put on the bottom of your deck instead.
- The [Critical] +1 effect of a critical trigger is always applied to the vanguard.
- When your vanguard is dealt damage by your opponent's attack, after the damage check is performed, your vanguard gets [Power] +5000 until end of turn. This is known as "Damage Shield." All trigger effects from a damage check are also automatically applied to your vanguard.
- Perfect Guards automatically activate themselves when specific conditions are met.
Story
Main article: Cardfight!! Vanguard ZERO/Story
Customization
- Main article: Cardfight!! Vanguard ZERO/Customization
Cards
- Main article: CFZero
Playable Clans
- Royal Paladin
- Oracle Think Tank
- Shadow Paladin
- Kagero
- Nova Grappler
- Dimension Police
- Dark Irregulars
- Pale Moon
- Spike Brothers
- Granblue
- Bermuda Triangle
- Neo Nectar
- Gold Paladin
- Narukami
- Aqua Force
- Great Nature
- Angel Feather
Fighters Gacha
- Main article: Fighters Gacha
Rank Fight
- Main article: Rank Fight
Event Series
- Main article: Cardfight!! Vanguard ZERO/Events
Tournament Series
Theme Song
- ZERO by Psychic Lover.
Video
Gallery
Trivia
- Even though TMS Entertainment doesn't have the rights to the Cardfight!! Vanguard franchise anymore, their images and assets are used in this game. However, the official logo is that from OLM Inc.
- This app, however, does not have a English dub.
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