Cardfight!! Vanguard Wiki
Cardfight!! Vanguard Wiki
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|Row 5 title = Platform:
 
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|Row 6 title = Interest sites:
 
|Row 6 title = Interest sites:
}}[[File:CFZero-GameIcon.png|20px]] '''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.
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}}[[File:CFZero-GameIcon.png|20px]] '''Cardfight!! Vanguard ZERO''' is a digital card game for smartphones. A PC version was released through Shiftgames and only for Japanese usersend March 30, 2020, which later end the service at December 23, 2020.
   
 
==Details==
 
==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 [[Cardfight!! Vanguard Anime|original 2011 anime]] with Aichi and his friends.
+
''Cardfight!! Vanguard ZERO'' 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 [[Cardfight!! Vanguard Anime|original 2011 anime]] with Aichi and his friends.
   
 
==ZERO Gameplay==
 
==ZERO Gameplay==
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*Card text was updated for simpler wording to fit better on mobile device screens.
 
*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 are removed from cards that originally had them.
 
*[[Clan Fight]] rules are established by default, and all clan-based restrictions are removed from cards that originally had them.
*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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*A deck must have 40 cards, where the only grade 0 card is the [[First Vanguard|first vanguard]], and there must be exactly thirteen cards for each grade 1, grade 2, and grade 3 and 4 combined.
*Because there are no other 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 other grade 0 cards in the deck, grade 3 and 4 cards are the [[trigger unit]]s. During deck construction, the player can assign trigger icons of their choice to each of them in their deck.
 
*Rather than restricting cards from being used, such cards are given [[Cardfight!! Vanguard ZERO/Card Rebalancing|errata]] to make their effects less problematic.
 
*Rather than restricting cards 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.
 
*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.
*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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*Cards can be brought into the game from outside the player's deck by card abilities. Cards created this way are treated as part of the player's deck for the rest of the fight. Additionally, cards can also be permanently removed from the game, in which case they're treated as no longer existing for the rest of the fight.
*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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*Players do not get to choose the cards that are turned face down for Counter Blast; cards in the damage zone are turned face down in order from oldest to newest. Damage cards that are healed are likewise removed from oldest to newest, prioritizing cards that are already face down.
  +
**By default, this is the same for Soul Blast, with cards removed from the soul from oldest to newest, but there is an option ("Selective Soul Blast") which can be enabled for players who want to be able to choose the cards they use for Soul Blast.
  +
*The Japanese version includes a "[[Cardfight!! Vanguard ZERO/Ride Support Function|Ride Support Function]]": Each player is guaranteed to have a non-sentinel grade 1 and grade 2 card when they draw their opening hand. The hand exchange is still available, so an ideal hand is even more possible.
  +
*Any abilities that the opponent would activate during the player's turn are activated automatically when their conditions are met.
   
 
===Battles===
 
===Battles===
 
*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]].
*The intercept [[File:Sk_intercept.gif]] skill works different: If a player has any rear-guards with intercept [[File:Sk_intercept.gif]] in the front row, their opponent must remove them before they can attack the units without intercept [[File:Sk_intercept.gif]]. Some abilities allow attacks to ignore this.
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*The intercept [[File:Sk_intercept.gif]] skill works differently: If a player has any rear-guards with intercept [[File:Sk_intercept.gif]] in the front row, their opponent must remove them before they can attack the units without intercept [[File:Sk_intercept.gif]]. Some abilities allow attacks to ignore this.
*When the 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 the player's deck instead.
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*When a drive check reveals a [[trigger]] unit, that card is put into the drop zone after resolving its effects. If it reveals a [[normal unit]], that card is put on the bottom of the player's deck instead.
 
*The {{Critical}}+1 effect of a critical trigger is automatically given to the vanguard.
 
*The {{Critical}}+1 effect of a critical trigger is automatically given 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 revealed from the damage check automatically given 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 resulting from the damage check are automatically given to the vanguard.
 
*[[Perfect Guard (ZERO)|Perfect Guards]] automatically activate themselves when specific conditions are met.
 
*[[Perfect Guard (ZERO)|Perfect Guards]] automatically activate themselves when specific conditions are met.
   
 
==Navigation==
 
==Navigation==
 
<gallery captionalign="center" position="left" widths="300">
 
<gallery captionalign="center" position="left" widths="300">
File:ZeroNavigation.png|[[Cardfight!! Vanguard ZERO/Home|Home]] / [[Cardfight!! Vanguard ZERO/Fight|Fight]] / [[Cardfight!! Vanguard ZERO/Card|Card]] / [[Cardfight!! Vanguard ZERO/Shop|Shop]] / [[Cardfight!! Vanguard ZERO/Room|My Room]]
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File:ZeroNavigation.png|[[Cardfight!! Vanguard ZERO/Home|Home]] / [[Cardfight!! Vanguard ZERO/Fight|Fight]] / [[Cardfight!! Vanguard ZERO/Card|Card]] / [[Cardfight!! Vanguard ZERO/Shop|Shop]] / [[Cardfight!! Vanguard ZERO/Room|My Room]] / [[Cardfight!! Vanguard ZERO/Team|Team]]
 
</gallery>
 
</gallery>
   
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:''Main article: [[Cardfight!! Vanguard ZERO/Customization]]''
 
:''Main article: [[Cardfight!! Vanguard ZERO/Customization]]''
   
*==Playable Clans==
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==Playable Clans==
 
{{Main|:Category:CFZero|CFZero}}
 
{{Main|:Category:CFZero|CFZero}}
 
===All regions===
 
 
*{{0Link|Royal Paladin}}
 
*{{0Link|Royal Paladin}}
 
*{{0Link|Oracle Think Tank}}
 
*{{0Link|Oracle Think Tank}}
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*{{0Link|Gold Paladin}}
 
*{{0Link|Gold Paladin}}
 
*{{0Link|Angel Feather}}
 
*{{0Link|Angel Feather}}
 
*{{0Link|Genesis}}
 
*{{0Link|Kagero}}
 
*{{0Link|Kagero}}
 
*{{0Link|Nubatama}}
  +
*{{0Link|Tachikaze}}
  +
*{{0Link|Murakumo}}
 
*{{0Link|Narukami}}
 
*{{0Link|Narukami}}
 
*{{0Link|Nova Grappler}}
 
*{{0Link|Nova Grappler}}
 
*{{0Link|Dimension Police}}
 
*{{0Link|Dimension Police}}
  +
*{{0Link|Link Joker}}
 
*{{0Link|Dark Irregulars}}
 
*{{0Link|Dark Irregulars}}
 
*{{0Link|Pale Moon}}
 
*{{0Link|Pale Moon}}
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*{{0Link|Granblue}}
 
*{{0Link|Granblue}}
 
*{{0Link|Bermuda Triangle}}
 
*{{0Link|Bermuda Triangle}}
  +
*{{0Link|Aqua Force}}
 
*{{0Link|Neo Nectar}}
 
*{{0Link|Neo Nectar}}
 
*{{0Link|Great Nature}}
 
*{{0Link|Great Nature}}
*{{0Link|Aqua Force}}
 
===Currently JP only===
 
*{{0Link|Tachikaze}} 
 
 
*{{0Link|Megacolony}}
 
*{{0Link|Megacolony}}
   

Revision as of 13:35, 25 April 2021

CFZero-GameIcon Cardfight!! Vanguard ZERO is a digital card game for smartphones. A PC version was released through Shiftgames and only for Japanese usersend March 30, 2020, which later end the service at December 23, 2020.

Details

Cardfight!! Vanguard ZERO 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 a better and faster interaction, 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 are removed from cards that originally had them.
  • A deck must have 40 cards, where the only grade 0 card is the first vanguard, and there must be exactly thirteen cards for each grade 1, grade 2, and grade 3 and 4 combined.
  • Because there are no other grade 0 cards in the deck, grade 3 and 4 cards are the trigger units. During deck construction, the player can assign trigger icons of their choice to each of them in their deck.
  • Rather than restricting cards from being used, such cards are given errata to make their effects less problematic.

Game Mechanics

  • 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.
  • Cards can be brought into the game from outside the player's deck by card abilities. Cards created this way are treated as part of the player's deck for the rest of the fight. Additionally, cards can also be permanently removed from the game, in which case they're treated as no longer existing for the rest of the fight.
  • Players do not get to choose the cards that are turned face down for Counter Blast; cards in the damage zone are turned face down in order from oldest to newest. Damage cards that are healed are likewise removed from oldest to newest, prioritizing cards that are already face down.
    • By default, this is the same for Soul Blast, with cards removed from the soul from oldest to newest, but there is an option ("Selective Soul Blast") which can be enabled for players who want to be able to choose the cards they use for Soul Blast.
  • The Japanese version includes a "Ride Support Function": Each player is guaranteed to have a non-sentinel grade 1 and grade 2 card when they draw their opening hand. The hand exchange is still available, so an ideal hand is even more possible.
  • Any abilities that the opponent would activate during the player's turn are activated automatically when their conditions are met.

Battles

  • Cards have no [Shield] Shield icon value. The guardian circle is removed, and there is no guard step.
  • The intercept Sk intercept skill works differently: If a player has any rear-guards with intercept Sk intercept in the front row, their opponent must remove them before they can attack the units without intercept Sk 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 reveals a normal unit, that card is put on the bottom of the player's deck instead.
  • The [Critical] Critical icon+1 effect of a critical trigger is automatically given to the vanguard.
  • When your vanguard is dealt damage by your opponent's attack, after the damage check is performed, your vanguard gets [Power] Power icon+5000 until end of turn. This is known as "Damage Shield". All trigger effects resulting from the damage check are automatically given to the vanguard.
  • Perfect Guards automatically activate themselves when specific conditions are met.

Navigation

Story

ZStoryIcon Main article: Cardfight!! Vanguard ZERO/Story

Customization

Main article: Cardfight!! Vanguard ZERO/Customization

Playable Clans

Main article: Category:CFZero

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.