– Stride: You may normal Stride only once in this step.
Like Evolving a Pokemon in the Pokemon TCG. Choose a card from your hand that is one grade greater than, or equal to, your current V anguard, and place it on top of your current Vanguard. – Ride: You may normal ride only once in this step. Ride Phase: The ride phase has two steps, which must be done in this order, and only once each turn.(Unless your Vanguard is level 3, then it’s not allowed) This prevents you from getting ‘Grade Stuck’, which was a common problem in early version of the game. – G-Assist: By scarificing 2 cards from the ‘G-Zone’ and 2 cards from your hand, you can get a card that is one level higher than your current Vanguard. – Draw a card from the top of your deck without revealing it. Draw Phase: The draw phase has two steps, which must be done in this order, and only once each turn.Stand Phase: During your stand phase, turn all of your units that are rest Rest (horizontal) to stand Stand (vertical), once each, unless they are prevented from doing so by an ability.Anyway, the phases used in Cardfight Online are: This complexity are known as ‘Phases’ and they are the staple of card games since their inception… I blame Magic The Gathering. It’s a simple concept, but there’s the usual card game complexity that goes along with it. The basics of Cardfight Online are simple: First to 6 damage loses. With a game like Cardfight Online that has so many mechanics that are needed to be known in advance before you even begin the game itself, to only get half of the information that I have provided is one of a few minor flaws that need to be addressed from the Beta. Now I know that all of what is a lot to take in, however when it comes to Cardfight Online, you get maybe half of this information during it’s 4 tutorial sections when you first enter the game. The line up of Trigger cards and the Sentinel card A Sentinel card only works against 1 attack card, not all the attacks that turn. However, the opponent can still add any Trigger card effects to any other card that has not attacked. For example, if an opponent was to attack my Vanguard for 31’000 attack and I didn’t have enough cards in hand or on field to stop the attack through normal Guarding, I can use this card to instantly nullify all of that attack, regardless of triggers and bonuses. This is an ultimate blocking card that will stop all attack in that turn. The fifth card that you’ll see in the line up below is called a ‘Sentinel’. Heal: Heals one damage from the damage zone (duh!).Stand: Stand a previously used card to allow it to attack again.Draw: Draw an extra card that goes right into your hand.Critical: An additional point of damage.In addition to the effects listed below, you gain an additional 5000 attack points that you can give only once per Trigger card revealed during a ‘Drive check’ (See the phase explanation) to any of your front row Rear Guards or your Vanguard. These are a set of 4 cards with specific effects. Now the final thing I’ll be explaining card wise are the ‘Trigger’ cards. There’s a lot to take note of here, so make sure you take the time to read and remember what you want to do before you do anything in the game.Ī layout of the 5 stages of cards you can use in Cardfight Online This is where you’ll learn what the effects are for things like Counterblast (Using damage cards as a power to do additional things), Legion (Joining 2 cards together for an additional power boost), Stride (Using a Grade 4 card for 1 turn), and many other things that are complex and really need to be seen to be understood. The next thing you’ll need to be aware of is the card mechanics text. This is a trade off for access to more attack power and additional mechanics. As the cards progress in Grades, the less defence they have. You can use these cards to protect your Vanguard or Rear Guard units during the ‘Guard Phase’ during the game. See the Trigger card line up below.) or nothing at all. Cards will have a Guard Value of 10’000, 5000, 0 (Or Complete Guard. Next up, on the left hand side of the card is the ‘Guard Value’. Grade 2 cards can use Intercept, a mechanic where a Grade 2 card on the front row can be sacrificed to help protect the Vanguard (As the Vanguard is the only card that takes damage that can lead to a loss), and the Grade 3 & 4 ‘Drive’ mechanics allow you to draw extra cards in a chance of getting ‘Triggers’, another set of special condition cards that can benefit the player and sometimes turn the tide of battle.
Grade 0 & 1 cards can boost any level card in the front row of the playmat. You have 4 icons: Boost, Intercept, Twin Drive & Triple Drive. Next piece, under the Grade, is the ability icon.