Notices where this attachment appears
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@heavens_feel @deadheat
Each turn you draw 1 card, Stand (aka untap) any cards, and then you can summon or Stride if both Vanguards are grade 3 (more on this later), You can only summon rearguards of an equivalent grade or lower than your VG.
Then you can battle. How do battles work? It's simple: the attacker kills the defender if its power is higher or the attacker dies if it's lower. If it's a tie, both die. However, the defending player can choose to discard cards or sends units from the field to guard and raise their unit's power. See that number on the left? That's the shield value applied to the defender when its discarded. After a battle, the unit is turned sideways. It can no longer guard from the field.
If a VG attacks, you do what's called a Drive Check. You uncover the top card of your deck depending on your VG's grade. 2 or lower you do 1 card, Grade 3 drive checks 2 (notice the Twin Drive icon), and Grade 4 gives you 3. If you get a Trigger, you apply its effects. Either way, the cards are added to your hand. This happens AFTER the defender guards, so it adds a fun element of chance and risk management. Will you risk the attack going through or will you lost more cards from your hand?
What is a trigger? Grade 0 units some times have an icon in the upper right called a Trigger. When Drive Checked or used as a Damage Card (explained in post 3), you apply the effects before anything else happens. They give power and one of 4 other effects: Draw 1, Critical (+1 damage to a unit's attack), stand (untap 1 unit), or Heal (remove 1 damage if your damage = or > your opp's). You can give power and critical or stand separately if you wish. This boost in power, number of attacks, or even damage makes every VG attack exciting and you have to think about how much to guard. Yes, all 3 cards can even be Triggers if you're lucky.
After that your turn is over. There is no main phase 2.