Notices by Edge (edge@gearlandia.haus), page 4
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@ChristiJunior @Rasterman @LittleTom
>Most "creative" types are unfortunately shitlibs, for a wide variety of reasons
Gatekeeping. The main reason is industry and community-wide gatekeeping, combined with a concerted effort by the new left to get their guys into such industries and a neocon effort (in the US anyway) to discourage right wingers from such pursuits.
Not saying you're doing this here but I hate seeing our guys buy into the "they're naturally more creative because reasons" line when it was only ever a poor attempt to cover up the above. I mean, just look at the state of modern media in America. Is this the result of people who are "automatically the best at art because they just are OK!?"?
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@heavens_feel @deadheat
Right, I'm sure this makes it easier for them to balance.
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@heavens_feel @deadheat
In G-era no, I think you can in the newest version but it might be restricted to "Nations" so you'd be playing your idols with the navy and pirates. Vampires would need to play with time gods and an evil circus if I'm correct.
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@heavens_feel @deadheat
Right, this works out in a similar way in practice where you want to sit at around 3 or 4 damage by turn 3 and onwards and occasionally have to take some risks to get there. Placing cards in the damage zone or clock area is basically the same.
So there you have it. That's Vanguard. There have been special mechanics taken out or added in, but the gameplay is basically the same. The game has several decks each with their own strategy and they always get support unlike other card games.
You can choose between real robots, super robots, vampires, dragon ninjas, dragon knights with machine guns, evil knights, Shinto, cute animals, an idol group, a bishounen navy, zombie pirates, and much more.
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@deadheat @heavens_feel
So, how does damage work?
See on the first image there's a damage zone? Every time an attack goes through on your VG, you place the top card of your deck in the damage zone. If you get to six damage you lose. However, like I said Triggers activate here so you could get some extra defense or even heal that damage. Yes, you can live at 6 if your sixth damage card is a Heal trigger (in which case you go down to 50. I forgot to mention, but you MUST run 16 Triggers in your deck, only 4 of which can be Heal, The rest can be whatever you want. You can even be a mad lad and run 12 Critical.
But why would you ever risk taking damage?
Well, damage is a resource. To activate certain abilities you need to Counter Blast, which means turning a damage card upside down. So you NEED to take some damage to make your deck function. This adds to the risk vs reward even more. There are also cards that Counter Charge, meaning they flip cards face up so resource management comes in here too.
So, where's the Grade 4? What is a Stride?
Grade 4s are like the Fusion/Synchro/XYZ/Link monsters in Yugioh, except they're like Final Fantasy summons in that they only stay for 1 turn. They're divided into offensive (Stride) and defensive (G-Guardian). You run 16 Grade 4s.
To Stride, both players must be at Grade 3, then you discard cards equaling Grade 3 and place a Stride on top of your VG. See how the power has a +? You add that to your VG's power so you get very high numbers (making your opp discard a lot) and they even Drive Check 3 cards. They also have very powerful effects. After your turn they go beside the extra deck face up. There's also a mechanic called Generation Break. This means you need to have a certain number of Grade 4s face up to use the effect. There are even Ultimate Strides that have crazy effects locked behind GB8.
Then you have G-Guardians. You must discard a Heal trigger when attacked to summon these. They stay out on your opp's turn and give more power plus some defensive effect. Since you have 4 heal triggers most people run 4 but you can run more for options or if your deck recycles those Triggers. They're great for building GB.
Now, what if Ultimate Strides aren't final enough for you? There's Zeroth Dragons.
Normally you can only play cards of a given "clan" but these clans are grouped into "Nations". There's a Zeroth Dragon for each nation. Their cost basically prevents you from using your extra deck, so use them carefully!
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@deadheat @heavens_feel
There's plenty to choose from.
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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.
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@heavens_feel @deadheat
I think you would have liked the element of chance in VG (explained in the next post). It uses a similar risk=resource system.
Also that joke card is 10/10.
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@heavens_feel @deadheat
It's a unique game for several reasons but it flows well once you play it. I'll attempt to give you a /quickrundown/ but there's a lot to go through. Until reboot #2 it was even exclusively monster cards. This will be for G era since that's what I know and it's the foundation anyway.
So, the field is 3x2. Your center top is your Vanguard Circle. This where you put your Vanguard. He can never die, but if an attack hits him you take one damage. Each turn you can place another monster on top of him of a higher or equivalent grade. You start with 0 and go up to 3.
Your other two front circles are rearguards. They can also attack but they don't get drive checks ((more on this later). They die when killed.
The back three circles are there to boost the monster above them. They can not attack. You get unlimited summons each turn.
More to come...
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@heavens_feel @deadheat
G-era Vanguard was excellent and had a great take on Yugioh's "Extra Deck" system.
The first reboot was horribly bland. I haven't played the second reboot but I think a lot of people stick with the old format.
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@WashedOutGundamPilot
"I'm a boomer. I'm proud that I got to experience all of these good aspects of my childhood that I made sure to make unavailable to future generations via increased cost, regulatory over-reach, and hysterical safety culture.Now I'm going to insult you for having a worse childhood than me thanks to factors you had no control over (including our decisions about your life)."
Also
>we had Saturday morning cartoons
They also said we had it too good when peak Cartoon Network was around.
Make up your minds.
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@deprecated_ii
>new game just came out
>go on youtube home page
>immediately have the final boss spoiled by recommended videos
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@PhenomX6 @jetzkrieg
Pretty much. You'll notice a lot of their attempts at humor try to target Whites but not in an overly obvious way.
Also, I noticed this a few years ago but it seems to have picked up again, they try really hard to pretend that the online right is just a bunch of stuffy neocons. They'll even try to convince right wing accounts that that's what they really believe.
They can't compete with that movement after it got going, but if they go back to 2004 then they get to be cool and edgy again.
Also yeah that one's pretty great.
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@PhenomX6 @jetzkrieg
Ah right, I had a feeling it was them. Man, did you use something not Adventure related as a name?
Oh I saw it as a kid but I definitely need to give it a rewatch some time. I loved it back then.
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@PhenomX6 @jetzkrieg
Yes exactly. That's what made the anime actually interesting instead of anything they want to project onto it.
Also yeah, I remember that Tamers incident. If anyone has a right to be mad over the current state of the internet, it's Konaka. I don't remember the fansite thing though. Which one was that?
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@PhenomX6 @jetzkrieg
It's from Amarna Forum.
Right? That always got me about their Lain obsession. There's a part where her online persona tries to kill her real one but apparently that just went over their heads, if they even made it that far.
Pic semi-related: Another Amarna thread on troon behavior.
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@jetzkrieg
What's even more telling is that the "type" of woman they try to be is, well, basically non-existent among actual women. There's a good Amarna thread on this but basically, if you're just going to wear sweatshirts and be a shut-in who plays grand strategy games, what exactly is feminine about this? Though they're less visible It's a similar case for FTMs, the "guys" they want to be don't exist and certainly aren't masculine.
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@coolboymew
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