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What are the changes in Vanguard Zero from Standard Fight Rules?

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In the mobile version of the game, there are changes made from the standard fight rules of the card game in order to provide a faster paced game. This is also referred to Vanguard Zero rules. Here, we’ll discuss the changes in mechanics compared to the standard fight rules.


Card Changes

There are changes made in terms of card effects, card composition, and card functions. Here are some of the changes made in the game.

  • Your deck must be composed of 40 cards total. You can only have one Grade 0 Card and this is your first Vanguard, the rest must be 13 pieces for Grades 1, 2, and 3 cards.
  • Grade 0 cards that are called or added to a player’s hand through a card effected will be created outside the deck like a token unit. These grades 0 cards are still treated as part of a player’s deck during a game, and they can exist in areas outside of the field.
  • Since you only have one Grade Zero card as your first Vanguard, Grade 3 cards have turned to Trigger units. You can also customize the trigger effect of Grade 3 cards when constructing your deck.
  • There are cards with new abilities, and there are also adjustments made in order to suit Vanguard Zero rules. Some text in the cards have also been updated as well from the original cards.


Fight Changes

Some changes are made during a battle in order to streamline it more for faster

interactions, here are the changes made in the game during a fight.

  • Only the Vanguard can receive a Critical + 1 provided by a critical Trigger.
  • During the initial draw phase, the player on the second turn gets to draw two cards.
  • You can have a total of 9 cards on your hand. Any cards that you draw while having a 9-card limit on your hand will be discarded to the drop zone.
  • The Intercept mechanic lets your opponent to attack a rear-guard before they attack any other unit. There are cards in the game with abilities that lets you ignore this.
  • When a Drive Check reveals a Trigger effect, you will use the effect the place the card in your drop zone. If the card is a normal unit, it’s then placed at the bottom of your deck.
  • The Damage Shield mechanic lets your unit get +5000 power until the end of your turn if your vanguard receives damage from an opponent’s attack. Trigger effects from damage checks will be provided to your Vanguard as well.
  • Guardian Circle has been removed so some cards have no shield value.
  • G Assist is not available in this game. In the Standard version, G assist is a step during the drawing phase that prevents the turn player from missing a chance to ride to the next Grade. This feature is not available in Vanguard Zero.
  • Perfect Guard requires specific conditions in order for it to activate. This prevents you from losing the fight.



 
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