1.How many cards can you have in a deck?
Exactly 50 cards.
2.How many damages do you take to lose the game?
6 damages


In this chapter, we will learn about…

  1. Flow of the GameLearn the art of a smooth game.
  2. Stand & Draw PhaseYour turn begins here.
  3. Ride PhaseRank up to unlock more power!
  4. Call Phase/Main PhaseCall your comrades and prepare for battle.
  5. Summary VideoNow let’s piece everything we’ve learnt together.
  6. QuizGot the flow?

1. Flow of the Game

This is the general flow of each player’s turn in Cardfight!! Vanguard.


Are you ready? Let’s break it down into smaller parts.


2. Stand & Draw Phase

This phase is fairly simple:

  • Turn all of your units that are rest  (horizontal) to stand  (vertical)
    (Of course, on the first turn you won’t have any.)
  • Draw a card from the top of your deck.

3. Ride Phase

This is when you level up your Vanguard. Choose a card from your hand that is one grade greater to your vanguard and place on top. We call this action “Ride“.

(You may only ride ONCE each turn.)

Ride to Grade 3 – Part 3

Previously, we have briefly talked about the importance of riding to a Grade 3 Vanguard. Now let’s dive in a little bit deeper.

Upon riding to a Grade 3 Vanguard, you will acquire an “Imaginary Gift“. What kind of gift will you acquire? You can see it here:

When you ride “Illusionary Revenger, Mordred Phantom” on your Vanguard Circle, you will receive a “FORCE” imaginary gift.

Now, let’s see how each Imaginary Gift works.

“FORCE” Imaginary Gift Marker – Choose one of your Vanguard or rear-guard circles. For the rest of the game, units on that circle get [Power]+10000 during your turn. Put the gift marker under the unit on that circle.

You can put it on any rear-guard circle.
You can also put it on the Vanguard Circle too.

“ACCEL” Imaginary Gift Marker – You gain a permanent rear-guard circle on your front row. The unit on that circle gets [Power]+10000 during your turn.


“PROTECT” Imaginary Gift Marker – Add it into your hand instead of on the battlefield. That card has the Perfect Guard ability, allowing you to perfectly guard an attack during battle.



4. Call Phase / Main Phase

During the main phase, you prepare for the battle by calling units and using abilities. In any order, you may:

  • Call Units – Call any number of units from your hand to your rear-guard circles. They must have the same or lower grade than your Vanguard.
  • Replace Existing Units – You may call a unit on top of one of your rear-guards that already is on the field. In that case, the previous unit that was on that circle is put into your drop zone.
  • Move Unit’s Position – You may ONLY move your rear-guards between the front and back row of the same column where they are. Two rear-guards in the same column may be moved between them. When a unit is moved to a rear-guard circle from another rear-guard circle, it remains in the same [Stand] or [Rest] state as in the previous circle.
  • Play [ACT] abilities – the ability on your card only can be played during your own main phase. This can be done any number of times, as long as you can pay the cost or it does not have on it. ( means once per turn)

Once you are ready to attack, proceed to the battle phase by declaring it.


Alright, Let’s review what we have learnt so far.


5. Summary Video


Well Done!!
Great job on coming this far.

Let’s see how much have you learned so far.


6. QUIZ

Here are two questions to see how much you have learned in this chapter. (Answers will be at the top of Chapter 4)

  1. During your Ride Phase, can you ride a Grade 3 unit on your Grade 0 Vanguard?
  2. How many times can you ride in a Ride Phase?
  3. Can you move your Rear Guard from the right column to the left column?

If you have any other questions regarding this chapter, feel free to message us HERE.



It’s time for battle!!