Tuesday, December 31, 2013

OHNO! It's the end of 2013...



...and it's gonna be an adventure for 2014.

And yes, I'm still alive.

Monday, December 2, 2013

Harpoons?

MAN THEM MOTHERFUCKER!!!!!!

Tuesday, November 19, 2013

Back from SG trip, and moving house...

I'm already back from my Singapore trip and still only halfway through packing my stuff... Gosh, I never realize I have that much of stuff, especially mangas. I'm gonna miss the old house a lot.

Finding songs that cheer me up.

Sunday, November 3, 2013

[Colossus Order] Master Rules

Version 1.3, updated on August 9, 2013

Contents

  1. Game format
  2. Objective of the game
  3. Game cards
  4. Deck building
  5. Things necessary for play
  6. The play area
  7. Overriding rules
  8. Beginning the game
  9. Turn structure
  10. X-play (“cross play”)
  11. Open information
  12. Game play
  13. Ending the game/deciding the winner

1 Game format

1.1 The game is a battle between two players who use decks constructed of cards collected from the theme deck and booster pack products.
1.2 This is a turn based game where players exchange initiative.


2 Objective of the game

2.1 There are two victory conditions (see section 13 for detailed rules regarding winning the game).
2.1.1 “Gem completion” – winning by revealing 6 gem cards from your locus.
2.1.2 “Deck destruction” – winning when your opponent’s deck has no more cards.


3 Game cards

3.1 There are four card types and two subtypes.
3.1.1 Colossus card
3.1.2 Action card
3.1.2.1 Action snap subtype
3.1.3 Gem card
3.1.4 Follower card
3.1.4.1 Follower unique subtype
3.2 Card colors and realm affiliation
3.2.1 All game cards have a color and are affiliated with a realm.
3.2.1.1 White cards are affiliated with the Piadin Realm
3.2.1.2 Black cards (appearing as a dark purple) are affiliated with the Valden Realm
3.2.1.3 Blue cards are affiliated with the Fastogal Realm
3.2.1.4 Red cards are affiliated with the Caoren Realm
3.3 Card face and back
3.3.1 The side of the card with the card name and ability text is the card face.
3.3.2 The side of the card with the common design is the card back
3.3.2.1 The colossus card features a full card illustration in place of the common card back design
3.4 Understanding the game cards
3.4.1 Colossus card
3.4.1.1 The features of the colossus card referenced in game play are the card name, realm, card type, and card abilities.
3.4.1.2 Colossus abilities
3.4.1.2.1 The abilities appearing in the text box of the card are the colossus’s abilities.
3.4.1.2.2 You may activate these abilities in your main phase.
3.4.1.2.3 The requirements to activate abilities appear to the left of the arrow mark (▷) and the effects of the abilities appear to the right.
3.4.1.2.4 Abilities may be activated if the requirements are met.
3.4.2 Follower card
3.4.2.1 The features of the follower card referenced in game play are the cost, card name, card type, classification, text abilities, crush points, capture points, attack points, and defense points.
3.4.2.1.1 Crush points indicate the number of cards the follower destroys when attacking the opponent’s deck.
3.4.2.1.2 In the case that there are gem cards among the cards destroyed when attacking your opponent’s deck, capture points indicate the number of gem cards you capture.
3.4.2.1.3 Attack points indicate the amount of damage the follower deals during combat.
3.4.2.1.4 Defense points indicate the amount of damage that will destroy the follower.
3.4.2.1.5 Flavor text appears on some cards providing information about the story of the Colossus Order world and is unrelated to the rules of the game.
3.4.2.2 Follower unique
3.4.2.2.1 The follower unique is a subtype of follower.
3.4.2.2.2 A star appears before and after the card name of the follower unique.
3.4.2.2.3 If a follower unique exists in your play area you cannot play a follower unique of the same name.
3.4.2.3 On and off position
3.4.2.3.1 The on and off positions indicate whether the follower has attacked, blocked, or used particular abilities.
3.4.2.3.2 When the card is straight it is said to be “on” and indicates that the follower can play “off abilities,” attack, and block.
3.4.2.3.3 When the card is turned to the side it is said to be “off” and indicates that the follower cannot play “off abilities,” attack, or block.
3.4.2.4 Follower abilities
3.4.2.4.1 Basic abilities
3.4.2.4.1.1 All followers have the ability to attack and block.
3.4.2.4.1.2 The target of the followers attack is either the opponent’s deck, locus, or off follower.
3.4.2.4.1.3 When an attack on the opponent’s deck is successful, reference the crush and capture points in the lower left of the card.
3.4.2.4.1.4 When two followers engage in combat, reference the attack and defense points in the lower right of the card.
3.4.2.4.1.5 Although not indicated by numbers on the card, all followers have the ability to attack one position in the opponent’s locus.
3.4.2.4.1.5.1 If an attack on the opponent’s locus is successful and the attacked card is a gem, it is captured.
3.4.2.4.2 Text abilities
3.4.2.4.2.1 Text abilities appear in the text box of the follower card.
3.4.2.4.2.2 Follower abilities are divided into CIP (come-into-play) abilities, persistent abilities, activated abilities, and triggered abilities.
3.4.2.4.2.2.1 CIP abilities
3.4.2.4.2.2.1.1 CIP abilities activate when a follower enters the play area.
3.4.2.4.2.2.1.2 The activation CIP abilities is mandatory.
3.4.2.4.2.2.2 Persistent abilities
3.4.2.4.2.2.2.1 Persistent abilities remain in effect as long as the follower is in the play area.
3.4.2.4.2.2.2.2 “Keyword abilities” are a subtype of persistent abilities.
3.4.2.4.2.2.2.3 The keyword abilities existing in Set One of Colossus Order are “soar” and “fleet”.
3.4.2.4.2.2.2.3.1 Followers with soar can only be blocked by followers with soar.
3.4.2.4.2.2.2.3.2 Followers with fleet can attack the turn they are put into the play area.
3.4.2.4.2.2.3 Activated abilities
3.4.2.4.2.2.3.1 Activated abilities are played by the will of the player.
3.4.2.4.2.2.3.2 The cost to play these abilities appears on the card next to the ability.
3.4.2.4.2.2.3.2.1 The cost to play appears to the left of the arrow mark (▷) and the effects of the abilities appear to the right.
3.4.2.4.2.2.3.2.2 The cost to play may consist of a combination of locus points, turning the follower off, or other costs indicated by text on the card.
3.4.2.4.2.2.4 Triggered abilities
3.4.2.4.2.2.4.1 Triggered abilities activate when the conditions appearing on the card arise in the course of game play.
3.4.3 Action card
3.4.3.1 The features of the action card referenced in game play are the cost, card name, card type, and card ability.
3.4.3.2 Action snap
3.4.3.2.1 The action snap card is a subtype of the action card.
3.4.3.2.2 Action snap cards may be played during X-play (“cross play”). (See section 10 for detailed rules regarding X-play.)
3.4.4 Gem card
3.4.4.1 The features of the gem card referenced in game play are the card name, card type, and color.
3.5 The cost to play cards
3.5.1 To play a card from your hand you must pay the cost.
3.5.2 The cost appears in the upper left of each card in the form of gem symbols and a number.
3.5.2.1 The gem symbols refer to the number and color of gems that must be set on your colossus in order to play the card.
3.5.2.2 The number represents the “locus points” necessary to play the card. (See 12.2.4.11 for a detailed explanation of locus points.)
3.6 Card abilities and the cost to play abilities
3.6.1 You may only play an ability if the intended effect of the ability can be realized and confirmed by both players.
3.6.2 You may only pay the cost (including turning cards on and off or turning them face up or face down) of an ability if the intended effect of the ability can be realized.


4 Deck building

4.1 A deck has one colossus card.
4.2 A deck may contain up to 20 gems cards.
4.3 You may put up to 3 cards of the same name in a single deck.
4.3.1 This restriction does not apply to gem cards.
4.4 You may freely mix cards of any color in a deck.
4.5 A deck should have exactly 51 cards including the colossus card.


5 Things necessary for play

5.1 Each player must have one deck and one locus counter.
5.2 Locus counters are included in theme deck products. In case you do not have one, a coin or other small object can be used in place of a locus counter.


6 The play area

6.1 The places in the play area where you may place cards are the colossus area, set gem area, captured gem area, locus, play field, deck, and discard pile.


7 Overriding rules

7.1 The game rules consist of the fundamental rules as defined by the Master Rules here plus card rules that appear as abilities on each card.
7.2 When the general rules and card rules conflict, card rules take precedent.
7.3 When the rules of two cards conflict with each other, the rule expressed in the negative form (cannot, may not) takes precedent.


8 Beginning the game

8.1 Each player takes the following steps in parallel to begin the game.
8.1.1 Place your colossus card in the designated area.
8.1.2 Shuffle your deck thoroughly.
8.1.2.1 Allow your opponent to shuffle or cut your deck.
8.1.3 Place your deck face down in the designated area.
8.1.4 Determine the beginning player.
8.1.4.1 Determine the beginning player using a coin, stone-paper-scissors, or some other random means.
8.1.5 Draw 7 cards from the top of your deck as your opening hand.
8.1.6 Look at your hand and, if desired, exchange cards with your deck.
8.1.6.1 The beginning player may return up to 2 cards, and the second player up to 4 cards, to the bottom of his or her deck in any order.
8.1.6.2 Players draw a number of new cards equal to the number returned to the bottom of the deck.
8.2 The beginning player starts his or her turn according to the turn structure.


9 Turn structure

9.1 In one turn there is a start phase, main phase, and end phase and each phase contains steps with proscribed player actions.
9.1.1 Start phase
9.1.1.1 The start phase has three steps.
9.1.1.1.1 Gem completion declaration step.
9.1.1.1.2 Recovery step.
9.1.1.1.3 Draw step.
9.1.2 Main phase
9.1.2.1 If the turn player desires he or she may play a follower card, an action card, or play a follower ability; in this case, there is a play declaration step.
9.1.2.1.1 After a play declaration step, X-play follows, and finally a resolution step.
9.1.2.2 If the player desires he or she may attack with a follower; in this case, there is an attack declaration step.
9.1.2.2.1 After an attack declaration step, X-play follows, then a block declaration step, X-play, and finally either an attack resolution step or a combat resolution step.
9.1.2.3 When the player does not desire to take any more actions in the main phase, he or she declares the end of their main phase and an end main phase declaration step occurs.
9.1.2.3.1 After an end main phase declaration step, X-play follows.
9.1.2.3.2 After the resolution of X-play, the turn proceeds to the end phase.
9.1.3 End phase
9.1.3.1 There are no steps in the end phase.


10 X-play (“cross play”)

10.1 X-play is an exchange of initiative between the turn player and opponent beginning with the opponent that occurs after play declaration, attack declaration, block declaration, or end of main phase declaration.
10.1.1 The X-play that occurs after block declaration begins with the turn player, not the opponent.
10.2 X-play consists of the playing of follower abilities and action snap cards.
10.3 The X-play procedure
10.3.1 (1) X-play begins with the player receiving the declaration.
(2) If the player does not desire to play anything, he or she passes.
(3) If the player does initiate play, that play item awaits resolution at the end of X-play and the initiative for play passes to the other player.
(4) The exchange of play initiative continues until both players pass in succession, at which time resolution of X-play occurs.
(5) In X-play resolution, play items are resolved from last item played to first.


11 Open information

11.1 Information that is available to each player freely during play is called “open information.”
11.2 Players make check open information at any time during play.
11.3 The following are open information: the colossus, followers in the play field and their state, the number of cards remaining in each players deck, cards in each player’s discard pile, the colossus set gems and captured gems, the number and order and state of each player’s locus, face up locus cards, each player’s consumption of locus points.


12 Game play

12.1 Start phase
12.1.1 In the start phase, fundamentally only the turn player may initiate play.
12.1.2 Play proceeds in the order of gem complete declaration, recovery, and draw.
12.1.2.1 Gem complete declaration step
12.1.2.1.1 If the player has conviction that there are 6 gem cards face down in his or her locus, the player may declare gem completion.
12.1.2.1.2 If the player succeeds in gem completion, he or she wins the game. (See section 13 for detailed rules about ending the game.)
12.1.2.2 Recovery step
12.1.2.2.1 Turn on all off followers.
12.1.2.2.2 Return the locus counter to the original position indicating that locus points used in previous turns have been recovered.
12.1.2.3 Draw step
12.1.2.3.1 Draw one card from the top of the deck and add it to your hand.
12.1.2.3.1.1 The beginning player skips this step on his or her first turn.
12.2 Main phase
12.2.1 With the exception of the end of main phase declaration, the turn player may initiate any of the main phase play actions in any order, and as many times as he or she desires. All actions pertain to his or her own cards.
12.2.1.1 Main phase play actions
12.2.1.1.1 Set a gem card on the colossus from your hand.
12.2.1.1.2 Set a card from your hand face down in your locus.
12.2.1.1.3 Activate one of the colossus abilities.
12.2.1.1.4 Play an action card or action snap card from your hand.
12.2.1.1.5 Play a follower or follower unique card from your hand.
12.2.1.1.6 Play the ability of a follower already in your play field.
12.2.1.1.7 Attack with a follower already in your play field from the start phase.
12.2.1.1.8 End your main phase.
12.2.2 Occurrence of X-play
12.2.2.1 X-play always occurs after a declaration.
12.2.2.1.1 X-play occurs after a play declaration step and beforethe resolution step.
12.2.2.1.2 X-play occurs after an attack declaration step and before the block declaration step, and also after the block declaration step and before the attack/combat resolution step.
12.2.2.2 X-play does not occur after setting a gem card or locus card or activating the colossus ability.
12.2.3 Setting a gem on the colossus
12.2.3.1 You may set one gem card from your hand on your colossus once during your main phase.
12.2.3.2 Setting a gem from your hand on the colossus is called “gem setting.”
12.2.3.3 You do not have to set a gem on your colossus even if you have one in your hand.
12.2.3.4 You may set a gem on your colossus any time in your main phase except during X-play.
12.2.3.5 You cannot return gems set on your colossus to your hand.
12.2.3.6 You may set any color of gem on your colossus.
12.2.3.7 Gems set on your colossus from your hand are called “set gems.”
12.2.3.8 Card abilities that allow you to set a gem on your colossus from your hand do not replace or reduce your ability to set a gem from your hand on your colossus once per turn.
12.2.3.9 Capturing gems
12.2.3.9.1 Gems you take from your opponent by attacking his or her deck or locus are called “captured gems.”
12.2.3.9.2 Set gems and captured gems together are called “colossus gems.”
12.2.3.9.3 Putting a captured gem on your colossus is not counted as “gem setting.”
12.2.3.9.4 There is no limit to the number of gems you may capture each turn.
12.2.3.10 Gem level
12.2.3.10.1 The number and color of set gems indicates the gem level of your colossus.
12.2.3.10.2 Attaining a particular gem level allows you to activate the abilities of your colossus.
12.2.3.10.3 Gem level is also a component of the cost to play follower and action cards.
12.2.3.10.3.1 Gems as a component of cost are not consumed each turn as locus points are. They are a condition to be met.
12.2.3.11 X-play does not occur after gem setting.
12.2.4 Setting a card in your locus
12.2.4.1 You may set one card face down from your hand in your locus each turn during your main phase.
12.2.4.2 Setting a card in your locus from your hand in this way is called “locus setting.”
12.2.4.3 By setting a card in a particular position that locus is actualized and the card is linked to that position.
12.2.4.3.1 When an attack targets a particular locus card, or a card ability targets a particular locus card, it is really targeting the position that card occupies.
12.2.4.4 You may set any type of card in the locus.
12.2.4.5 You do not have to set a card in the locus even if you have cards in your hand.
12.2.4.6 You may set a card in your locus any time during your main phase except during X-play.
12.2.4.7 You may not return cards set in your locus to your hand.
12.2.4.8 Cards set in your locus are called “locus cards.”
12.2.4.9 Once cards have been set face down in the locus, players may not look at them – neither their own, nor their opponents.
12.2.4.10 How to set cards in the locus
12.2.4.10.1 Always set locus cards from left to right.
12.2.4.10.2 Always set locus cards with the common card back design in the same direction.
12.2.4.10.3 When space is limited in the locus, you may overlap cards as long as the order of the cards is clear to each player.
12.2.4.10.4 You may not change the order of locus cards.
12.2.4.10.5 You may not turn locus cards off (do not turn them to the side.)
12.2.4.11 Locus points
12.2.4.11.1 Each turn a locus point is produced by each locus card and may be used to pay the cost of cards and abilities.
12.2.4.11.2 A locus card can produce a locus point from the moment it is set in the locus.
12.2.4.11.3 Locus points are consumed during the turn.
12.2.4.11.4 Use a locus counter so that you and your opponent may confirm how many locus points you have consumed. Start from the left and move it to the right as your consume the locus points from each locus card.
12.2.4.11.5 Consumed locus points are replenished on your next turn during the recovery step.
12.2.4.11.6 The locus counter is linked with the position the card occupies, not the card itself.
12.2.4.12 Setting a card in your locus through a card ability does not count as, and does not replace, “locus setting” (the setting of one card from your hand in your locus once per turn); there is no once per turn limit on cards set in your locus through card abilities.
12.2.4.13 Some card abilities require that you set a marker on a locus card.
12.2.4.13.1 The marker is linked to the position, not the card it rests on.
12.2.4.13.2 If the locus card that occupies that position is removed, replaced by another card, switches position with another card, the marker stays in the same position.
12.2.4.14 No X-play occurs when setting a card in your locus from your hand.
12.2.4.15 When locus cards are replaced with another card or switched with another card in your locus due to card abilities:
12.2.4.15.1 The locus counter remains in the same position and only the cards changed places.
12.2.4.15.2 When replacing a card in your locus with a card from your hand or deck, put it in the same position as the card it replaces.
12.2.4.15.3 When replacing multiple cards in your locus, the owner of those cards decides the order of placement.
12.2.4.16 When a locus card is removed due to a card ability:
12.2.4.16.1 Remove the card from the locus as the card ability’s effect is resolved.
12.2.4.16.2 If after removing the card a card exists in the locus to the right of that position, move it to the left to fill the open position left by the removed card without changing the order of the locus cards.
12.2.4.16.3 The locus counter remains in the position it originally occupied.
12.2.4.16.3.1 If at the time the card is removed from the locus the player has used all his or her locus points, move the locus counter one position to the left. As a result, it will sit above the rightmost locus card.
12.2.5 Activating the colossus ability
12.2.5.1 You may activate one of your colossus’s abilities once per turn.
12.2.5.2 You may activate the ability any time except during X-play.
12.2.5.3 You must satisfy the cost conditions to activate the colossus ability.
12.2.5.4 X-play does not occur from activating a colossus ability.
12.2.6 Playing an action card
12.2.6.1 You may play action cards or action snap cards from your hand during your main phase.
12.2.6.2 You may play an action card any time except during X-play.
12.2.6.3 You may play action snap cards any time, even during X-play.
12.2.6.4 You may play any number of action cards during your main phase.
12.2.6.5 You may play an action card, undertake a different main phase action, and then play another action card.
12.2.6.6 Action cards have a cost and paying the cost is a condition of playing the card.
12.2.6.7 When action snap cards are played out of X-play, they are played the same way action cards are played.
12.2.6.8 Procedure for playing an action card:
12.2.6.8.1 Play declaration step (the following actions are treated as happening simultaneously).
12.2.6.8.1.1 Reveal the card you want to play from your hand.
12.2.6.8.1.2 Indicate the target of the ability if one is required.
12.2.6.8.1.3 Upon moving to X-play, the target may not be changed.
12.2.6.8.1.4 Pay the cost.
12.2.6.8.2 X-play (see section 10 for the procedure for X-play).
12.2.6.8.3 Resolution step
12.2.6.8.3.1 Resolve the effect of the ability.
12.2.6.8.3.2 As a result of X-play, if the target of the action card played has been removed, the target has been changed, or a particular target has been forbidden and the ability cannot be resolved, end this step without resolving the ability.
12.2.6.9 Playing an action snap card during X-play:
12.2.6.9.1 The following actions are treated as happening simultaneously.
12.2.6.9.1.1 Reveal the card you want to play from your hand when you receive initiative in X-play.
12.2.6.9.1.2 Choose the target of the ability if one is required.
12.2.6.9.1.3 Pay the cost.
12.2.6.9.2 Proceed according to the X-play procedure (see 10 for X-play procedure).
12.2.6.10 Once you have played them, place action cards and action snap cards in the discard pile.
12.2.7 Playing a follower card
12.2.7.1 You may play a follower or follower unique card from your hand during your main phase.
12.2.7.2 You may play a follower any time except during X-play.
12.2.7.3 You may play any number of followers from your hand during your main phase.
12.2.7.4 You may play a follower card, undertake a different main phase action, and then play another follower card.
12.2.7.5 Follower cards have a cost and paying the cost is a condition of playing the card.
12.2.7.6 Follower unique is a subtype of follower; you may only play one follower unique of the same card name in your play field.
12.2.7.7 Procedure for playing a follower card
12.2.7.7.1 Play declaration step (the following actions are treated as happening simultaneously).
12.2.7.7.1.1 Reveal the card you want to play from your hand.
12.2.7.7.1.2 Upon moving to X-play the follower exists in the play area.
12.2.7.7.1.3 If there is a CIP ability that requires a target, indicate the target.
12.2.7.7.1.4 Upon moving to X-play, the CIP target may not be changed.
12.2.7.7.1.5 Pay the card cost.
12.2.7.7.2 X-play (see section 10 for the procedure for X-play).
12.2.7.7.3 Resolution step
12.2.7.7.3.1 Resolve any CIP ability even if the follower has been removed from the play area during X-play.
12.2.7.7.3.2 As a result of X-play, the target of the CIP ability may have been removed from the play area, or the target may have been changed, or a particular target may have become forbidden as a target.
12.2.7.7.3.3 If the CIP ability cannot be resolved, end this step without resolving the ability.
12.2.8 Playing a follower ability
12.2.8.1 You may play a follower’s activated ability during your main phase.
12.2.8.1.1 You can play follower abilities that require you to turn the follower off only if that follower has been in your play area from before the current turn.
12.2.8.1.2 You can only use follower abilities that require you to turn the follower off once per turn.
12.2.8.2 The following are follower abilities that are not activated abilities. These abilities are not considered to be “playing a follower ability” under the game rules.
12.2.8.2.1 CIP abilities (“come into play” abilities)
12.2.8.2.2 Persistent abilities
12.2.8.2.3 Triggered abilities
12.2.8.3 You may play a follower’s ability any time including during X-play.
12.2.8.4 Follower abilities have a cost and paying the cost is a condition of playing the ability.
12.2.8.5 Procedure for playing an ability
12.2.8.5.1 Play declaration step (the following procedures are carried out simultaneously)
12.2.8.5.1.1 Declare the ability you want to play to your opponent.
12.2.8.5.1.2 Indicate the target of the ability if one is required.
12.2.8.5.1.3 Once you proceed to X-play the target has been considered fixed and you cannot change it.
12.2.8.5.1.4 Pay the cost.
12.2.8.5.2 X-play (see section 10 for the procedure for X-play).
12.2.8.5.3 Resolution step
12.2.8.5.3.1 Resolve the effect of the ability.
12.2.8.5.3.2 As a result of X-play, the target of the ability may have been removed from the play area, or the target may have been changed, or a particular target may have become forbidden as a target.
12.2.8.5.3.3 If the effect cannot be resolved, end this step without resolving the effect.
12.2.8.6 Playing abilities in X-play
12.2.8.6.1 The procedures for playing abilities during X-play are carried out simultaneously.
12.2.8.6.1.1 Declare the ability you want to play to your opponent.
12.2.8.6.1.2 Indicate the target of the ability if one is required.
12.2.8.6.1.3 Pay the cost.
12.2.8.6.2 Resolve the effects of the ability according to the procedure for X-play.
12.2.9 Attacking with a follower
12.2.9.1 You may declare an attack with a follower that has been in your play area from the start phase.
12.2.9.2 Declare an attack with a single follower.
12.2.9.3 There are three targets for an attack.
12.2.9.3.1 Your opponent’s deck.
12.2.9.3.2 Your opponent’s locus.
12.2.9.3.2.1 Target a position in your opponent’s locus that has a card placed in it.
12.2.9.3.2.2 You may declare an attack on a position whether the card placed there is face up or face down.
12.2.9.3.2.3 You may attack the same locus position any number of times.
12.2.9.3.3 Your opponent’s off followers.
12.2.9.4 Any one follower may attack only once per turn.
12.2.9.4.1 After attacking with a particular follower, even if you are able to turn it on again, you may not attack with the same follower.
12.2.9.5 You may declare an attack any time except during X-play.
12.2.9.6 You may declare any number of attacks during your main phase.
12.2.9.7 After one attack has been resolved, you may undertake some other main phase activity and then declare a new attack.
12.2.9.8 The procedure for an attack is: attack declaration step, X-play, block declaration step, X-play, and either attack resolution step or battle resolution step.
12.2.9.8.1 Attack declaration step
12.2.9.8.1.1 The procedures of the attack declaration step are treated as happening simultaneously.
12.2.9.8.1.2 Attacks can be declared with an on follower that has been in your play area from the start phase.
12.2.9.8.1.3 Indicate a follower and declare an attack.
12.2.9.8.1.3.1 After moving to X-play, the follower that you have indicated as attacking is considered an “attacking follower”.
12.2.9.8.1.4 Declare the target of attack to your opponent and turn the follower off.
12.2.9.8.1.4.1 Upon moving to X-play, the target of an attack is considered fixed and you may not change it.
12.2.9.8.2 X-play (see section 10 for the procedure for X-play).
12.2.9.8.3 Block declaration step
12.2.9.8.3.1 The procedures for block declaration are carried out simultaneously.
12.2.9.8.3.2 Blocking is declared with a single follower.
12.2.9.8.3.2.1 After moving to X-play, the follower indicated as blocking is considering a “blocking follower”.
12.2.9.8.3.3 Blocking can be declared with an on follower.
12.2.9.8.3.3.1 If the follower is on, you can declare blocking any number of times with the same follower.
12.2.9.8.3.4 The target of blocking is the attacking follower.
12.2.9.8.3.5 Turn the blocking follower off.
12.2.9.8.3.6 If no block is declared, move to X-play.
12.2.9.8.4 X-play (see section 10 for the procedure for X-play).
12.2.9.8.4.1 If a block is declared, even if the blocking follower is removed from the play area as a result of X-play, the attack is considered blocked.
12.2.9.8.4.2 If a block is declared, even if the blocking follower is removed from the play area as a result of X-play, play will proceed to a battle resolution step. However, this step will end without any procedures being undertaken.
12.2.9.8.5 Attack/battle resolution step
12.2.9.8.5.1 Determine whether to proceed to an attack resolution step or battle resolution step.
12.2.9.8.5.1.1 If the target of the attack is the opponent’s deck or locus and no block is declared, proceed to an attack resolution step.
12.2.9.8.5.1.2 If the target of the attack is the opponent’s deck or locus and blocking is declared, proceed to a battle resolution step.
12.2.9.8.5.1.3 If the target of the attack is the opponent’s off follower, proceed to a battle resolution step eitherwith the off follower or with a blocking follower.
12.2.9.8.5.2 Attack resolution step for an attack on the opponent’s deck
12.2.9.8.5.2.1 Reveal a number of cards equal to the attacking follower’s crush points.
12.2.9.8.5.2.2 If there are any gem cards among the cards revealed, you capture a number of those cards equal to the capture points of the attacking follower; place them on your colossus as captured gems.
12.2.9.8.5.2.2.1 Gems are captured in the order they are revealed from the top of the deck.
12.2.9.8.5.2.3 Cards not captured are discarded into the opponent’s discard pile.
12.2.9.8.5.3 Attack resolution step for an attack on the opponent’s locus.
12.2.9.8.5.3.1 Reveal the card in the position that has been targeted by the attack.
12.2.9.8.5.3.2 If the position targeted in the attack now has no card placed in it as a result of X-play, end the attack resolution step and move the remaining locus cards one space to the left so as not to leave an open position in the locus.
12.2.9.8.5.3.3 If the position targeted in the attack has a gem card, whether face up or face down, conduct the following procedures.
12.2.9.8.5.3.3.1 The turn player places the gem card on his or her own colossus as a captured gem.
12.2.9.8.5.3.3.2 The player whose gem was captured draws a card from the top of his or her deck, adds it to his or her hand, then sets a card face down from his or her hand in the open position of the captured gem.
12.2.9.8.5.3.4 If the card revealed by the attack is not a gem card, conduct the following procedures.
12.2.9.8.5.3.4.1 Leave the card revealed face up in the same position and continue game play.
12.2.9.8.5.3.4.2 The face up card in the locus can still be used for locus points each turn
12.2.9.8.5.4 Battle resolution step
12.2.9.8.5.4.1 In the battle resolution step, the attacking follower and the follower indicated as the target, or the attacking follower and the blocking follower, do battle.
12.2.9.8.5.4.2 If either of the followers involved in battle have been removed from the play area in X-play, end battle resolution step.
12.2.9.8.5.4.3 Calculation of battle damage
12.2.9.8.5.4.3.1 Reduce the blocking follower’s or targeted follower’s defense points by value of the attack points of the attacking follower.
12.2.9.8.5.4.3.1.1 If there are any revisions to follower attack or defense points, make sure they are reflected.
12.2.9.8.5.4.3.2 Reduce the attacking follower’s defense points by the value of the attack points of the blocking follower or targeted follower.
12.2.9.8.5.4.3.2.1 If there are any revisions to
follower attack or defense points, make sure they are reflected.
12.2.9.8.5.4.4 Determine destruction of the followers
12.2.9.8.5.4.4.1 Any follower whose defense points have been reduced to zero or below is destroyed and placed in the owner’s discard pile.
12.2.9.8.5.4.4.2 Any follower whose defense points remain at 1 or more are left in the play area in the off position.
12.2.9.8.5.4.5 Revisions of defense points due to battle damage remain during the main phase and this is known as "carried damage."
12.2.10 Declaring the end of your main phase
12.2.10.1 Each turn, the turn player must declare the end of his or her main phase.
12.2.10.2 After declaring the end of the main phase, X-play occurs.
12.2.10.3 After the declaration and X-play resolve, the turn proceeds to the end phase.
12.2.11 Actions you can take during your opponent’s main phase
12.2.11.1 The non-turn player may play appropriate actions during X-play and also declare a block to an attack.
12.2.11.1.1 During X-play, the non-turn player can play action snap cards or follower abilities.
12.2.11.1.2 The non-turn player can declare a block to an attack with his or her on follower.
12.3 End phase
12.3.1 In the end phase, the following actions are carried out and treated as happening simultaneously.
12.3.1.1 Remove any revisions to followers.
12.3.1.2 Remove all damage to followers (return defense points to their original values).
12.3.1.3 The turn player reduces his or her hand size to 7 cards.
12.3.1.4 Resolve any effects that are designated for the end phase.
12.3.2 Once the procedures above have been completed, the turn passes to the non-turn player who then becomes the turn player.


13 Ending the game/deciding the winner

13.1 Victory is decided and the game ends either by gem completion or deck
destruction.
13.2 By successfully declaring gem completion, the player wins the game.
13.3 When a player’s deck is reduced to zero cards, he or she loses the game.
13.3.1 The colossus card is not counted as part of the player’s deck.
13.3.2 Cards revealed from the deck have not been removed from the deck
and the deck cannot be reduced to zero cards through revealing cards.
13.4 Procedure for gem completion.
13.4.1   (1) Indicate 6 facedown cards in your locus as gem cards and reveal them without changing the order of your locus;
(2) if all 6 cards revealed are gem cards, gem completion is successful;
(3) if gem completion is successful, the player wins the game and the game is finished.
13.4.2 If there are card types other than gem cards among the 6 cards revealed, gem completion fails.
13.4.2.1 Procedure when gem completion fails
13.4.2.1.1 The opponent indicates two cards among the 6 cards revealed by the turn player and these cards are placed in the
discard pile.
13.4.2.1.2 The turn player places the remaining revealed cards face down in the same order and moves his or her locus cards to the left to close any open positions in the locus.
13.4.2.1.3 Resume the game from the turn player’s recovery
step.
13.4.2.2 The timing of the declaration of gem complete is the turn player’s start phase before the draw step.

Friday, October 25, 2013

[Cardfight!! Vanguard] New ruling for Japanese format as of Oct 2013

Updated rulings:
3.11.1.1. シールドの値を持たないユニットをガーディアンサークルに置く場合、シールドの値は0として扱います。
Translation: A unit without any value of Shield will be regarded as 0 when called to the Guardian Circle.


*The following are updates on Guard Step:

7.4.1.2. 非ターンファイターにプレイタイミング(およびそれに先んじたチェックタイミング)が与えられます。このプレイタイミングでは7.4.1.2.1 からまで 7.4.1.2.3 の 3つの行動のいずれかを行います。
Translation: 7.4.1.2. Check Timing for a non-turned (guarding/defending) player - you may choose among 7.4.1.2.3 to 7.4.1.2.1 during Play Timing.


7.4.1.2.1. 非ターンファイターは自分の手札のカードを 1 枚選び、ガーディアンサークルにレスト状態でノーマルコール( 8.5.1.2)することを選択することができます。その際、どのアタックされているユニットをガードするか選択します。その後、 7.4.1.2 に戻ります。
Translation: 7.4.1.2.1. The defending player may choose a card from his/her hand and normal call to the Guardian Circle in rest position. After that, he/she may choose which attacking unit to be guarded with. Then, return to 7.4.1.2.


7.4.1.2.2. 非ターンファイターは自分の前列にいる を持つこのバトルでアタックされているものでないリアガードを 1 枚選び、レスト状態でガーディアンサークルに置くことを選択することができます。その際、どのアタックされているユニットをインターセプトするか選択します。その後、 7.4.1.2 に戻ります。
Translation: 7.4.1.2.2. The defending player may choose his/her front row Rearguard that is not being attacked, and place it to the Guardian Circle in rest position. After that, he/she may choose which attacking unit to be Intercepted with. Then, return to 7.4.1.2.


7.4.1.2.3. 非ターンファイターはパスを選択することができます。パスを選択した場合、7.4.1.3 へ進みます。
Translation: 7.4.1.2.3. The defending player may choose to pass. If he/she chooses to pass, move on to 7.4.1.3.


7.4.1.2.3.1. ノーマルコールすることも、インターセプトすることもできない場合、非ターンプレイヤーは自動的にパスを選択したことになります。
Translation: 7.4.1.2.3.1. In the situation that normal calling and intercepting is not possible, it means that the defending player has choose to pass automatically.



FAQ:
Q179
[BT06/002:恋の守護者 ノキエル]
Q. このユニットの能力で手札と入れ替えたカードは、そのバトルでガーディアンとしてコールできますか?
A. はい、コールできます。「ガーディアンサークルに置かれた時」に誘発する能力は、ガーディアンをコールした時に発動し、他のガーディアンをコールする前にその能力を解決します。解決後に、ガーディアンをコールすることができますので、このユニットの能力の効果で手札に加えたカードをコールすることができます。

Translation:
Q. May I call the card that has been replaced with from the hand card via the ability of the said unit as a Guard in the same battle?
A. Yes, you may call. The ability "when placed in the Guardian Circle" activates when you call it as a Guard, it may be solved before calling the another Guard. After resolved, since it is still possible to call Guard, you may call the card that you have added to your hand by the effect of the ability of the said unit.
(*note: the changes on Guard Step allows this to be able to execute)


Q660
Q. シールドのない、グレード3やグレード4のカードはガーディアンサークルにコールできますか?
A. はい、コールできます。シールドがないのでガードされたユニットのパワーは上がりません。シールドがあるカードと同様のタイミングでドロップゾーンに置かれます。

Translation:
Q. May I call Grade 3 or Grade 4 units without Shield onto the Guardian Circle?
A. Yes, you may call. The power of the guarding/defending unit does not increase because there is no shield value (on the G3/G4). It will be placed into the Drop Zone as the same timing as the cards with Shield.

Monday, October 21, 2013

[Cardfight!! Vanguard] Raising you hand for a judge

It isn't that hard right, guys? So do EET!

Halt the game when you're in doubt of a certain ability, check timing, steps or even phases. Pause the game you think your opponent is doing a mistake that will cost you, or even when your opponent is stalling the game, or even perhaps if you think your opponent is cheating. Raise your hands, don't wait till the game is over - once the game is over, no decision can be reversed.

Remember, raise your hands if you have any questions, or in need of help. The judge will try to assist you as much as he/she can. It's not that hard, right?

Monday, October 7, 2013

[Cardfight!! Vanguard] WGP Malaysia 2013 - Japanese and English

Malaysia held it's WGPs for Japanese and English version of CFV last weekend and I was one of the judge for the event. This was considered as one of my first judging experience at a national event, since I was competing in the WGPs in the previous years and only judging for shop or district tournaments. Around 260 players turned up for the Japanese tournament, while around 140 players turned up for the English tournment.

It was great to see many players from all over the country coming over to join the tournaments, and all of the judges, ah, that includes Freedomduo (I think most of you would know who he is) and the staffs had two very busy, yet fun days. I did enjoy myself over the weekend. However, it's kinda disheartening to see there are still many players who still fail to grasp the basic floor rules.

Therefore I'd like to remind those who are reading this post, so that you guys could avoid breaking the rules in the future:
  1. The maximum sleeves you can use is up to 2 sleeves, but you are not allowed to compete without sleeves. It means minimum 1 sleeve, maximum 2 sleeves. The back of either sleeves must be opaque. Just to be sure, please use new sleeves before joining the tournament.
  2. Do not use different sleeves for you starting Vanguard, every card must be sleeved using the same sleeves.
  3. The duration per match is 20 minutes, and if both players fail to finish the match within the limited time, both players will be considered as losing the match. So, please try to get your opponent to be fast, and if you think your opponent is stalling the game, call for a judge before the game ends. Once the game ends, the score is final and unchangeable, period.
  4. Playmats are not allowed.
  5. Remember to check for your belongings, especially cards from your deck. Once the match has started, and a judge found out that you have less than 50 cards in your deck, you will be disqualified even though you manage to find your card after that.
  6. Leave the playing table/area after the matches, it's not worth to get warning or disqualified by the judge for lingering around the playing area. In addition, try not to shout in the playing area too, you might be warned or disqualified for doing so.
  7. During matches restrict your communication between you and your opponent. Do not speak to spectator(s) or use your mobile phone during the matches. You will be disqualified for doing so.
  8. You are not allowed to take notes during the matches.
  9. You may shuffle your opponent's deck, but please gain the permission of your opponent before shuffling. If your opponent does not allow his/her deck to be shuffle, just cut the deck, else have a judge to shuffle. If a judge shuffles the deck, both player are not allowed to cut, nor shuffle the deck anymore. Please do not riffle shuffle or table shuffle you opponent's deck, respect your opponent and his/her deck as if it's yours. Failing to do so, might result in a warning.
  10. State your current actions and Phase clearly and in preferably in English.
  11. If you have any doubts, stop the game, do not continue playing. If the game continues, and there is an illegal play, judges are still not allowed to reserve any decision.
  12. Keep your player tag by your side at all times, failure to produce your player tag during matches will result in disqualification.
  13. Please respect the judges, disrespecting the judges will result in disqualification. Besides, decision by the head judge is final and irreversible.
These are few issues you guys should take aware of. I've disqualified and given lots of warnings due to failure to comply the issues I've stated above. It's quite sad to see players who get disqualifies for breaking the rules, but as a judge, I have to be fair at all times. The most important issue is to follow the judges' instructions. During the tournament, Freedom kept instructing players to leave the playing area, but his instructions are not being heeded. As a result, I've given out lots of warnings on failure to follow Freedom's instruction. So, guys, please listen to the instruction given by the judges. It's not worth to be warned by the judges, since two warnings will result in disqualification.

Anyway, here's the winning clan for both Japanese and English WGP:

Japanese
1st: Shadow Paladin
2nd: Nova Grappler
3rd: Link Joker
4th: Oracle Think Tank

English
1st: Narukami
2nd: Neo Nectar
3rd: Aqua Force
4th: Kagero

Congratulations on topping the tournaments, and for those who didn't make it, train harder, you might be the next champion next year.

Saturday, September 21, 2013

[Cardfight!! Vanguard] Deck list from the anime -part 25-

The following is Ren's Revenger deck from the anime. Open the image in a new tab if you can't view it clearly on lightbox.

Wednesday, September 18, 2013

[Cardfight!! Vanguard] Deck list from the anime -part 24-

The following is Kai's Star Vader deck from the anime. Open the image in a new tab if you can't view it clearly on lightbox.

Thursday, September 5, 2013

[Cardfight!! Vanguard] Deck list from the anime -part 23-

The following is DAIGO's SGD deck from the anime. Open the image in a new tab if you can't view it clearly on lightbox.

Monday, August 26, 2013

[Cardfight!! Vanguard] OTT Magus build

Since EB07 will be released later this week, I've prepared a build for Magus. Here's the build I thought of:

Hexagonal Magus *4
Pentagonal Magus *4

Briolette Magus *3
Stellar Magus *4
Cuore Magus *4

Crescent Magus *4
Tetra Magus *4
Circle Magus *4
Ripis Magus *3

Lozenge Magus (heal & SV) *4
Psychic Bird (crit) *4
Battle Sister, Tiramisu (draw) *4
Battle Sister, Assam (stand) *4

Mechanics:
Magus build resolves around Declare and Reveal (D&R), a concept I've explained in my previous post. D&R is a great way to gain advantages you'll in in middle and later stages of the game, pressuring opponent with the needed magic numbers and replenishing hand if needed.

Furthermore, since even failing to Declare a card correctly allows one to put the Revealed card to set on the top of the deck without the need of shuffling, there are a few units for us to exploit the benefits of D&R.

Key Card(s):
I think many will think that Briolette Magus is the key card of this build. However, she is not; the key cards are Crescent Magus and Stellar Magus.

Crescent Magus allows the player to D&R the top card of your deck when boosting any unit, and if the card is Declared successfully, the boosted unit will gain 3k Power until the end of the battle. Note that one can abuse her ability easily since her ability can activate either she's boosting the VG or any RG, making her a great booster to have. Besides being able to become a 9k booster, you are able to use her ability to "check" the top of your deck. Thus, allowing one to know what is the top card of the deck and Declaring successfully for other units with D&R abilities.

Stellar Magus is another unit that allows much benefits from D&R with a meager cost of 1* Counter Blast. When Stellar Magus attacks the opponent's VG, the player may D&R. By Declaring successfully, Stellar Magus allows the player to add the Revealed card to his/her hand. It's even better when the player fails in D&R, he/she may unflip a damage. Guess what? While you're checking a card for free, at the same time, when you're in need of cards with Magus name at the Damage Zone, and you're only left with cards without Magus name and the former are all flipped, you could use Stellar Magus to switch/unflip a card with Magus name. Isn't Stellar Magus awesome?

Ace:
Pentagonal Magus is undoubtedly the ace of the build. If you missed riding Hexagonal Magus, don't worry, Pentagonal herself is pressuring enough once you hit LB.

By Declaring successfully, Pentagonal Magus gains 5k Power and 1 extra Crit, making her excellent in pressuring your opponent. Besides, Pentagonal hits the magic number easily. Playing against 11k VGs? No worry! "Check" for the top card using Crescent Magus, while boosting her, then D&R the correct card with Pentagonal Magus, and she makes a 21k line with 2 Crits. Playing against 13k VGs? No worry! Check for the top card either with Circle Magus during your Main Phase, else via Crescent Magus or Stellar Magus on the RG circle. Then, D&R the correct card with both Pentagonal Magus and Crescent Magus, and there you have a 24k line with 2 Crits.

With the lack of usage of Counter Blast in this build, feel free to Counter Blast *2 for Pentagonal Magus for the extra 5k, if you're sure that your opponent has no Nulls in hand and he/she is either on the 4th or 5th damage. BURN HIS/HER HAND CARDS!!

Cards to be noted:
Hexagonal Magus may not be as important as Pentagonal Magus, but you'd want to try to ride her before riding any other G3 units. Her BR is great, allowing one to check for the top 3 cards from the deck, choosing one card and add to the hand, then placing the rest back to the top of the deck in any order. That's a huge advantage there, allowing one to gain an extra hand card, and arranging the order of cards to be Drive Checked, while preparing for a successful D&R.

What if you fucked up and seriously in need of a confirmed card on the top of your deck? Look no further than Briolette Magus. By Soul Blasting *1, one may send her back to the top of the deck. Convenient, isn't it?

Conclusion:
Personally, I find Magus deck a quite stable deck to play with after testing it out with proxies. It's easy to maintain pressure during middle game to late game, and it's easy to gain advantages in many ways. I think I might be building one when EB07 is released, even thought I'm not that active in CFV anymore. It'll be interesting to see how it goes.

Friday, August 23, 2013

Portal: A Dataspace Retrieval

I've just recently picked up an old novel , namely Portal: A Dataspace Retrieval to pass my time. Since all the work, TCG and stuff, I haven't been doing any readings lately, so I thought it's kinda a good time to read some novel again.

Portal was originally published as a computer game, or interactive novel in 1986. It was then being published as a novel 1988 by Rob Swigart. Portal tells of an astronaut returning from a failed 100-year voyage to earth, finding that everyone has mysteriously disappeared. With the help of a slowly reviving computer network, he then begins to piece together the events of the last century. Well, this is the story, more or less.

In my opinion, Portal tells one of the best sci-fi story ever. I find the story is quite interesting and enthralling; it's really worth the time to indulge in such well-written story. So, I'd like to share the digital version of the novel with you guys who likes reading sci-fi novel too. I found out that most of the online version of the digital copy is down. So, after a long search on Google, I managed found one copy for myself. I've uploaded the copy to my SkyDrive, and those who are interested, you can read it online, or download it here or here. Please guys, try not to distribute the digital version of the novel if possible and credit the author of the book. After all, if it wasn't for Rob who wrote this great novel, we won't be enjoying the story, yes?



Full credits to Rob Swigart, the author of the book. I do not claim any rights on the digital novel.

Tuesday, August 20, 2013

Sigh... The moron in my local CFV community strikes again

Again, if you are offended by vulgar words and profanities, do skip this post, and this is a personal rant on a fucktard. Thank you, come again.

/update: fuck this, image is too long to embed, here's the link.


'nuff said, Yap Chean Thong is a cunt who is so full of himself that he cannot accept any other opinions be it right or wrong. The worst part is he can't even come up with a constructive argument, instead he opts for childish taunts, further making a fuck out of himself when he is already a fucktard.

No wonder players are quitting here and there...



/note on Revenger deck: yes, I did claimed that Revenger deck is inconsistent as a whole, but to classify RFD as an inconsistent unit? I certainly didn't do that; I merely stated RFD is resource wasting. Of course, it has its cons, but I might be harsh on RFD on my last rant (prolly I'm on roids), RFD certainly has its advantages. For instance, RFD is good in the way that it is a 11k VG (magic number desu), and the pressure you could mount on your opponent with its LB. Don't get me wrong, it may be hard to pull off the LB, but have anyone heard of mind games? Executing it at the right time, right method, it can be quite effective, though the LB leaves you with a near empty field, burning off your opponent's hand card at the same time. RFD is decent, period. It can be good if you know how to execute it well, or a piece of shit if you're ignorant in using it.

On the other hand, saying Diarmuid is consistent is, I dunno man... Stupid? It is good, in terms of offensive, but do realize the constant need to retire a RG for its ability. A constant -1 is a no-no, you'll eventually run out of cards to retire. There are so much more better abilities to gain the Power needed, eg. Labrador the dog? She makes Diarmuid looks like stupid. Besides, the 10k power? That's more depressing. I wonder who will run out of hand cards first, your opponent who runs 20k for all lines and your awesome Diarmund? Do the calculation, please.

When it comes to consistency, all Breakride and System builds are inconsistent, imo. It's as if restricting yourself to a certain build where doing a systematic procedure will only allow you to gain advantage. Well, these are my opinions though, if fucktard sees this, no doubt I'll get a handful of him with moronic replies. Dear me, fuck me... and fuck you too.

Tuesday, July 30, 2013

[Cardfight!! Vanguard] Regarding Declare and Reveal

This is from the CotD page via the Japanese official site. I've copied the text in Japanese and translated it for you guys.

【テキスト内キーワード】「宣言」について
カード名を宣言する場合、正式名称を宣言することが望ましいですが、正式名称を忘れてしまった場合は
対戦相手とコミュニケーションを取って、お互いが特定のひとつのカードを認識した後、能力を解決してください。

Translation:
When you Declare a card name, it is preferable to Declare the official name. In the situation if you have forgotten the official name, please discuss and describe the details (of the card) with your opponent; once both players agree to the details, you may then continue resolving the ability.


【テキスト内キーワード】「公開」について
公開されたカードは、お互いのファイターが確認する事が出来ます。
公開されたカードが山札の上にある場合は、そのまま裏向きに戻し、能力の解決を終了します。
原則として、表のまま山札に残ったり、山札をシャッフルすることはありません。

Translation:
Both players may confirmed the Revealed card. If the Revealed card is from the top of your deck, put the card back to the top deck of your, facing down and end the check timing (resolving the ability). As a (general) rule, the card cannot be left face up on/in the deck and you may not shuffle the deck.

imo, even with BSR allowing players to describe a card in general for Declare, one should try to remember the cards' actual name, be it Japanese, English, or Korean. Agreeing on just details is not really reliable - the opponent might claim it's another card that the player is Declaring, even though it's not in his/her intention, and it'll just drag on. Therefore, just try to memorize the cards' name in the language you and your opponent are familiar in. If both parties are in doubt, just get a judge before Declare and Reveal.


/update: for those who are still confused with the steps:
Battle Phase ▶ Start Step ▶ Attack Step ▶ Resolve Check Timing (Declare ▷ Reveal ▷ set card back to the top of deck unless stated otherwise ▷ ability resolve) ▶ Guard Step ▶ Drive Step ▶ Damage Step ▶ Close Step

Saturday, July 27, 2013

[Cardfight!! Vanguard] A look on the upcoming EB07 -part 2-

【V/R】 : LIMIT BREAK 4(This ability activates when you have four or more damage): During your turn, if you have 4 hand cards or above, this unit gains 3000 Power and the following ability 「【V】 : When this unit attacks hit the opponent Vanguard, draw a card」.
【V】: [Counter Blast *2, -cards with "Battle Sister" in its card name] If you have less or 3 hand cards, draw a card.
【V/R】 : 盟主(if you have a unit of a different clan from this unit, this unit may not attack)

【V/R】 : [Counter Blast *1, -cards with "Battle Sister" in its card name] When this unit attacks hit the opponent Vanguard, if you have a 《Oracle Think Tank》 Vanguard, you may pay the cost. If you do, look at the top card of your deck, search to up to 1 card with "Battle Sister" in its name, show it to your opponent, add it to your hand, and put the rest of the cards to the bottom of your deck.

: [Soul Blast *2] When this unit appears on 【R】, if you have a 《Oracle Think Tank》 Vanguard, you may pay the cost. If you do, unflip 2 damages.

Wednesday, July 24, 2013

[Cardfight!! Vanguard] A look on the upcoming EB07 -part 1-

Hexagonal Magus
【V】 : LIMIT BREAK 4(This ability activates when you have four or more damage): When a 《Oracle Think Tank》 unit rides over this Unit, you can look up at the top 3 cards of your Deck and select 1 card among them. Add the selected card to your hand, place the remaining cards on to the top of your Deck in any order, select 1 of your Vanguard, during this turn, this unit gains 10000 Power.
【V】: During your turn, if you have 4 or more cards in your hand, this unit gains 5000 Power.
【V/R】 : 盟主(if you have a unit of a different clan from this unit, this unit may not attack)

Tetra Magus
: 守護者(You may not place more than four cards with "Guardian" in a deck)
: [choose a 《Oracle Think Tank》 from your hand, and discard it] When this unit is placed on 【G】, you may pay the cost. If you do, choose one of your 《Oracle Think Tank》 will not be hit till end of that battle.

【R】 : When this card boosts a 《Oracle Think Tank》 unit, if you have a 《Oracle Think Tank》 Vanguard, you may declare the name of 1 《Oracle Think Tank》 unit and reveal the top card of your Deck, then place that card on to the top of your deck. If the name of the revealed card matches the name you declared, during this battle, this unit gains 3000 Power.

Stellar Magus
【V/R】 : [Counter Blast *2] When this unit attacks the opponent's Vanguard, you may pay the cost. If you do, you may declare the name of 1 《Oracle Think Tank》 unit and reveal the top card of your Deck. If the name of the revealed card matches the name you declared, add that card to your hand.

【R】 : When this unit attacks, if you have a Vanguard with "Magus" in its name, this unit gains 3000 Power until end of that battle.

【R】 : When this unit attacks, if you have a Vanguard with "Magus" in its name, this unit gains 3000 Power until end of that battle.


Briolette Magus
【R】: [Soul Blast *1] If you have a 《Oracle Think Tank》 Vanguard, you may pay the cost. If you do, draw a card, and place this unit on top of your deck.

Reprints:


*Nope, it's a PR from the manga:
Pentagonal Magus
【V】 : LIMIT BREAK 4(This ability activates when you have four or more damage): When this unit attacks the opponent's Vanguard, you may declare the name of 1 《Oracle Think Tank》 unit and reveal the top card of your Deck, then place that card on to the top of your deck. If the name of the revealed card matches the name you declared, during this battle, this unit gains 5000 Power and 1 Critical.
【V】: [Counter Blast *2, -cards with "Magus" in its card name] This unit gains 5000 Power until end of your turn.
【V/R】 : 盟主(if you have a unit of a different clan from this unit, this unit may not attack)

Tuesday, July 23, 2013

[Cardfight!! Vanguard] What kind of name is Monaka anyway?

バトルシスター もなか
Battle Sister Monaka
Ability:
【V】 : LIMIT BREAK 4(This ability activates when you have four or more damage): [Counter Blast *1, choose 1 Battle Sister Monaca from your hand, discard it] Look at the top 5 cards from your deck, select 2 cards and add it to your hand, place the rest of the cards at the bottom of your deck in any sequence.
【V】: [Counter Blast *2, -cards with "Battle Sister" in its card name] This unit gains 5000 Power until end of your turn.
【V/R】 : 盟主(if you have a unit of a different clan from this unit, this unit may not attack)


There you have it, the first card released for EB07.


/sidenote: uncle just wants to remind:
"btw, it's translated as monaka (最中).
Monaka is a Japanese sweet which is made from azuki paste in between 2 wafers."

Saturday, July 20, 2013

Lighten up the mood...

After writing such a huge ass rant, might as well...


I was listening to this song 13 years ago, it's still one of my favorite song of all time.

Friday, July 19, 2013

Another moron in our local community of CFV

Oh, how long have I not been ranting. If you don't really know, do browse through this site. Anyway, if you are offended by vulgar words and profanities, well, skip this post, will ya? Besides, this is going to be quite personal, so yea.


For those who will be continuing reading, let us start by looking at this wonderful image (open it on another tab/window for a better view, Lightbox will fail on this).


I banged my head so hard at the wall after reading this. Let's not go over the attitude problem this fucking twat is showing (if he has no qualms in disrespecting others, and especially my friend, I won't try to reserve any respect for him either) first.

First, CFV is a almost non-skill game - yes, you might need certain standards of skill, called common sense to play the game, and the rest is up to math and luck, which contributes to uncertainty factors in the game. That being said, no matter how skillful you are in CFV, you are a nothing compare to other players in other TCGs, namely BS, MtG, heck even Z/X.

In terms of arrogance, I believe there is no one is as arrogant as this fucktwat. His attitude in plays is just so bad, I can't even bear to watch him play, even though his opponent might be my friend. Well, the best part on this was my friend was giving an opinion on his deck (Dungaree deck), fucktwat just have to shove his self-righteous opinion down into my friend's throat. Guess what when my friend disagree, lo and behold, fucktard labels him as an arrogant prick. Wow... Who's the pric here?

If he is saying that he is the only person capable in running Pacifica Cross deck, then what about my deck? I'm running a Pacifica Cross deck too, and I believe my deck is so much stabler than his. The reason why players nowadays do not run Interceptors in their deck, is perhaps because hitting for a lower damage. Besides, one ought to consider the low defense an Interceptor has. 8k? That has to be a joke - against deck with OH ability, you're practically asking to be hit, and where does the extra 5k Guard comes in handy then? Having Attackers is so much more important nowadays since decks are more field clearing oriented, and running out of able Attackers will make you vulnerable, eventually losing out advantages and pressuring ability in late game.

Moving on to Dungaree, when a deck's playstyle is towards resource wasting and inability to back up, it's a shitty deck. Dungaree is one, I hate to say that, but it truly is. There are many players and analyst will agree with me on this, it's too resource wasting and the ability is just too mediocre. Heck, to pit Crossride deck against another Crossride deck, my Pacifica is able to beat Dungaree soundly. Even my NN Musketeer deck is way so much better than Dungaree, that just shows how bad Dungaree is.

Regarding RFD, it is indeed inconsistent in the way that the deck is build. Formation is so important in decks nowadays that having a wrong formation will condemn the player to a suffering late game. To gain profit, you'll need to BR again and again to ensure you get the best out of your units and pressuring your opponent. Don't even get me started on its RFD's LB, it is practically another PBD with PB (I'll slap you if you tell me it's not, having an extra copy on the hand to activate the ability is almost the same as doing a PB). YOU ARE FUCKING WASTING 4 CARDS TO FUCKING TWIN DRIVE!! TWICE (or more if you could)! The Twin Drive!! only helps to replenish all the shit you've wasted on paying the cost for the ability. Can you even fucking calculate? The only shit RFD does is pressure that it impose on opponents when that happens, but burning off the hand cards will just render it to uselessness.

Now, tournament is neither a testament on your skills, nor common sense, because in the end of the day luck has a higher chance in influencing the outcome of the game. Oh, the double Crits, double Stands, or even perfectly timed Draws going to the Damage Zone! You can't control them unless you're doing it in a form of advance calculation of probability, and even with that you still end up being fucked from behind by Lady Luck with a huge dildo in place of her vagina, EAT THAT!

Last but not least, that attitude twathead has. How polite you are trying fake in other groups, you're still a twat irl, no more, no less. In this situation, I believe that you WERE the arrogant one, instead of the other two, and so are your friends. Opinions are just opinions - they won't hurt you or make you suffer; you could've just shrug it off and move on, but no. A doramaz is a must for you. Everyone is entitled to each of his or her opinion; having different thoughts means to be an idiot?

inb4 QQ lots, this asshole is screwing me - if you want someone to bloody respect you, fucking respect them in the first place. Stop being a fucking arrogant asshat.



/update: updated with the newest screen for the log.

Wednesday, July 10, 2013

[Cardfight!! Vanguard] Determining condition and cost to pay per unit's ability

I'm writing this, because there are still some player(s) who are unable to get this straight.

Before I get this started, units' abilities are categorized into three types: Activate , Auto , and Continuous . The following are explanation on how the ability types are being executed:


: Activate type abilities are only allowed to be activate if condition are fulfilled during your Main Phase, unless being stated otherwise. A certain cost usually has to be paid to activate this type of ability.

: Auto type abilities activates once condition(s) is being fulfilled, disregarding any player's turn, unless being stated otherwise. However, if "may" is stated on the ability text, the master of the specify unit will be given a choice to either activate the ability or ignore it. Sometimes, a certain cost has to be paid to activate this type of ability; if the cost is not being paid, the ability will not be activated (I know the latter is redundant to mention).

: Continuous type abilities activates once condition(s) is being fulfilled, disregarding any player's turn, unless being stated otherwise. However, in the event where the condition fulfilled is being canceled, the ability will stop being activated.


All abilities have their respective condition(s) to fulfilled, in order to be activated. But, how do we determine the conditions of the abilities?

First, for an example of ability, we have Solidify Celestial, Zerachiel [BT11/002 RRR]. Let's take a look at this unit's corresponding ability.

【V】 : [Counter Blast *2 - Cards with "Celestial" in their names] This unit gains 5000 Power until end of your turn.

For this ability, there is a specific cost to pay, and a condition that must be fulfilled, in order to activate the ability. The cost to pay is 2* Counter Blast, specifically cards with "Celestial" in their names. The condition of the ability is "【V】", which means the ability can only be activated if the unit is on the Vanguard circle.


Moving on, for an example of ability, we have Maiden of Trailing Rose [BT05/009 RRR]. Let's take a look at this unit's corresponding ability.

【V】 : [Counter Blast *1, discard a "Maiden of Trailing Rose" from your hand] When this unit's attack hits the opponent's Vanguard, you may pay the cost. If you do, look at the top 5 cards of your deck, choose up to 2 of your 《Neo Nectar》 cards,call them to separate 【R】 and shuffle your deck.

For this ability, there is two costs to pay, and two conditions that must be fulfilled, in order to activate the ability. As I've mentioned, the condition(s) for Auto type ability specifically has to be fulfilled first, before the master of the unit is allowed to pay the cost(s) to activate the ability. The first condition of the ability is "【V】", which means the ability can only be activated if the unit is on the Vanguard circle. The second condition to be fulfilled is "when this unit's attack hits the opponent's Vanguard", which means the unit's attack must hit the opponent's Vanguard in order to be activated. Once the condition if being fulfilled, the two costs - 1* Counter Blast, and discarding discard a "Maiden of Trailing Rose" from the master's hand may be paid to activate the ability.


Let's take another example for , in which no cost is needed, and if conditions are met, the ability will be activated disregarding player's choice. For this, we have Storm Rider, Diamantes [BT08/035 R]. Let's take a look at this unit's corresponding ability.

【R】 : When this unit attacks the opponent's Vanguard, if you have an 《Aqua Force》 Vanguard, and if it is the first battle of that turn, this unit gains 2000 Power until end of that battle, and at the beginning of the close step of that battle, choose another of your 《Aqua Force》 Rearguard in the same column as this unit, and exchange positions with this unit. (The state of the card does not change)

For this ability, four conditions has to be fulfilled. First, "【R】", this unit has to be on a Rearguard circle. Second, "when this unit attacks the opponent's Vanguard...", this unit must attack an opponent's Vanguard unit. Third, "if you have an 《Aqua Force》 Vanguard", the master of the unit must have an Aqua Force Vanguard available. The fourth and the last, "if it is the first battle of that turn", this unit must be the first unit to attack.


What about stackable ability? For this, we have Iron Blood Eradicator Shuki [BT11/039 R]. Let's take a look at this unit's corresponding ability.

【R】 : When your opponent's Rearguard is put in the Drop Zone by any of your unit's effect, if you have a Vanguard with "Eradicator" in its name, this unit gains 3000 Power until end of your turn.

For this ability, three conditions has to be fulfilled. First, "【R】", this unit has to be on a Rearguard circle. Second, "when your opponent's Rearguard is put in the Drop Zone by any of your unit's effect", your opponent's Rearguard has to be sent to the Drop Zone by your unit'(s) ability. Third, "if you have a Vanguard with "Eradicator" in its name", your Vanguard has to have "Eradicator in its name. Since the text actually specify "Rearguard", instead of any Rearguard, the ability activates disregarding the master's choice every time each opponent's Rearguard is being sent to the Drop Zone.


Last but not least, for an example of ability, we have Solidify Celestial, Zerachiel [BT11/002 RRR]. Let's take a look at this unit's corresponding ability.

【V】 : LIMIT BREAK 4 (This ability activates when you have four or more damage) During your turn, if you have a face up card named "Solidify Celestial, Zerachiel" in your Damage Zone, all of your units with "Celestial" in their name gains 3000 Power.

For this ability, three conditions has to be fulfilled. First, "【V】", this unit has to be on a Vanguard circle. Second, "LIMIT BREAK 4", the master must have 4 damage in his/her Damage Zone. Third, "if you have a face up card named "Solidify Celestial, Zerachiel" in your Damage Zone", the master must have a unit named, "Solidify Celestial, Zerachiel" in his/her Damage Zone. Once the condition is being fulfilled, the ability activates during all your and your opponent's phases. However, for this ability, "during your turn" is stated, which means the ability can only last during your turn, and once your turn ends, the ability is canceled.


To warp up, this is how you should look at the ability of a unit:

When this unit attacks the opponent's Vanguard, if you have an 《Aqua Force》 Vanguard, and if it is the first battle of that turn, this unit gains 2000 Power until end of that battle, and at the beginning of the close step of that battle, choose another of your 《Aqua Force》 Rearguard in the same column as this unit, and exchange positions with this unit. (The state of the card does not change)

     : ability type
     : condition to fulfill
     : ability to be activated


Alright, that's all for now. If there are any question, you can reach me on my e-mail or by leaving a comment.

Tuesday, July 9, 2013

[Cardfight!! Vanguard] Deck list from the anime -part 22-

The following is Izaki's Ancient Dragon deck from the anime. Open the image in a new tab if you can't view it clearly on lightbox.

Monday, July 8, 2013

HaKU LIVE IN KUALA LUMPUR 2013 concert experience

Ears hurting, minor sorethroat, wobbling legs and a tired body - but it's so worth it! One word to describe the concert, FUCKING AWESOME! Alright, two words, but it doesn't change the fact that HaKU rocks!

Anyway, I'm just too tired to write a long windy post about my experience, I'll just end this post with loots from the concert and autograph session, with the link to my photo album for the concert and autograph session. The photos are kinda blur, sorry about that, I've got a shitty camera.


Gonna hit the sack now, nights!

Saturday, July 6, 2013

[Cardfight!! Vanguard] Deck list from the anime -part 21-

The following is Leon's Transcore-Revonn deck from the anime. Open the image in a new tab if you can't view it clearly on lightbox.

Thursday, July 4, 2013

[Cardfight!! Vanguard] Deck list from the anime -part 20-

The following is Kai's Vowing-Descendant deck from the anime. Open the image in a new tab if you can't view it clearly on lightbox.

Wednesday, July 3, 2013

[Cardfight!! Vanguard] Deck list from the anime -part 19-

The following is Naoki's Vowing-Gauntlet deck from the anime. Open the image in a new tab if you can't view it clearly on lightbox.

Monday, July 1, 2013

[Cardfight!! Vanguard] Deck list from the anime -part 18-

The following is Aichi's Gancelot-Alfred deck from the anime. Open the image in a new tab if you can't view it clearly on lightbox.

Monday, June 24, 2013

The best reply EVAH...

Downloaded the HD version PV for BILLY BILLY today, and shared it with my friend. While his eyes fixated on the scenes with that girl in bikini, I shot him with a word, "Boobs?". He then gave me the best reply EVAH, "Nah, armpits."

Made me speechless for awhile. Fucking WIN, this is truly fucking WIN.


Just in case you guys don't know what I'm talking about, the following is the short version of the said PV:

Thursday, June 13, 2013

Future Card Buddyfight! Wait... what?

Just saw this over BSR's official post awhile ago. "This century's strongest trading card game is finally here!", that's what BSR say about the TCG. You've gotta be kidding me, I lol'd a bit when I heard that. The both Japanese and English version of the TCG will simultaneously release on January 2014. Well, if you're a fan of BSR's card games, you could wait for it.

Anyway, links to the official announcement and site below:

Sunday, June 9, 2013

[Cardfight!! Vanguard] Malaysian CFV Team Tournament Qualifier (Japanese version)

Toysbar (a card shop in Malaysia) hosted the first Malaysian qualifier for Japanese version CFV Team Tournament today. Just for the sake of passing time, I took my Bermuda PRISM deck, teamed up with two of my friends, Leon and Persoiden as Team TATMOH (well, it's the nickname of TB's boss). I thought after not playing VG for such a long time, I'd be very rusty in it, but luckily I still manage to pull off a decent result.

Out of the 4 swiss rounds in the group stage, I manage to get 3 wins; while as a team, we won all 4 rounds being the only team that manage to win every round in group stage. In the knockout stage, 4 teams are being pit against each other with wins per player are being decided by the best of three. In the first knockout stage, I manage to win 2 straight matches against a MLB deck, as well as my teammates winning their respective matches. However, in the second and final stage, I lost 2 straight matches to the new Naru Eraser deck. Unfortunately, Leon and Persoiden lost too, and we ended up 2nd overall.


The following are the clans and results I played against in the qualifier:
1st swiss: Naru DKV crossride - lost
2nd swiss: NG Beast Deity crossride - won
3rd swiss: Naru Eraser - won
4th swiss: Kagero Seal Dragon crossride - won
1st knockout: MLB-Alfred - won | won
2nd knockout: Naru Eraser - lost | lost


Since our team is in the top 4, we managed to reserve ourselves a slot the in next qualifier (I guess continental qualifier?) in Singapore on 6th or 7th July, though I might not be able to attend since I'll be attending HaKU's concert on the evening of 7th July. So, team TATMOH might need to replace a member in my place for the qualifier, but I think my teammates mare considering to pass our rights to join the qualifier to another team. Nonetheless, it still gives me some satisfaction, knowing that my skills in VG isn't that rusty.

However, there's still something bugging me. As far as I recall, the team we were playing against in the final stage was a Singaporean team. The prize for winning the qualifier is transport and accommodation to Singapore for the qualifier in Singapore. The prize can passed down to the second, third or fourth placed team, if the first placed is willing to. Since they are a Singaporean team and of course, the first placed team members are from Singapore, transport and accommodation are not a problem to them. However, they are not willing to pass down the prize for free, instead asking for a huge fee for the prize. Now, the prize is not permitted to be sold or auction in any form, and you may be disqualified from the tournaments for doing so. Furthermore, by charging a huge fee for the prize, this is quite the unsportsmanlike of the Singaporean team. I mean, they are staying in Singapore which means they have no problems with accommodation and transport. Besides, they've won the English qualifiers on Saturday which promises the exact prize and they attempted to sell it off. Instead of being such money minded, why not pass down to teams that really need the accommodation and transport to get to Singapore?

Before you're saying that I'm doing this for myself or my teammates, do recall what I wrote on top, there's a huge chance that I will not be participating the qualifier since I'm attending a concert on the same date as the qualifier, and it's possible my team will give up the slot to join the qualifier. I'm just voicing out my opinion as a player. How about you, what do you think about this?




/updated: Both Japanese and English versions Tag Team qualifier will be held on 7th of July at Suntec City Convention Hall, Sinagpore and Team TATMOH will not be joining the qualifier. BSR Singapore made a good decision in revoking the prizes (accommodation and transportation to Singapore) won by the Singaporean team as mentioned above since they are from Singapore. I'm not usually a fan of BSR's decisions, but this time they made a good one and the Singaporean team deserved to have their prizes revoked.

/sidenote: BSR Y U READ MAI BUROGU DESU? o_o