Fairly new TCG from Japan that is just now hitting the states. Designed by the creators of both Yu-gi-oh and Duel Masters. Very interesting game a lot of different mechanics from other games to set it apart from the rest of the crowd. It has a very fast pace to it, but is still fun to play.
http://www.heartofthecards.com/cf/ (A fan-site that was established before an English translation of the game was even made. A lot of the hype for the game started here)
Booster Set One just came out English a few months ago, and Booster Set Two will be out March. They are producing English sets fairly fast to catch us up to the Japanese sets, which are currently on Booster Set Five.
Hopefully I'm not the only one on here who knows of this game! It is a blast to play, and I'm sure in a few months it will gain a foothold in the states, especially if the Anime is brought over here.
"A rich man thinks all other people are rich, and an intelligent man thinks all other people are similarly gifted. Both are always terribly shocked when they discover the truth of the world. You, my dear brother, are a pious man." - Strahd von Zarovich
I was surprised to learn that this game got localized. Weiβ Schwarz seemed to have more interest from what I'd seen at conventions last year.
We'll getting Weiβ Schwarz localized would probably require getting the "ok" from each liscense, plus it is far older then Cardfight!! Vanguard, and took longer to hit that fanbase. They would also have alot of sets to print to catchup.
Cardfight!! Vanguard is a lot newer, already has a large fanbase (here and in japan), doesn't require as much paperwork to localize, and has an anime to promote it, which I bet will get released in the US and will be announced at "AnimeCentral".
Hmmm... a friend of mine bought a couple of Trial Decks down to my LGS and I tried it out, it seems pretty fun, and definatly something I could get into.
I'll probably wait and see how well it takes off locally before I get too into it, plus I wanna wait until Clans like Pale Moon and Dimension Police get enough localisation.
What'll make or break my interest is how the localization is handled. I don't want any random stuff like Plague Rat-> Bubonic Vermin, or Hell Poet-> Hellpoemer. And editing the art is a big no-no for me. The presence of an Ankh on Monster Reborn didn't cause Japan's youth to start worshiping Satan (anymore than the people who get uppity about this kind of thing already believe they do), and It'll save on production costs if they aren't hiring an artist to redo art that's already perfectly serviceable. Also, Japanese cards need to be legal for tournament play in America, every other language printing is.
If this game doesn't fail in any of those ways, I'll probably latch onto it like a kid at fat camp latches on to the frosting at the bottom of a Twinkie wrapper he found in his pocket.
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What'll make or break my interest is how the localization is handled. I don't want any random stuff like Plague Rat-> Bubonic Vermin, or Hell Poet-> Hellpoemer. And editing the art is a big no-no for me. The presence of an Ankh on Monster Reborn didn't cause Japan's youth to start worshiping Satan (anymore than the people who get uppity about this kind of thing already believe they do), and It'll save on production costs if they aren't hiring an artist to redo art that's already perfectly serviceable. Also, Japanese cards need to be legal for tournament play in America, every other language printing is.
If this game doesn't fail in any of those ways, I'll probably latch onto it like a kid at fat camp latches on to the frosting at the bottom of a Twinkie wrapper he found in his pocket.
this is a must. I bought a japanese trial deck last summer and would hate not to be able to use it. I really hope this game takes off, its a lot of fun.
What'll make or break my interest is how the localization is handled. I don't want any random stuff like Plague Rat-> Bubonic Vermin, or Hell Poet-> Hellpoemer. And editing the art is a big no-no for me. The presence of an Ankh on Monster Reborn didn't cause Japan's youth to start worshiping Satan (anymore than the people who get uppity about this kind of thing already believe they do), and It'll save on production costs if they aren't hiring an artist to redo art that's already perfectly serviceable. Also, Japanese cards need to be legal for tournament play in America, every other language printing is.
If this game doesn't fail in any of those ways, I'll probably latch onto it like a kid at fat camp latches on to the frosting at the bottom of a Twinkie wrapper he found in his pocket.
The only change so far is Genocide Jack to Brutal Jack (genocide is kind of a touchy word so I can somewhat understand why this was changed.). All the art so far has been exactly the same, even the rarities have stayed the same and will likely stay the same since our sets willl be released globally rather than locally. Currently speaking there isn't too much in the way of tournament play outside of local events but I heard that store tournaments right now only allow for english cards, I'm not sure if this will change once we are all caught up or whatever, ya know?
I had a passing interest in this until I started watching the anime.
It doesn't really look like you do anything except attack with creatures and play cards that power-up your creatures. Am I grossly misinformed?
While a lot of the game is attacking and taking attacks it becomes quite a decision of where to attack, what to block, when to block it, and what with; not to mention the different kinds of effects that can happen (while this isn't all that present in current state of game) there are lots of different effects and requirements for cards in later sets. Although I won't lie attack is obviously a major point of the game, as is getting lucky on occasion with Trigger effects.
Trial Decks are roughly $18 (£11.50).
Booster Boxes are going for $70 (~£45), each box holding 30 packs. Packs are priced at $3.50 (£2.20), and contain 5 cards each. I have no idea on the odds each pack contains with regards to rarity, but I've been told it's 4 commons to one rare or better, given that cards come in RR and RRR as well... yeah, no clue there.
Sets so far all contain 80 different cards. 8 at RRR, 12 at RR, 20 at R, and 40 at Common. 12 cards in each set also have a Special version, I'm guessing alternate artwork.
Given that the game is still new, the slightly higher prices seem justified, for now, anyway.
Is there anywhere I can learn the basics of this game? Someone dropped off a lot of commons at my local comic shop the other day to drum up some interest. The cards looked interesting, but the also make me wonder how complex the rules are. The first impression I got was that it was very complicated.
Is there anywhere I can learn the basics of this game? Someone dropped off a lot of commons at my local comic shop the other day to drum up some interest. The cards looked interesting, but the also make me wonder how complex the rules are. The first impression I got was that it was very complicated.
I followed the link to the fansite. ALL of the rules appear to fit on one double sided insert, presumably about half the size of a sheet of paper. Basically, if you can understand Magic, it shouldn't take long to pick up on this.
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I followed the link to the fansite. ALL of the rules appear to fit on one double sided insert, presumably about half the size of a sheet of paper. Basically, if you can understand Magic, it shouldn't take long to pick up on this.
The basic rules are simple, once playing a game or two with the rule sheet as reference you should be good. Also it helps that unlike yugioh and similar to magic, effect types ae clearly labled (even more so than magic) and costs are well defined.
Just because.the basic rules are easy tho, doesnt mean the game itself is super easy. The thought processes and decision making, combined with the fast pace, makes the game very enjoyable. Also the different clans/tribes have (so far) been fairly balanced. Basicly each set wil give primary focus to 4 or 5 tribes, while most of the remaining tribes get atleast 4 new cards (one of each grade).
My play testing team fooled around with this game and fan translations of the entire card pool. We wanted to see if it was something the group might be interested in.
Initially the decision trees available seemed complex and strategic but as we gained familiarity with the game and became better and better the lines of play all became clear, and the game play core felt lacking. Lots of options and complicated interactions dont mean anything when the decision is so clear.
It carries some of the worst aspects of yug over with it pet peeves include the needlessly large numbers and a non resetting board state which means more things to keep track of which just is annoying and clunky. The trigger system is frankly just stupid and turns alot of peoples least favorite thing about tcgs such as when you are reliant on top decking into a core mechanic.
At the time of testing they had already started upon the poor choice of non intuitive rulings that just plagues yug. The fact that they didnt man up and ban or restrict a card but instead added the "you cant play this card as your starting vanguard clause" really irked me, thats totally not intuitive at all if its not printed on the damn card. If its one of the only arbitrary card specific rules you need to remember its not the end of the world but these things quickly add up and lead us all to completely write off the game.
There really is alot going on in the cards to be honest. In a game where a ton of "socially unique people" are going to play Japanese versions (if legal cant recall dont think it was decided on at the time we tested) of cards its a huge detriment to the game.
There will be an initial interest and it will vary from a whimper to a bang depending on if the anime/manga get localized and how they are distributed, but it takes all of the bad parts of magic such as not that fulfilling need for top decking, and the "turn dudes sidewise" simplicity the core gameplay isnt there at all. It will probably fail to permanently draw people from yug and most magic players will not be interested in this at all. There is a scene in japan for competitive play but it really pales in comparison to the rewards quality and prizes of magic and even yug.
Not to mention there is already a huge over-saturation for ccg and constructable card games right now we went from not that many options early on 90s era into just this huge and disgusting glut and so many failed to take off efforts. I mean I can think of versus, the raddidikiiaoun thing, and quite a few others that have alot more merit then what I feel is this knock off yug that had real short successful runs.
My play testing team fooled around with this game and fan translations of the entire card pool. We wanted to see if it was something the group might be interested in.
Initially the decision trees available seemed complex and strategic but as we gained familiarity with the game and became better and better the lines of play all became clear, and the game play core felt lacking. Lots of options and complicated interactions dont mean anything when the decision is so clear.
It carries some of the worst aspects of yug over with it pet peeves include the needlessly large numbers and a non resetting board state which means more things to keep track of which just is annoying and clunky. The trigger system is frankly just stupid and turns alot of peoples least favorite thing about tcgs such as when you are reliant on top decking into a core mechanic.
At the time of testing they had already started upon the poor choice of non intuitive rulings that just plagues yug. The fact that they didnt man up and ban or restrict a card but instead added the "you cant play this card as your starting vanguard clause" really irked me, thats totally not intuitive at all if its not printed on the damn card. If its one of the only arbitrary card specific rules you need to remember its not the end of the world but these things quickly add up and lead us all to completely write off the game.
There really is alot going on in the cards to be honest. In a game where a ton of "socially unique people" are going to play Japanese versions (if legal cant recall dont think it was decided on at the time we tested) of cards its a huge detriment to the game.
There will be an initial interest and it will vary from a whimper to a bang depending on if the anime/manga get localized and how they are distributed, but it takes all of the bad parts of magic such as not that fulfilling need for top decking, and the "turn dudes sidewise" simplicity the core gameplay isnt there at all. It will probably fail to permanently draw people from yug and most magic players will not be interested in this at all. There is a scene in japan for competitive play but it really pales in comparison to the rewards quality and prizes of magic and even yug.
Not to mention there is already a huge over-saturation for ccg and constructable card games right now we went from not that many options early on 90s era into just this huge and disgusting glut and so many failed to take off efforts. I mean I can think of versus, the raddidikiiaoun thing, and quite a few others that have alot more merit then what I feel is this knock off yug that had real short successful runs.
Everyone has the right to their own opinion, but I personally disagree with the majority of your points. The decisions are not always very clear, and a lot of times you have to decide between conserving resources and losing card advantage to guarantee a block/going all in to win or conserving cards in hand to try and wait another turn.
While the "Large Numbers" pet peeve is true, its not a big deal. The math is no different really, you just remove the zeros and its the same small numbers as we are used to. The point of them is to express how powerful something is. If DBZ said "His Power Level is over 9" we would not have been very impressed lol. Its all part of wooing players (specifically kids).
As for the "non resetting board state", I'm not really 100% sure what you mean, so If you could please elaborate.
The triggers are just an additional thing to plan around, + it adds a bit of surprise and luck. Standard Top Decking doesn't really matter as much in this game, as every card is a potential attacker that can seal the deal with the last damage, and you actually draw 2 cards per turn minimum.
The main points are learning how to evaluate the situations properly, know when to take damage, know when to block, how to conserve resources, and knowing the likelihood of triggers/debating to block anticipating one/knowing when to use a "Null Guard". And their is also Deck Construction which is totally separate from game-play skills.
Also the competitive scene isn't 100% established yet because the game is fairly new. Its fairly big in japan tho and it is growing fast here (at least in my area.). And we have pulled a lot of Yu-Gi-Oh players already because their meta is CRAP right now, and the new ban list looks bad. Lots of people are unhappy with it, so its the right time. Plus the prices are fairly cheep currently.
I still feel positive about the outlook of the game.
My play testing team fooled around with this game and fan translations of the entire card pool. We wanted to see if it was something the group might be interested in.
Initially the decision trees available seemed complex and strategic but as we gained familiarity with the game and became better and better the lines of play all became clear, and the game play core felt lacking. Lots of options and complicated interactions dont mean anything when the decision is so clear.
It carries some of the worst aspects of yug over with it pet peeves include the needlessly large numbers and a non resetting board state which means more things to keep track of which just is annoying and clunky. The trigger system is frankly just stupid and turns alot of peoples least favorite thing about tcgs such as when you are reliant on top decking into a core mechanic.
At the time of testing they had already started upon the poor choice of non intuitive rulings that just plagues yug. The fact that they didnt man up and ban or restrict a card but instead added the "you cant play this card as your starting vanguard clause" really irked me, thats totally not intuitive at all if its not printed on the damn card. If its one of the only arbitrary card specific rules you need to remember its not the end of the world but these things quickly add up and lead us all to completely write off the game.
There really is alot going on in the cards to be honest. In a game where a ton of "socially unique people" are going to play Japanese versions (if legal cant recall dont think it was decided on at the time we tested) of cards its a huge detriment to the game.
There will be an initial interest and it will vary from a whimper to a bang depending on if the anime/manga get localized and how they are distributed, but it takes all of the bad parts of magic such as not that fulfilling need for top decking, and the "turn dudes sidewise" simplicity the core gameplay isnt there at all. It will probably fail to permanently draw people from yug and most magic players will not be interested in this at all. There is a scene in japan for competitive play but it really pales in comparison to the rewards quality and prizes of magic and even yug.
Not to mention there is already a huge over-saturation for ccg and constructable card games right now we went from not that many options early on 90s era into just this huge and disgusting glut and so many failed to take off efforts. I mean I can think of versus, the raddidikiiaoun thing, and quite a few others that have alot more merit then what I feel is this knock off yug that had real short successful runs.
woah! what exactly did vanguard do to you to have it get you all worked up??
"There is a scene in japan for competitive play but it really pales in comparison to the rewards quality and prizes of magic and even yug."
I'm very curious as to what you expect the prizes to be from a card game that is a year old in japan and only months old here is america? Magic and Yugioh have been around for 10+ years, ofcourse they're going to have better prize support. But seriously, what kind of prizes were you expecting??
I've been playing Cardfight Vanguard now for the last 3 months and haven't had this much fun in a long time! Concepts are simple yet strategies can change from game to game based on the Trigger System. Only 1 set available in English right now so it's a cinch to catch on especially with very little mechanics that a player needs to worry about. (no trap cards, sorceries, spells, etc.)
At least decks are affordable, even top tier decks right now run about $200-$300 and it don't look like it changes much throughout. Of course deck changes are a must as new sets come out, but at least you get your good $$$'s worth!
As for prizes, a LGS here emphasizes the "FUN" aspect of the TCG which is something that I'm totally into. More than prizes I like to play for pride now, I'm sure we'll see more from the makers as they place their plans in motion. From what I've heard the company that produces Vanguard BushiRoad Inc. is carefully placing distributors in the US while developing an OP (organized play). The Anime is only on Crunchyroll and is actually kinda cool (started watching it on my spare time, 1st few episodes start off lame but gets better as it progresses).
Don't think it's gonna replace the mainstays of the TCG world, but it's a great distraction from all the serious biz that Magic and Yugioh has become. There's a bunch of Magic converts playing now, the last tournament I played in had 5 or 6 new players that come from the MTG realm.
This Japanese TCG was released to the US about 2 months ago, and is about to be on its second set here. It takes elements from many TCGs and pits your Vanguard, along with his/her rearguards, against your opponent's.
This game is great! And the Japanese sets so far haven't broken it at all. Very hopeful for this game and I'd suggest it to any TCG player.
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"If you're Havengul problems I feel bad for you son, I got 99 problems and a Lich ain't one." - FSM
"In a world where money talks, silence is horrifying."
Ulfsaar, their are far better sites to grab info if your interested. Look at the first post.
Also updated the first post with another link.
Google failed me.
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"If you're Havengul problems I feel bad for you son, I got 99 problems and a Lich ain't one." - FSM
"In a world where money talks, silence is horrifying."
Here is some more info on the game:
http://cf-vanguard.com/en/ (English Main Site, Fairly New)
http://bushiroad.fm/ (Bushiroad Main Site, English Version.)
http://cardfight.wikia.com/wiki/Cardfight!!_Vanguard_Wiki (Wiki, Includes Japanese Cards and English)
http://www.heartofthecards.com/cf/ (A fan-site that was established before an English translation of the game was even made. A lot of the hype for the game started here)
http://www.facebook.com/groups/274051755989093/ (North American CFV Facebook Group. Useful for talking to players and getting info/trades/selling/buying)
Booster Set One just came out English a few months ago, and Booster Set Two will be out March. They are producing English sets fairly fast to catch us up to the Japanese sets, which are currently on Booster Set Five.
Hopefully I'm not the only one on here who knows of this game! It is a blast to play, and I'm sure in a few months it will gain a foothold in the states, especially if the Anime is brought over here.
We'll getting Weiβ Schwarz localized would probably require getting the "ok" from each liscense, plus it is far older then Cardfight!! Vanguard, and took longer to hit that fanbase. They would also have alot of sets to print to catchup.
Cardfight!! Vanguard is a lot newer, already has a large fanbase (here and in japan), doesn't require as much paperwork to localize, and has an anime to promote it, which I bet will get released in the US and will be announced at "AnimeCentral".
I'll probably wait and see how well it takes off locally before I get too into it, plus I wanna wait until Clans like Pale Moon and Dimension Police get enough localisation.
Standard:
UR Ral Combo
Modern:
U Merfolk
R Goblins
Commander
RB Grenzo, Dungeon Warden
R Feldon of the Third Path
If this game doesn't fail in any of those ways, I'll probably latch onto it like a kid at fat camp latches on to the frosting at the bottom of a Twinkie wrapper he found in his pocket.
My Friend Code is: 0146-9645-8893
this is a must. I bought a japanese trial deck last summer and would hate not to be able to use it. I really hope this game takes off, its a lot of fun.
:symw::symb:Tokens:symb::symw:
:symg::symu:Dredge:symu::symg:
-Modern-
:symw::symu:Tron:symu::symw:
It doesn't really look like you do anything except attack with creatures and play cards that power-up your creatures. Am I grossly misinformed?
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
The only change so far is Genocide Jack to Brutal Jack (genocide is kind of a touchy word so I can somewhat understand why this was changed.). All the art so far has been exactly the same, even the rarities have stayed the same and will likely stay the same since our sets willl be released globally rather than locally. Currently speaking there isn't too much in the way of tournament play outside of local events but I heard that store tournaments right now only allow for english cards, I'm not sure if this will change once we are all caught up or whatever, ya know?
While a lot of the game is attacking and taking attacks it becomes quite a decision of where to attack, what to block, when to block it, and what with; not to mention the different kinds of effects that can happen (while this isn't all that present in current state of game) there are lots of different effects and requirements for cards in later sets. Although I won't lie attack is obviously a major point of the game, as is getting lucky on occasion with Trigger effects.
Trial Decks are roughly $18 (£11.50).
Booster Boxes are going for $70 (~£45), each box holding 30 packs. Packs are priced at $3.50 (£2.20), and contain 5 cards each. I have no idea on the odds each pack contains with regards to rarity, but I've been told it's 4 commons to one rare or better, given that cards come in RR and RRR as well... yeah, no clue there.
Sets so far all contain 80 different cards. 8 at RRR, 12 at RR, 20 at R, and 40 at Common. 12 cards in each set also have a Special version, I'm guessing alternate artwork.
Given that the game is still new, the slightly higher prices seem justified, for now, anyway.
Standard:
UR Ral Combo
Modern:
U Merfolk
R Goblins
Commander
RB Grenzo, Dungeon Warden
R Feldon of the Third Path
I followed the link to the fansite. ALL of the rules appear to fit on one double sided insert, presumably about half the size of a sheet of paper. Basically, if you can understand Magic, it shouldn't take long to pick up on this.
My Friend Code is: 0146-9645-8893
The basic rules are simple, once playing a game or two with the rule sheet as reference you should be good. Also it helps that unlike yugioh and similar to magic, effect types ae clearly labled (even more so than magic) and costs are well defined.
Just because.the basic rules are easy tho, doesnt mean the game itself is super easy. The thought processes and decision making, combined with the fast pace, makes the game very enjoyable. Also the different clans/tribes have (so far) been fairly balanced. Basicly each set wil give primary focus to 4 or 5 tribes, while most of the remaining tribes get atleast 4 new cards (one of each grade).
Initially the decision trees available seemed complex and strategic but as we gained familiarity with the game and became better and better the lines of play all became clear, and the game play core felt lacking. Lots of options and complicated interactions dont mean anything when the decision is so clear.
It carries some of the worst aspects of yug over with it pet peeves include the needlessly large numbers and a non resetting board state which means more things to keep track of which just is annoying and clunky. The trigger system is frankly just stupid and turns alot of peoples least favorite thing about tcgs such as when you are reliant on top decking into a core mechanic.
At the time of testing they had already started upon the poor choice of non intuitive rulings that just plagues yug. The fact that they didnt man up and ban or restrict a card but instead added the "you cant play this card as your starting vanguard clause" really irked me, thats totally not intuitive at all if its not printed on the damn card. If its one of the only arbitrary card specific rules you need to remember its not the end of the world but these things quickly add up and lead us all to completely write off the game.
There really is alot going on in the cards to be honest. In a game where a ton of "socially unique people" are going to play Japanese versions (if legal cant recall dont think it was decided on at the time we tested) of cards its a huge detriment to the game.
There will be an initial interest and it will vary from a whimper to a bang depending on if the anime/manga get localized and how they are distributed, but it takes all of the bad parts of magic such as not that fulfilling need for top decking, and the "turn dudes sidewise" simplicity the core gameplay isnt there at all. It will probably fail to permanently draw people from yug and most magic players will not be interested in this at all. There is a scene in japan for competitive play but it really pales in comparison to the rewards quality and prizes of magic and even yug.
Not to mention there is already a huge over-saturation for ccg and constructable card games right now we went from not that many options early on 90s era into just this huge and disgusting glut and so many failed to take off efforts. I mean I can think of versus, the raddidikiiaoun thing, and quite a few others that have alot more merit then what I feel is this knock off yug that had real short successful runs.
Everyone has the right to their own opinion, but I personally disagree with the majority of your points. The decisions are not always very clear, and a lot of times you have to decide between conserving resources and losing card advantage to guarantee a block/going all in to win or conserving cards in hand to try and wait another turn.
While the "Large Numbers" pet peeve is true, its not a big deal. The math is no different really, you just remove the zeros and its the same small numbers as we are used to. The point of them is to express how powerful something is. If DBZ said "His Power Level is over 9" we would not have been very impressed lol. Its all part of wooing players (specifically kids).
As for the "non resetting board state", I'm not really 100% sure what you mean, so If you could please elaborate.
The triggers are just an additional thing to plan around, + it adds a bit of surprise and luck. Standard Top Decking doesn't really matter as much in this game, as every card is a potential attacker that can seal the deal with the last damage, and you actually draw 2 cards per turn minimum.
The main points are learning how to evaluate the situations properly, know when to take damage, know when to block, how to conserve resources, and knowing the likelihood of triggers/debating to block anticipating one/knowing when to use a "Null Guard". And their is also Deck Construction which is totally separate from game-play skills.
Also the competitive scene isn't 100% established yet because the game is fairly new. Its fairly big in japan tho and it is growing fast here (at least in my area.). And we have pulled a lot of Yu-Gi-Oh players already because their meta is CRAP right now, and the new ban list looks bad. Lots of people are unhappy with it, so its the right time. Plus the prices are fairly cheep currently.
I still feel positive about the outlook of the game.
woah! what exactly did vanguard do to you to have it get you all worked up??
"There is a scene in japan for competitive play but it really pales in comparison to the rewards quality and prizes of magic and even yug."
I'm very curious as to what you expect the prizes to be from a card game that is a year old in japan and only months old here is america? Magic and Yugioh have been around for 10+ years, ofcourse they're going to have better prize support. But seriously, what kind of prizes were you expecting??
:symw::symb:Tokens:symb::symw:
:symg::symu:Dredge:symu::symg:
-Modern-
:symw::symu:Tron:symu::symw:
At least decks are affordable, even top tier decks right now run about $200-$300 and it don't look like it changes much throughout. Of course deck changes are a must as new sets come out, but at least you get your good $$$'s worth!
As for prizes, a LGS here emphasizes the "FUN" aspect of the TCG which is something that I'm totally into. More than prizes I like to play for pride now, I'm sure we'll see more from the makers as they place their plans in motion. From what I've heard the company that produces Vanguard BushiRoad Inc. is carefully placing distributors in the US while developing an OP (organized play). The Anime is only on Crunchyroll and is actually kinda cool (started watching it on my spare time, 1st few episodes start off lame but gets better as it progresses).
Don't think it's gonna replace the mainstays of the TCG world, but it's a great distraction from all the serious biz that Magic and Yugioh has become. There's a bunch of Magic converts playing now, the last tournament I played in had 5 or 6 new players that come from the MTG realm.
Have fun
Anyone play? Everyone here is getting into it, including people that are extremely frugal with their money. Here's a link if you haven't heard of it: http://jtgraphics.hubpages.com/hub/Cardfight-Vanguard-tv-tcg
This game is great! And the Japanese sets so far haven't broken it at all. Very hopeful for this game and I'd suggest it to any TCG player.
"In a world where money talks, silence is horrifying."
Ashcoat Bear of Limited
Also updated the first post with another link.
Google failed me.
"In a world where money talks, silence is horrifying."
Ashcoat Bear of Limited