GET STARTED
A step-by-step guide to FULL EVOLUTION
1- GETTING STARTED
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1 - SCAN YOUR ID
If you have 1 ID card choose VANCH WORLD, if you want to play with a friend choose COMMANDER VS mode

2 - ADD YOUR CARDS TO CARDBOOK
Collect your new cards into your digital cardbook by scanning the back of the Vanch cards. PLEASE NOTE You can't add the same card twice, but you can swap them for points/fragments to give benefits to your other cards.



1/2 price on ALL products
THROUGH NOVEMBER
3 - LEARN YOUR CARDS IN TRAINING MODE
Fully understand your characters inside out, their strengths and weaknesses by pitting them against each other in TRAINING MODE


4 - PLAY AGAINST THE APP IN ENDLESS CHALLENGE (PVE)
Win points for your characters in the Player vs Environment mode (PVE)




MORE FEATURES
PLAY FRIENDS IN 2 PLAYER MODE
Go back to the home screen and select COMMANDER VS mode and scan both ID cards


TOP TIPS FOR GAMEPLAY
The secret to successful gameplay is to understand each cards attributes and how they benefit when played in sequence with other cards. Each card contains a clues and rankings printed on it that will get you started, refer to the app for a deeper dive into the characters attributes.
The cards are grouped together into FACTIONS. These factions are tribes of characters that compliment themselves in battle.
2- PACK INTRO
Don't know which pack to choose? Let Gav walk you through them...
We're always looking for ways to improve the game, if you have any feedback please contact us below.
3- card mechanics
THE CARDS
Each character has their own story, their strengths and weaknesses, strategies and agendas.
Use them wisely to be ultimately victorious.
CORE CARD MECHANICS EXPLAINED
Keyword, Trigger and Effect
Keyword: Reason for the ability
(trigger): What action will make the ability occur
Effect: Effect the ability has on the battle
Some cards have special abilities that give them, or their allies, an advantage in the battle. These abilities are noted on the card itself:
Keyword (trigger): effect
Keyword: The keyword is the reason a creature has an ability and is always noted 1st. There are a number of keywords, each having a different style of effect on the battlefield. Knowing how your creatures Attack will give you an advantage in the battles ahead. For full understanding of keywords, see list below.
(trigger): The trigger what will cause your card’s ability to begin. It could be as simple as fighting against a specific faction, or as complicated as having 5 specific creatures in your cemetery. Ensuring cards you use are associated to each other and planning the order in which creatures are summoned will increase the number of abilities you cast and therefore improve your chances of winning the battle.
The keyword and trigger combine to show under which circumstance the creatures ability will begin
Effect: This is the actual positive or negative effect the creature’s ability has on the battle and the strength that ability has. These effects often take the form of adjusting the Attributes of the creatures that are, or will be, fighting and are seen at 3 differing strengths.
Different Attribute Strengths
Arrows pointing up show a positive attribute change to your creatures, whereas an arrow pointing down show a negative change to the opponents creatures. If both a positive and negative are shown, they both occur to only your creature.
These positive or negative changes often effect the Attributes of the creature.
HP: Hit Points - The total amount of damage that a creature can take before it dies.
Atk: Attack - Total potential Attacking strength of a creature. The higher the Attack the more damage can be done.
Def: Defense - The creature’s defensive strength to lower the Attacking power being dealt. Like a knight’s armour, the better the defensive ability the less damage is dealt.
Avo: Avoid - The agility and speed the creature has in being able doge an enemy’s Attack completely. A high Avo shows that small, quick creatures can doge the slower, more powerful Attacks of larger creatures.
Cri: Critical - The chance of causing critical damage on the opponent with any Attacking that hits. Critical damage can be cause up to double the total Attack strength.
Tho: Throwback - An amount of damage of the opponent’s Attack that causes damage to the opponent’s creature rather than yours.
Hem: Hemoglobin - The chance of draining HP from an opponent to your current HP. A high Hem allows for your creatures HP to increase by an amount of the damage you do toΩ
DRÊ the opponents creature with every Attack.
So let’s have a look at some examples
Example 1
Keyword: Beyond the grave
Trigger: Mad Rabbit
Effect: Atk If the creature “Mad Rabbit”
is currently in the cemetery, Red-eyed wolf will
receive a Strong increase to its Attacking power.
Association Roles: The first number on the bottom left of the cards is the card identifier, the subsequent number(s) show other cards that have association roles with the card.
Example 2
Keyword: Beyond the grave
Trigger: (Nuby) (Ugros)
Effect: HP Atk
-
If either creature Nuby or Ugros are in the cemetery Lucifer will receive a small increase to his HP total and his Attacking power. If both Nuby and Ugros are in a cemetery this effect will occur twice.
Keyword: Spell
Trigger: (HP)
Effect: Def Atk
-
When Lucifer’s HP falls to a specific amount he will receive an increase to Defensive power and Attacking power.
Have any questions? Please contact help@vanchcard.co.uk




GET YOUR
full evolution

With over 170 cards to collect and keep each of these packs has a randomised selection...
Which pack to choose? Watch a breakdown of each here