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Dec 12, 2021 10:00 AM
#1

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Feb 2020
76
Like the title says, basically I get it's a card battle game. But like every character really truly only uses about 4-5 of the exact same cards. Let's take episode 10, she calls out Iora because that's her main attacker. Then she gets destroyed and magically re-pulls Iora out for the very next turn? Like what's the point of having a whole deck? I don't really get it?
Dec 12, 2021 11:17 AM
#2
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Aug 2015
106
The concept of the game revolves around opening a territory which has some kind of gimmick that helps your deck's win condition. In Sakura's case it's typically copying commands for free to get 2x the effect, whatever it may be. Iora is the Ace of her deck and Aces are the main kind of unit that opens the territory. In this particular episode, Sakura didn't use her usual territory but a new kind of territory called Assault Territory. This territory actually turns into a unit you can attack the opponent with as you saw. However, one thing that's unique to this territory is that when the unit dies, instead of going to the graveyard it becomes a closed territory. So the only way to open it again is by playing another copy of Iora to re-open the Assault Territory. You're allowed to run 4 of the same card and of course you are encouraged to run 4 of your main Ace. In this case you really need 4 Aces because you'll have to keep re-opening your Assault Territory as opposed to just opening it the first time and having it stay open for the whole duel.
Dec 12, 2021 11:39 AM
#3

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Jan 2021
76
Like said above, it's possible to run up to 4 copies of any given card in your deck, and decks are only 40 cards in Build Divide. Therefor, it's actually not that much of a longshot to only see the same few cards repeated, as you could theoretically only run 10 unique cards in the whole deck.

That being said, this game is very new (given that this is the premiere of it and all) so seeing the same few cards being shared across decks (such as Rabian being played by both Sakura and Enjou) shouldn't be too surprising. The card pool so far is pretty limited.

Besides, if you see the characters use the same few cards over and over, that does sell the fact they have an actual deck and strategy going. Even Teruto pulls out a new card or two every time he fights, so it's not like they're purposefully only showing a select few units / command cards.
Dec 12, 2021 12:19 PM
#4
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May 2021
297
Also, what determines what a buster card is, and also what determines what lives are shot triggers or the purple skull things? If they are just random then wouldn’t that just mean that they always just have less lives than it looks like making the whole purple skull thing (forgot the name) useless?
Dec 12, 2021 5:18 PM
#5
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Aug 2015
106
SoulFighter17 said:
Also, what determines what a buster card is, and also what determines what lives are shot triggers or the purple skull things? If they are just random then wouldn’t that just mean that they always just have less lives than it looks like making the whole purple skull thing (forgot the name) useless?

Buster cards have a Skull icon in the top right hand corner. In episode 1 Sakura mentioned you can only have 12 in your whole deck. Shot triggers have a Star icon in the top right hand corner and you can have up to 12 in your deck. The purple skull thing is the anime's way of visually showing you that particular life was a Buster. All Busters have the same effect when checked in the life zone: take 1 additional damage.
Dec 12, 2021 5:50 PM
#6
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May 2021
297
Sterben0022 said:
SoulFighter17 said:
Also, what determines what a buster card is, and also what determines what lives are shot triggers or the purple skull things? If they are just random then wouldn’t that just mean that they always just have less lives than it looks like making the whole purple skull thing (forgot the name) useless?

Buster cards have a Skull icon in the top right hand corner. In episode 1 Sakura mentioned you can only have 12 in your whole deck. Shot triggers have a Star icon in the top right hand corner and you can have up to 12 in your deck. The purple skull thing is the anime's way of visually showing you that particular life was a Buster. All Busters have the same effect when checked in the life zone: take 1 additional damage.
but what relates the buster cards to losing an extra life and which life gets taken away?
Dec 12, 2021 7:41 PM
#7
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Aug 2015
106
SoulFighter17 said:
Sterben0022 said:

Buster cards have a Skull icon in the top right hand corner. In episode 1 Sakura mentioned you can only have 12 in your whole deck. Shot triggers have a Star icon in the top right hand corner and you can have up to 12 in your deck. The purple skull thing is the anime's way of visually showing you that particular life was a Buster. All Busters have the same effect when checked in the life zone: take 1 additional damage.
but what relates the buster cards to losing an extra life and which life gets taken away?

When you take a damage to your life zone, you flip over the foremost card of your life zone and if it is a card with a Buster icon then you immediately take 1 more damage. I guess they don't really show it on the anime but in the real life game you stack your damage in two zones: yellow and red and you count from left to right. So in the yellow zone, the card on the far left is the 1st damage you would take and you move to the right as you take more damage. Then when your yellow zone is depleted you start at the far left for red zone which would be your 6th damage and then move right as you take more damage accordingly until all 10 damage are gone.
Dec 13, 2021 7:03 AM
#8

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Feb 2020
76
Sterben0022 said:
The concept of the game revolves around opening a territory which has some kind of gimmick that helps your deck's win condition. In Sakura's case it's typically copying commands for free to get 2x the effect, whatever it may be. Iora is the Ace of her deck and Aces are the main kind of unit that opens the territory. In this particular episode, Sakura didn't use her usual territory but a new kind of territory called Assault Territory. This territory actually turns into a unit you can attack the opponent with as you saw. However, one thing that's unique to this territory is that when the unit dies, instead of going to the graveyard it becomes a closed territory. So the only way to open it again is by playing another copy of Iora to re-open the Assault Territory. You're allowed to run 4 of the same card and of course you are encouraged to run 4 of your main Ace. In this case you really need 4 Aces because you'll have to keep re-opening your Assault Territory as opposed to just opening it the first time and having it stay open for the whole duel.
I see, that makes more sense! Thank you
Dec 26, 2021 3:54 PM
#9
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Jul 2008
550
Sterben0022 said:
The concept of the game revolves around opening a territory which has some kind of gimmick that helps your deck's win condition. In Sakura's case it's typically copying commands for free to get 2x the effect, whatever it may be. Iora is the Ace of her deck and Aces are the main kind of unit that opens the territory. In this particular episode, Sakura didn't use her usual territory but a new kind of territory called Assault Territory. This territory actually turns into a unit you can attack the opponent with as you saw. However, one thing that's unique to this territory is that when the unit dies, instead of going to the graveyard it becomes a closed territory. So the only way to open it again is by playing another copy of Iora to re-open the Assault Territory. You're allowed to run 4 of the same card and of course you are encouraged to run 4 of your main Ace. In this case you really need 4 Aces because you'll have to keep re-opening your Assault Territory as opposed to just opening it the first time and having it stay open for the whole duel.


Thanks for the explanation. I thought this was like WIXOSS at first.

1. So when Bloom was defeated, in the next turn he just pulled another bloom from the deck, not resummon her from graveyard?

2. When running out of Ace, Territory can't be opened anymore?

3. Is it possible for the player to have multiple bursts lined up when said player took damage, then the player will be defeated instantly? (safety mechanism)
Vice versa, if player has shot trigger lined up when taking damage, the opponent will be having hard time to proceed further?

I thought this was just a virtual game, seeing game seems to rely heavily on RNG than strategy and the ability to attack directly on player made the units useless(defeat all units on field first is one of basic card game mechanics).
Dec 27, 2021 2:08 AM

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Jan 2021
76
LeonLanford said:
Sterben0022 said:
The concept of the game revolves around opening a territory which has some kind of gimmick that helps your deck's win condition. In Sakura's case it's typically copying commands for free to get 2x the effect, whatever it may be. Iora is the Ace of her deck and Aces are the main kind of unit that opens the territory. In this particular episode, Sakura didn't use her usual territory but a new kind of territory called Assault Territory. This territory actually turns into a unit you can attack the opponent with as you saw. However, one thing that's unique to this territory is that when the unit dies, instead of going to the graveyard it becomes a closed territory. So the only way to open it again is by playing another copy of Iora to re-open the Assault Territory. You're allowed to run 4 of the same card and of course you are encouraged to run 4 of your main Ace. In this case you really need 4 Aces because you'll have to keep re-opening your Assault Territory as opposed to just opening it the first time and having it stay open for the whole duel.


Thanks for the explanation. I thought this was like WIXOSS at first.

1. So when Bloom was defeated, in the next turn he just pulled another bloom from the deck, not resummon her from graveyard?

2. When running out of Ace, Territory can't be opened anymore?

3. Is it possible for the player to have multiple bursts lined up when said player took damage, then the player will be defeated instantly? (safety mechanism)
Vice versa, if player has shot trigger lined up when taking damage, the opponent will be having hard time to proceed further?

I thought this was just a virtual game, seeing game seems to rely heavily on RNG than strategy and the ability to attack directly on player made the units useless(defeat all units on field first is one of basic card game mechanics).


1: Bloom isn't some kind of unique card, you can run four of her like you would any other. So yes, he just summons another bloom that he drew from the deck.

2: Not exactly. Certain cards can force open a territory even if they're not an Ace.

3: That player will instantly lose, yes. It's not that likely of a scenario, though. Shot triggers are just cards that activate their effect for free if they're hit in the life. If that shot trigger happens to get rid of the attacking unit, and that unit still had damage to deal, the remaining damage is nullified.

As for your last point: Getting rid of every unit on the board isn't a universal mechanic. Magic, the grandfather of all TCGs, doesn't require you to punch through every single creature before being allowed to hit the opposing life. In fact, Yu-Gi-Oh was the one to popularize that concept of "get rid of everything else first" because it didn't have a "rest" mechanic for its cards, and even in YGO you have cards to bypass that and allow for direct attacking. Games like Hearthstone, Shadowverse, Force of Will all allow direct attacking regardless of how many units are on the board. In Build Divide, if you leave your units unrested, they can still block your opponent's attacks. If they have Decoy, the opponent is also forced to go through them. You can't just blindly attack the life all the time.
Dec 27, 2021 2:51 PM
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Jul 2008
550
Ammokkx said:
LeonLanford said:


Thanks for the explanation. I thought this was like WIXOSS at first.

1. So when Bloom was defeated, in the next turn he just pulled another bloom from the deck, not resummon her from graveyard?

2. When running out of Ace, Territory can't be opened anymore?

3. Is it possible for the player to have multiple bursts lined up when said player took damage, then the player will be defeated instantly? (safety mechanism)
Vice versa, if player has shot trigger lined up when taking damage, the opponent will be having hard time to proceed further?

I thought this was just a virtual game, seeing game seems to rely heavily on RNG than strategy and the ability to attack directly on player made the units useless(defeat all units on field first is one of basic card game mechanics).


1: Bloom isn't some kind of unique card, you can run four of her like you would any other. So yes, he just summons another bloom that he drew from the deck.

2: Not exactly. Certain cards can force open a territory even if they're not an Ace.

3: That player will instantly lose, yes. It's not that likely of a scenario, though. Shot triggers are just cards that activate their effect for free if they're hit in the life. If that shot trigger happens to get rid of the attacking unit, and that unit still had damage to deal, the remaining damage is nullified.

As for your last point: Getting rid of every unit on the board isn't a universal mechanic. Magic, the grandfather of all TCGs, doesn't require you to punch through every single creature before being allowed to hit the opposing life. In fact, Yu-Gi-Oh was the one to popularize that concept of "get rid of everything else first" because it didn't have a "rest" mechanic for its cards, and even in YGO you have cards to bypass that and allow for direct attacking. Games like Hearthstone, Shadowverse, Force of Will all allow direct attacking regardless of how many units are on the board. In Build Divide, if you leave your units unrested, they can still block your opponent's attacks. If they have Decoy, the opponent is also forced to go through them. You can't just blindly attack the life all the time.


Hi, thanks for the explanation!

I'm sorry I know only few TCG and all of them need to have units of field to block attack. Yes YGO have direct attack but they have drawback like low attack or effects while in Build Divide players just casually use the direct attacks to each other. This and the territory effects/Aces are not explained clearly from what I get by watching the anime.
Dec 28, 2021 1:51 AM

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Jan 2021
76
LeonLanford said:


Hi, thanks for the explanation!

I'm sorry I know only few TCG and all of them need to have units of field to block attack. Yes YGO have direct attack but they have drawback like low attack or effects while in Build Divide players just casually use the direct attacks to each other. This and the territory effects/Aces are not explained clearly from what I get by watching the anime.


I admit the anime can be hard to follow if you're not too experienced in card games. That being said, the reason they mostly attacked face is because:

1: This is more exciting if everything has to happen in one episode
2: Players in the anime often didn't leave a blocker to interrupt their opponent, and one time they did (Hiyori in episode 2) she got punished because Terutro used a command card to clear away the unit to begin with.

Even in the last episode we had two consecutive turns of a Decoy being played, which was a problem because the units on the field couldn't both destroy the decoy AND damage the opponent's life, despite being inches away from victory if they were just able to do that.

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