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Bakugan Hyperspace (New Vestroia)

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 OFFICIAL NEW VESTROIA HANDBOOK

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Professor Clay
NEW VESTROIA SCIENTIST
Professor Clay


Posts : 929
Join date : 2010-03-09

OFFICIAL NEW VESTROIA HANDBOOK Empty
PostSubject: OFFICIAL NEW VESTROIA HANDBOOK   OFFICIAL NEW VESTROIA HANDBOOK Icon_minitimeSun Apr 18, 2010 12:33 am

My co-workers and I have studied every characteristic of the Bakugan and have compiled this accurate rule book for you all. It should cover just about everything the Bakugan have to offer.

OFFICIAL NEW VESTROIA HANDBOOK

Table of Contents

01. The Bakugan
02. The Bakugan Traps
03. The Mechanical Bakugan
04. Field Cards
05. Gate Cards
06. Ability Cards
07. Fusion Ability Cards
08. Chaos Ability Cards
09. The Life Gauge
10. Life Gauge Rules
11. Bakugan Rules
12. Bakugan Trap Rules
13. Mechanical Bakugan Rules
14. Throwing Rules
15. Combination Rules
16. Gate Card Rules
17. Ability Card Rules
18. Fusion Ability Card Rules
19. Chaos Ability Card Rules
20. The Bakugan Brawl
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01. THE BAKUGAN

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"Bakugan" is a game where two players combat each other with battling beasts in order to wipe out the opponent's 500 Life Points on their Life Gauge. The player who wipes out all of the opponent's Life Points first wins.

---

Bakugan are mindless, but powerful creatures in New Vestroia. Through the use of our Dimension Controller crystals, these creatures take the form of marble-like spheres that pop open and transform into miniature battling beasts. This transformation is considered a Bakugan transforming into "Battle Mode". The only way for the Bakugan to reveal its figurine form is to land on special "Gate Cards" which contain metal and attract to a magnet located at the underside of each Bakugan. Once the magnet is attracted to the metal, a spring-loaded propulsion system pops the Bakugan ball open into a battling beast.

When a player begins a Bakugan battle, he/she must first activate the "Power Strike" Field Card in unison with all players wishing to partake in the brawl. One player will then set a "Gate Card" and throw a Bakugan on top of it, the Bakugan assumes Battle Mode, but will also transform into its true form, a large and powerful creature. These creatures will then do battle with each other until a winner is decided and the game has ended. Once the game ends, the "Power Strike" Field Card effect will wear off.

Bakugan always have at least 5 stats. They are:

Power Level: The original amount of power a Bakugan has during a game. Also referred to as the "base power level".

Life Force: The amount of life energy a Bakugan harnesses. Life Force can never increase, it can only decrease to activate powerful moves. The damage done to a Bakugan's Life Force is permanent, and once you've run out of Life Energy, your Bakugan is destroyed and deleted out of your Profile forever.

Stand Success: This stat gives the player a head's up regarding the chances he/she has of standing the Bakugan he/she is about to throw.

Defense: This stat informs the player how much damage from a Sphere Attack on the Bakugan will reduce by. The Sphere Attack damage amount is divided by the amount of Defense a Bakugan has in order to determine the true amount of power lost.

Special Shot: This stat tells the player how much his/her Special Shot Meter will increase by when the Bakugan stands.
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And most Bakugan even possess the following stat:

Special Effect: This is the unique power of the Bakugan. Most Special Effects are only usable once per game, so use them wisely.
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Now that you're aware of the Bakugan and where they come from, it's time you learned about the Bakugan Traps.
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02. THE BAKUGAN TRAPS
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Very similar to Bakugan, only completely uncommunicative and possessing a wide variety of shapes for each Bakugan Trap. Bakugan Traps can be played at any time at all in game, but only one can be used per round, per player. Unlike Bakugan themselves, Bakugan Traps automatically stand in a battle and don't require a Bakugan Throw to be used. Because of this, Bakugan Traps always result in a normal stand whenever played.

Some Bakugan Traps have multiple attributes and can even combine with another Bakugan on the battlefield. Bakugan Traps have the power to activate one their own signature Ability Cards during a battle, even if the player is limited to just two for the round. Bakugan Traps have their own innate power to use an Ability Card outside of the card limit boundaries, but their own limit still persists. That limit is one Bakugan Trap Ability Card per round.
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You now have a basic understanding of the Bakugan and new Bakugan Traps. However, there is still one more type of Bakugan to discuss about: Mechanical Bakugan.
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03. THE MECHANICAL BAKUGAN
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Mechanical Bakugan are cybernetic creations designed by Vestal scientists themselves. They function almost exactly like a living Bakugan, but hold far greater power and have no Life Force. Instead, Mechanical Bakugan possess a unique stat. The "Energy Level" stat.

Energy Level: Found only on completely Mechanical Bakugan. The Energy Level stat is the special limit on Mechanical Bakugan served as a fail-safe to prevent the Bakugan from overloading and crashing its
system. The Energy Level is somewhat like a combination of the "Special Shot Meter" and the "Life Force" of a Bakugan. Energy from a Mechanical Bakugan is stationary during upgrades and will never increase further than its original level. However, whenever Ability Cards are used for Mechanical Bakugan, the power is taken out of the Mechanical Bakugan's Energy Level as well, and the Energy Level will drop. Energy Levels always reset themselves back to full power at the start of a new round, but will deplete by exactly how many Energy Points are required to activate the Ability Card(s). Mechanical Bakugan can never activate more Ability Cards than the Energy Level can handle, or the Mechanical Bakugan will shut down and become useless to you for the rest of the game. It will also revert the Mechanical Bakugan's power level back to its base level in order to eliminate the power that overloaded it.

Mechanical Bakugan are rare and can be difficult to find on the market. They are exclusive for only the most commendable brawlers in New Vestroia.
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Now that you know more about the most essential pieces to the game, it's time to inform you on the second most important assets; cards.
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04. FIELD CARDS
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The Field Cards in the Bakugan game may not play a big part in battle, but are very important to the game. Field Cards are cards which allow the player to open the battlefield and begin a battle. When two or more players set a Field Card into their Gauntlets, and exclaim the Voice Command card deploy system, the card will be recognized, and its effect will activate.

There are only two known Field Cards: Power Strike, and Laser Saber.

POWER STRIKE: The Field Card that begins a Bakugan Brawl. It emanates an invisible dimension wave that allows the Bakugan within its radius to summon its true powers, but allow us to retain control over the savage monsters.

LASER SABER: The Field Card accessory that generates a laser-blade out of the Gauntlet. This is not a game card, but a deadly weapon capable of slicing through anything it comes into contact with. Only experienced players are allowed to wield a Laser Saber card.
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05. GATE CARDS
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Gate Cards are the metallic cards used to open the Bakugan and transform it into its true form. Gate Cards are metallic cards which are set face-down on the battlefield.

At the beginning of each game, one player selects one Gate Card from his/her deck and exclaims "Gate Card Set!" as he/she throws it onto the battlefield. The Gate Card will then enlarge to cover the entire field in the dimensional structure and vanish from sight.

Immediately after setting a Gate Card, one player takes one Bakugan from their arsenal and tries to throw it onto the Gate Card on the battlefield. If the Bakugan stands, it transforms into Battle Mode, then into its creature-like state.

When two Bakugan land on a Gate Card, and they are both on opposing sides, a Bakugan Battle will take place, where the player who set the Gate Card will have the option of activating it by exclaiming "Gate Card Open!". Once this is accomplished, the Gate Card will activate either a boost in power for a specific attribute or a special and often powerful effect similar to that of an "Ability Card". This effect is designed to assist or restrain one or more players' Bakugan in the battle. However, there are counter moves which can sometimes alter the effect of the Gate Card, or cancel it altogether.
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06. ABILITY CARDS
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Ability Cards are various cards which players insert into their Gauntlets in order to assist their Bakugan in the battle. Ability Cards have a very wide range of effects and can do almost anything in a battle to help you, even win it automatically. Unlike Gate Cards, however, Ability Cards are rather conditional and are often played on specific Bakugan in the battle, whereas Gate Cards are more about affecting any type of Bakugan in the game. Ability Cards are usually played during a Bakugan battle. However, Ability Cards can only be activated during your turns, never the opponent's.
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07. FUSION ABILITY CARDS
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In some cases, Bakugan have the requirements to activate powerful "Fusion Ability Cards". They function a lot like Ability Cards in the battle, but since there are so few of them, it is usually considered an advantage over most opponents. Think of it as having the power to activate an extra Ability Card for the battle. Now do you see what I mean by "advantage"?
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08. CHAOS ABILITY CARDS
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These are dark and destructive cards fatal to the Bakugan using them. All Chaos Abilities require Life Force energy sacrifices in order to be activated, and so much as holding out the card in battle is strictly prohibited.

Chaos Abilities are forbidden in tournaments everywhere and while they have insanely powerful effects (too powerful, in fact), activating them on any Bakugan is simply psychotic.
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09. THE LIFE GAUGE
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The Life Gauge is the source of health for the corresponding player and the only thing keeping you alive in the battle. All Life Gauges begin at 500 points, and once the results from battle drain it to 0, the player whose Life Gauge has been depleted entirely loses the game.
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10. LIFE GAUGE RULES
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All Life Gauges start off at 500 points, and can never be raised passed that number. A player's Life Gauge is his/her most important tool. As you've read above, once the Life Gauge reaches 0, the player whose Life Gauge it belonged to loses the game. The most common and effective method to drain an opponent's Life Gauge is to increase the difference in power between both sides' power level totals during a battle. The Life Gauge is set to decrease by as many points as the power differential is between two players' power levels whenever a round is completed. Other methods to decrease or even raise a Life Gauge can be found using special effects, or Special Shots.
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11. BAKUGAN RULES
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You have learned what Bakugan are and what they do, but not necessarily when and how to use them. In Bakugan, it is crucial to know these rules about all Bakugan in the game.

1. Only THREE Bakugan are allowed per game, and only one Bakugan can be thrown per turn without sacrificing points from your Life Gauge. If you miss the shot, your turn is skipped. If you land on the Gate Card successfully, the Bakugan remains there until a card is activated to return it back to your hand, or a battle is engaged and has been completed.

2. Defeated Bakugan may be reused in battle. Once a Bakugan has been bested by the other player in any way and is considered defeated, it is possible to return it into battle as long as your Life Gauge is still fueled by even the smallest amount.

3. Attributes: All Bakugan come in specific colors and symbols which indicate what attribute it belongs to. There are six known Bakugan attributes: Pyrus, Sub-Terra, Haos, Darkus, Aquos, and Ventus. Make sure that when you activate cards or effects for these Bakugan, they match the attribute of said Bakugan.

4. Power Levels: The power level of a Bakugan is only revealed when a Bakugan opens up and stands on the battlefield. Power levels are the power points which Bakugan harbor and use to defeat their opponents. Normally, the Bakugan with the higher power level total at the end of the battle is declared the winner of said battle. Some cards make exceptions of this rule.

5. When a Bakugan or Bakugan Trap is defeated in battle by a Bakugan that has bested its power level by 500 points or more, all of the Bakugan or Bakugan Traps defeated in the round are then transferred to the winner's Profile. In order to return the Bakugan back to your own Profile, you must find the player who captured it last and defeat him/her by 500 points in order to reclaim it. Finally, players on opposing teams must capture the other player's Bakugan if he/she has won by at least 500 points. Players on the same team may capture the opposing ally's Bakugan, but can choose not to.
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12. BAKUGAN TRAP RULES
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You have learned what Bakugan Traps are and what they do, but not necessarily when and how to use them. In Bakugan, it is crucial to know these rules about all Bakugan Traps in the game.

The following pertains to both living and Mechanical Bakugan Traps.

1. Only THREE Bakugan Traps are allowed per game, and only one Bakugan Trap can be thrown per round. Bakugan Traps are special Bakugan that stand automatically whenever thrown. In order for a move that a Bakugan Trap has been thrown in to be valid, players must find its animation HERE and copy/paste the link into the post. Players can throw a Bakugan Trap into the game during mid-battle only once per round. When you land on the Gate Card successfully, the Bakugan Trap remains there until a card is activated to return it back to your hand, or a battle is engaged and has been completed.

2. Defeated Bakugan Traps may be reused in battle. Once a Bakugan Trap has been bested by the other player in any way and is considered defeated, it is possible to return it into battle as long as your Life Gauge is still fueled by even the smallest amount.

3. Attributes: All Bakugan Traps come in specific colors and symbols which indicate what attribute it belongs to. There are six known Bakugan attributes: Pyrus, Sub-Terra, Haos, Darkus, Aquos, and Ventus. Make sure that when you activate cards or effects for these Bakugan, they match the attribute of said Bakugan Trap.

4. Power Levels: The power level of a Bakugan Trap is only revealed when a Bakugan Trap opens up and stands on the battlefield. Power levels are the power points which Bakugan Traps harbor and use to defeat their opponents. Normally, the Bakugan Trap with the higher power level total at the end of the battle is declared the winner of said battle. Some cards make exceptions of this rule. Bakugan Traps are capable of combining with the power levels of the other Bakugan the owner has in the battle, but an opponent can sacrifice one Ability Card chance in order to attack the Bakugan Trap separately. Some Special Effects make exceptions to this rule, and due to the complexities of splitting up power levels between Bakugan in mid-battle, this tactic is only available to Level 5+ brawlers.

5. When a Bakugan or Bakugan Trap is defeated in battle by a Bakugan that has bested its power level by 500 points or more, all of the Bakugan or Bakugan Traps defeated in the round are then transferred to the winner's Profile. In order to return the Bakugan back to your own Profile, you must find the player who captured it last and defeat him/her by 500 points in order to reclaim it. Finally, players on opposing teams must capture the other player's Bakugan if he/she has won by at least 500 points. Players on the same team may capture the opposing ally's Bakugan, but can choose not to.
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13. MECHANICAL BAKUGAN RULES
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You have learned what Mechanical Bakugan are and what they do, but not necessarily when and how to use them. In Bakugan, it is crucial to know these rules about all Mechanical Bakugan in the game.

(However, Mechanical Bakugan in any battle are played exactly like living Bakugan, so if you have already read about the rules of living Bakugan, it is recommended that you skip numbers 1-4 of this section.)

1. Only THREE Bakugan are allowed per game, and only one Bakugan can be thrown per turn without sacrificing points from your Life Gauge. If you miss the shot, your turn is skipped. If you land on the Gate Card successfully, the Bakugan remains there until a card is activated to return it back to your hand, or a battle is engaged and has been completed.

2. Defeated Mechanical Bakugan may be reused in battle. Once a Mechanical Bakugan has been bested by the other player in any way and is considered defeated, it is possible to return it into battle as long as your Life Gauge is still fueled by even the smallest amount.

3. Attributes: All Bakugan come in specific colors and symbols which indicate what attribute it belongs to. There are six known Bakugan attributes: Pyrus, Sub-Terra, Haos, Darkus, Aquos, and Ventus. Make sure that when you activate cards or effects for these Bakugan, they match the attribute of said Bakugan.

4. Power Levels: The power level of a Bakugan is only revealed when a Bakugan opens up and stands on the battlefield. Power levels are the power points which Bakugan harbor and use to defeat their opponents. Normally, the Bakugan with the higher power level total at the end of the battle is declared the winner of said battle. Some cards make exceptions of this rule.

5. For Mechanical Bakugan, the Life Force is not present, but its metallic components can be forced apart if the difference in power is too high for it to handle. Finally, Mechanical Bakugan are now unable to become captured by the opposing player even if one or more have lost by 500 points or higher.
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14. THROWING RULES
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There are 5 possible results a Bakugan can display after it has been thrown into the battle.

1. Stand: The animated image portraying a Bakugan ball opening and transforming into the battling beast within. Stands basically tell you that your Bakugan has landed on the Gate Card, but nothing special results from it.

2. Sphere Attack: The animated image portraying Bakugan balls colliding, followed by a number that appears on the screen. Sphere Attacks mean that the Bakugan thrown in the battle rams into another Bakugan belonging to your opponent on the battlefield and decreases its current power level by the number of points on the screen. Of course, the victim Bakugan's Defense stat still comes into play here to lower the damage. If there aren't any Bakugan belonging to your opponent on the battlefield, the Sphere Attack is considered to be a regular Stand instead.

3. Critical K.O. The animated image portraying Bakugan balls colliding and morphing into darkness with red lightning surrounding them. When you attack an opponent's Bakugan with a Critical K.O. shot, it returns to your opponent's hand, and your opponent automatically takes Life Point damage equal to the difference in power between yours and your opponent's Bakugan power level totals. However, if you unleash a Critical K.O. on your opponent's Bakugan which has a higher power level than your own, the damage to your opponent's Life Gauge doesn't take place, but the Bakugan is still returned to the opponent's hand. If there aren't any Bakugan belonging to your opponent on the battlefield, the Critical K.O. is considered to be a regular Stand instead.

4. Spin Attack: The animated image portraying two Bakugan balls generating and clashing with tornadoes with rainbow lightning surrounding them. When you attack an opponent's Bakugan with a Spin Attack shot, it returns to your opponent's hand, and your opponent automatically takes Life Point damage equal to the difference in power between yours and your opponent's Bakugan power level totals. However, if you unleash a Spin Attack on your opponent's Bakugan which has a higher power level than your own, or if there aren't any Bakugan belonging to your opponent standing on the battlefield, the Spin Attack is considered to be a regular Stand instead.

5. Miss: This shot basically shows you a Bakugan ball missing its Gate Card target. It tells you that the Bakugan you threw did not stand, and missed its shot.
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Now that the possible results have been explained, let's talk about the new found ability to throw extra Bakugan into a battle without the need for a card.

Consecutive Throws: At a varying cost of Life Points, players can throw additional Bakugan in mid-battle and combine power levels with their first. This does not work for Bakugan Traps. Follow this legend in order to determine how many Life Points must be sacrificed per extra Bakugan thrown. They go based on the power level of the Bakugan thrown.

200 - 250: 50 LP
300 - 350: 100 LP
400 - 450: 150 LP
500 - 550: 200 LP
550 - 600: 250 LP
650 - 700: 300 LP
750 - 800: 350 LP
850 - 900: 400 LP

Consecutive Throws can be made as many times as one desires during one round, but each Bakugan thrown costs Life Points, even if it's done in the same round.
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15. COMBINATION RULES
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Mechanical Bakugan are capable of combining with specific Bakugan Traps and in some cases even other Bakugan themselves, in order to merge into one large Bakugan. This Bakugan is now capable of activating three Ability Cards during the round. This means that the additional Ability Card that the Bakugan Trap was capable of activating is now overlapping the Bakugan it has combined with, giving the combination Bakugan the power to use that Ability instead.

Bakugan can be combined once during each round. They can also be separated once, per round. A Bakugan combination play only lasts the round but can be reactivated at any time during the next round. Only certain Mechanical Bakugan can combine with only certain Mechanical Bakugan Traps. Here is the legend.

ALTAIR + WIRED = META-ALTAIR

BRONTES + DYNAMO = DYNAMO BRONTES

HELIOS + METALFENCER = META-HELIOS

CYBORG HELIOS + KLAWGOR + SCRAPER + FOXBAT + LEEFRAM + SPINDLE + FENCER = MAXUS HELIOS

NEO DRAGONOID + DARK HOUND + GRAKAS HOUND + SPITARM + BRACHIUM + GRAFIAS + SPYDERFENCER = MAXUS DRAGONOID

FARBROS + ASSAIL MECHANISM = ASSAIL FARBROS

HELIOS MK-2 + KLAWGOR + SCRAPER + FOXBAT + LEEFRAM + SPINDLE + FENCER = MAXUS HELIOS MARK 2

CROSS DRAGONOID + DARK HOUND + GRAKAS HOUND + SPITARM + BRACHIUM + GRAFIAS + SPYDERFENCER = MAXUS CROSS DRAGONOID

BORIATES + DYNAMO = BATTLE-ARM BORIATES
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16. GATE CARD RULES
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Now that the Bakugan have been explained thoroughly, here are the steps to ensure proper use of the Gate Cards in Bakugan.

1. Only THREE Gate Cards are allowed per game, and only one Gate Card can be set per turn. At the beginning of any game, one player sets down ONE Gate Card and begins the brawl.

2. Used Gate Cards may NOT be reused in the game. Once your Gate Card is used up or is nullified, it is not to be used again for the duration of the brawl. There are no exceptions to this rule.

3. Opening Gate Cards: Gate Cards can only be opened when two or more Bakugan are standing on them. Gate Cards can be opened at any time during battle unless cards state otherwise. When a Gate Card opens, its boost in power or special effect is revealed and takes place immediately. Players may not open their opponent's Gate Cards under any circumstances.
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17. ABILITY CARD RULES
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Gate Cards and Bakugan have been explained, now for the Ability Cards. Follow these rules carefully, as Ability Cards are the most difficult aspect of Bakugan to play properly.

1. An infinite number of Ability Cards is allowed per game, but only two Ability Cards may be activated per round. Ability Cards can be activated before, or during a battle. Every Ability Card activated must have the Bakugan which it is activated for already present on the battlefield before activation.

2. Used Ability Cards may be reused in the game. However, the same Ability Card cannot be used in the same round they were activated.

3. Consecutive Activation of Abilities: At the cost of Life Force from the Bakugan, players may use more than two Ability Cards during the battle. These occasions are very rare, however, since doing so is fatal for the Bakugan using it. Here is the legend.

+1 Ability = ۞100۞
+2 Abilities = ۞130۞
+3 Abilities = ۞220۞
+4 Abilities = ۞274۞
+5 Abilities = ۞350۞
+6 Abilities = ۞380۞
+7 Abilities = ۞427۞
+8 Abilities = ۞483۞
+9 Abilities = ۞526۞
+10 Abilities = ۞584۞

Consecutive Ability Activation is a cruel and callous way to power up your Bakugan. Only the most desperate and cold-hearted people would ever resort to this tactic.

4. When a player has a Bakugan Trap in the battle, that Bakugan Trap is capable of activating one more Ability Card for itself only. If the Bakugan Trap merges with another Bakugan, now that entire Bakugan is able to use the Ability Card that the Bakugan Trap would have used.

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18. FUSION ABILITY CARD RULES
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With Bakugan, Gate Cards, and Ability Cards explained, there is only two more aspects to look over before we're ready to get involved in a game. The Fusion Ability Cards.

1. An infinite number of Fusion Ability Cards can be played per game, and an infinite number of different Fusion Ability Cards may be activated per round. Fusion Ability Cards are activated in the same manner as regular Ability Cards, only the is no limit when it comes to the Fusion Ability activation per round. All Fusion Ability Cards are activated during a battle, however.

2. Used Fusion Ability Cards may be reused in the game. However, the same Fusion Ability Card cannot be used in the same round it was activated.


You now know standard knowledge of all Bakugan, Gate, Ability, and Fusion Ability Cards available in the game. You simply need to understand what we do about the Chaos Ability Cards before you're ready to begin the brawl.
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19. CHAOS ABILITY CARD RULES
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As we've stated previously, Chaos Ability Cards are forbidden in any arena. Because of this, we are unable to quite identify what these ruthless cards are capable of, or how they may be used. We have only seen one in action, and it was truly devastating on both the opponent and the Bakugan using it.

Once again, avoid the Chaos Ability Cards. For the sake of the Bakugan...
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20. THE BAKUGAN BRAWL
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Begin the game by exclaiming "Power Strike!" to open up the battlefield. Next, one player chooses one Gate Card from his/her deck and exclaims "Gate Card Set" as he/she throws it down. In Bakugan: New Vestroia, players roll for initiative to decide who will make the first move. That is, two players will roll the same Bakugan ONCE. The player with the higher roll has the honor of going first. If the result was a draw, roll again to break the tie.

Misses BEAT Nothing
Stands BEAT Misses
Sphere Attacks BEAT Stands and Misses
Spin Attacks BEAT Stands, Sphere Attacks, and Misses
Critical K.O.'s BEAT Stands, Sphere Attacks, Spin Attacks, and Misses

When your turn arrives, you must always choose one Bakugan and exclaim "Bakugan Brawl!" as you toss it onto a Gate Card. If it misses the card, your turn is over. If it stands on the card, it remains there and your turn ends.

Your opponent's turn is next. If he/she stands his/her Bakugan onto the card where your own is currently standing, a battle ensues. Calculate power levels, and activate two Ability Cards each if you so desire. When the player decides to, the player whose Gate Card the Bakugan are battling on opens it up and brings either a boost in power or a whole new effect into the battle. If you lose the battle, your Bakugan may be used again during any future rounds, but you subtract points from your Life Gauge equal to the amount of power that the opponent's Bakugan surpassed your own by (the difference in power), while the opponent is that much closer to draining your Life Gauge to 0. If you win the battle, the results are vice-versa.

Repeat the process until the opponent's Life Gauge has been completely depleted one way or another. Once this happens, you win the game.
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There you have it. That should inform you on everything you'll need to know about Bakugan. If you still have any questions or queries about any possible scenarios in the game, don't hesitate to ask them in the "Question and Answer" forum. I will provide an answer for you in due time.
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