FINAL FANTASY VIII: THE COMPLETE GUIDE TO CARDS
translated by Henry H. Jerng
produced on May 30th, 1999
INTRODUCTION
The changes from FFVII to FFVIII occurred on many levels and can be
described as part of an overall maturation of the series' presentation.
The transformation from super-deformed to realistic character design and
the romantic nature of its plot are both seemingly indicative that
FFVIII was directed toward an more mature audience. Even the mini-game
has made such a change. The arcade fast-action fun of virtual fighting,
biking, and snowboarding of FFVII was replaced by a complex and
sophisticatedd card game, one that I will describe and explain in detail
within this FAQ. Indeed, the complex rules underlying this card game,
along with its world-wide playing field, probably has turned many away
from attempting to play it- myself included. It is easy to imagine how
few folks would be patient enough to deal with the language barrier, not
to mention the added complications of difficult gameplay.
That is what this FAQ is meant to alleviate. It may not solve all
the problems you may encounter, but it certainly should take you very
far in the right direction. With the assistence of this FAQ, I hope
that you will be able to enjoy this mini-game in FFVIII.
All information presented here was translated from Chapter 5 of the
Final Fantasy VIII Ultimania book (ISBN4-925075-49-7). Ultimania was
edited by Studio Bentstuff, published by DigiCube, and completely
supervised by Square. It was first published on March 31st, 1999,
barely 2 months ago, and Chapter 5 covered pages 154 to 185.
The work you see before you was meticulously produced over a 2 week
period with hard labor. Thus, although the information is free for
distribution, all copyright is reserved for Studio Bentstuff, DigiCube,
and Square, and I would certainly appreciate appropriate notification or
reference if the information presented here is distributed or included
as part or whole else where. Thank you for reading and your
consideration.
Henry H. Jerng
at
[email protected]
CHAPTER 5: CARDS, A COMPLETE GUIDE
This chapter will answer various questions on the card game, such as
questions concerning game rules and rules governing the appearance of
rare cards. Players who want to fundamentally enjoy the world of cards
will definitely want to read this chapter.
First, there are two important pieces of advice for players new to
the card game.
1. LEARN HOW TO GAIN CARDS
There are various ways to get your hands on cards. You will first
want to speak to a man in front of Balamb Garden's 2nd floor elevator,
before you clear the Cave of Flames. When you do, you will receive 7
level-1 monster cards. Aside from this, you can increase the cards you
have by winning card games and repeated battles.
2. USE THE SQARE BUTTON FOR CARD GAMES
Among the people you will encounter in FFVIII, there are card players
who will engage you in games of card. When you want to enjoy a card
game with someone, make sure you have more than 5 cards and then try to
speak to him/her by pressing the square button. Afterwards, you will be
fine by following the message and choosing your selections.
This is how the chapter is organized:
CHAPTER INDEX
SECTION 1: I WANT TO LEARN THE CARD GAME.
Explanations of the basic information about the card game such as
the explanation of the game's rules, the strategies so that you won't
lose, and the way rules are transmitted to an area.
SECTION 2: I WANT TO SEE EVERY KIND OF CARDS.
All kinds of cards are catalogued by their levels. Starting with
the data used in the card game, you can verify how to get the card and
the items you will get from "Card Change".
SECTION 3: I WANT TO MEET ALL THE CARD PLAYERS.
Introduction to the card players and the various locations where
they appear. I will describe the conditions for their appearance and
whether or not they carry rare cards.
SECTION 4: I WANT TO COMPLETE MY COLLECTION.
It contains information about the Card Queen and the Card Club
circle (CC) that hold the key to collecting all the cards. If you read
here, you should be able to complete your collection.
SECTION 1: I WANT TO LEARN THE CARD GAME
CARD GAME'S BASIC INFORMATION
In order to win at the card game, you must precisely understand its
rules. I will explain the rules in 2 stages: 1) the various rules to
the card game and 2) the way these rules are delivered. I want you to
consult this not just because there are many who find the card game
challenging, but because a concrete process for winning is introduced.
I. KNOW HOW TO READ THE CARDS
NUMBERS
located at the upper-left corner
This displays the card's strength in the card game. From the
smallest (1) to the biggest (A, or 10), numbers for a total of 10 grades
are displayed on the upper-left corner of the card, all together 4
numbers. The various numbers correspond to the 4 sides of the card:
top, bottom, left, and right. Basically, you can consider a card strong
if there are many big numbers, and a card weak if there are many small
numbers.
ELEMENTAL (ATTRIBUTES)
located at the upper-right corner
When elemental is added, it is essential to recognize its effects as
a part of the special rules. There are 8 kinds of elementals, and a
card with elemental will display are corresponding mark on the upper-
right corner. A card without an elemental mark is said to have no
attributes.
The 8 attributes are flame, thunder, wind, poison, cold, water,
earth, and holy.
ILLUSTRATION
pictorial illustration
An illustration is drawn on all cards. Inside, a picture of
something like Guardian Force (G.F.) or player character is shown.
II. KNOW ABOUT THE BATTLE AREA
The battle area is a field comprised of 9 squares (3 by 3 formation)
where you will place your cards. As hands or sets, the opponent's cards
are placed left of the battle area, and your cards are placed to the
right. Furthermore, cards of respective colors (opponent cards are in
red, and your cards are in blue) are laid one on top of another.
"Triple Triad" is written in the center of the battle area. This is
the official name of this card game. When elemental is added to the
special rules, elemental marks are randomly chosen and displayed on the
battle area.
III. BASIC RULES AND PROGRESSION PROCESS
STEP 1: Card Selection/ Decision to Play First or Play Second
After the card game started, first select 5 cards from the cards you
have to use in this round of play. It is possible to choose the same
card multiple times.
Next, who goes first and who goes second is randomly decided.
Incidentally, the battle area has only 9 squares, and so the play-first
player will use all his/her cards on hand, while the play-second player
cannot put more than 4 cards.
STEP 2: Placing the Cards on the Battle Area/ Turning Over Cards
When your turn comes, you will select 1 card from the cards on hand
and place it in the battle area. At this time, if there is an opponent
card in the battle area, you may decide to place your card next to it.
Compare the numbers of the cards on the adjoining side. If your number
is bigger, then you can make your opponent's card yours by turning it
over. In the event there is no card to be turned over, you will place
your card in an empty space on the battle area while cosidering the
strategy for the next move.
CHECK POINT: After your card is already placed, you cannot turn over
your opponent's card. According to the basic rules, it is not possible
for you to turn over your opponent's card after your card is already on
the battle area. When it becomes your turn again, if you turn over the
opponent's card, the card's color will change from red to blue. This is
proof that the opponent card became your card.
STEP 3: Deciding the Game/Trading Cards
When the play-first player finished placing his/her 5th card, the
game is settled by determining whether there are more red or blue cards.
Furthermore, the one card that stayed in the play-second player's hand
is not forgotten in the calculation of the game's outcome. After the
game id decided, you can trade cards by following the trade rules.
IV. HOW TO WIN WHILE FOLLOWING THE BASIC RULES
TACTICS #1: REMEMBER THE TYPES AND ROLES OF CARDS
In the basic rules introduced previously, because a simple numerical
face-off is carried out, it is not difficult to win if you prepare cards
with numbers bigger than the ones the opponent uses. However, even with
strong cards, your cards can be turned over by a weak opponent card if
you make an error in positioning your card. To avoid that, you must
know how to make the most of your cards.
Here, I will divide the cards into 4 types, depending on the
arrangement of numbers: Average type, One-direction type, Up-down/left-
right type, and Diagonal type. And I will explain how to use the
various types. When you have cards of the same type, it will be good to
try to advance the play while considering the methods discussed below.
Types of Card
1. AVERAGE
This is a type where there is no big difference between the
up/down/left/right numbers. This type is often seen with cards with low
card levels such as Mesmorize and Triface. These cards nearly always
have only numbers about 3 to 5 on every side. With reason, if you
follow the basic rules in which the size of number determine win or
lose, these are cards totally lacking in usefulness, and they are ones
you do not want to use if at all possible. However, if you are carrying
only a few cards, this is certainly a situation where you don't have
much of a choice. Therefore, I want to recommend a strategy explained
below. If you practice this, it seems you can always defend cards.
Example: Turning Over Your Own Card after It Is Taken
1. Expose just two sides that have small numbers.
2. If the opponent turns over your card.
3. Take back the first card with a strong second card. Now the weak
side is protected by a strong card.
4. This way, there is no way to turn over the card placed in the
beginning.
2. ONE-DIRECTION
This is the type where, among the 4 sides, the number of just one
side sticks out as big. Cards such as Grat and Double Hugger are good
examples of this. This type of card, while it is low in level, has an
appeal that it can resist a hight level card. However, the numbers of
the 3 weak sides are extremely small and are its weak point. Therefore,
when you use it, you must try to not stick out its weak parts by using
the boarders of the battle area and other cards already placed. Still,
depending on the situation, you must be on guard for a daring strategy
that will turn over opponent cards.
Example 1: Place it between cards already placed on battle area,
exposing only the strong side.
Example 2: Use the strong side to turn over a strong opponent card. If
your card is turned over because of its weak sides, you can get it back
by using another weak side.
3. UP-DOWN/LEFT-RIGHT
This type of card has large numbers arranged on two sides, either
top-and-bottom or left-and-right. Good examples are those of Rubrum
Dragon and Shumelke. The two sides not occupied by the large numbers
are usually filled with extremely small numbers. The basic method here
is to protect the weak sides by siding them with other cards- on one
side you turn over an opponent card, while on the other you solidify
your defense. Again, you can turn over 2 opponent cards at once without
considering defense, and then establish superiority in the number of
cards. There are few opportunity for the play-seond player to recover
from this pattern, and if successful the opponent usually cannot
recover.
Example 1: When attacking, make sure to hold protection.
Example 2: Turn over two cards at the same time, so you will still be
ahead even if you lose your card.
4. DIAGONAL
In this type, large numbers are arranged on 2 sides that
respectively diagonal from each other, such as right-and-top or left-
and-bottom. Cards like Morball and Teamat are good examples. This type
should only be placed so that the weak 2 sides do not stick out, and you
can provide protection using other neighboring card without a follow-up
card. You can probably say it is a card that is very easy to use.
Incidentally, with an opponent who will not use any card below
level 5, you do not have to worry about being turned over with a card
with 2 sides with 7 and above. For an opponent who will not use any
card below level 7, use card with 8 and above.
NOTE: CHANGE THE WAY YOU WIN DEPENDING ON THE TRADE RULE. When you
start to win in the card game to some extent, keep an eye on how to win
depending on the trade rules. When it is 'One' and 'Full', it is better
to make it your goal to have more cards than your opponent at the end.
When it is 'Direct', it becomes important which strong card was forced
to be turned over by a weak card. With 'Difference', you can get many
cards at once if you win by a wide margin against the opponent.
TACTICS #2: DEVELOP A PATTERN FOR WINNING
Here, using specific cards, I will introduce you to an example of
pattern that can take victory. However, if you do not have the cards
described here, try this using the same types of cards. Still, this
strategy has two prerequisites: 1) You are the play-first player, and
2) The opponent is using only cards below level 7. (Sorry, but I do not
have a diagram to show.)
Cards in use:
Jabo Tender (diagonal type)
Ifrit (diagonal type)
Diablos (diagonal type)
Oil Shipper (left-right type)
Kid Morguri (up-down type)
Move #1: Watch the situation by fortifying defense with the diagonal
type (You: place diagonal card in a corner to protect the weak sides).
Move #2: The opponent takes another corner, but meantime just ignore
it.
Move #3: Establish base at another corner with another diagonal card,
thus establishing a good pace.
Move #4: The opponent too cannot attack, but there is still room on
hand.
Move #5: By securing another corner, it will be easier to place the
remaining cards. (third diagonal card)
Move #6: The opponent provides a lure. Do not pay attention to this.
Move #7: Here too, spread your defense and do not allow an opening for
attack.
Move #8: The opponent, without sticking out his hand, has no chance but
defend.
Move #9: With the final card placed (between two of your own cards and
thus protecting the two weak sides of the up-down type card) , you win
by turning over just one card.
NOTE: ARRANGING A PATTERN FOR WINNING. If you look at the sequence of
the moves above, you will understand that in this strategy you are
spreading your defense except for the final move. It is a good point
that there is no opportunity for your cards to be turned over by the
opponent, and to some extent you can make this a pattern and advance
your hand. Now that you do not need to adapt to circumstances, there is
no problem with using this strategy over and over again.
However, with this strategy, if you become the play-second player,
you will not be able to attack with your final card. Furthermore, when
you become the play-second player, it is better to not attack
unreasonably and play for a draw (a tie). If you want to attack even
with being the play-second, in order to follow the smaller hand, it
becomes necessary to use a technique in which you place a card without
taking it back and then turn over two cards at once. There are hands
where you will press on with the strength of your cards, but I cannot
recommend this much because there are situations where the opponent
comes out with much stronger cards that you cannot defend against.
V. SPECIAL RULES
'Special Rule' is a general term for rules added to the basic rules
when you satisfied specific conditions. Special rules are essential for
adding various accents to the card game's gameplay, and it can provide
enjoyment in considering deep strategy, something that cannot be
experienced with the basic rules. Here, I will try to explain all 7
types of special rules so that they are easy to understand.
Special Rules
SPECIAL RULE #1: OPEN
You can play in a situation where you can see the contents of the
opponent's hand. You will find this useful because it is easier to
build a strategy, but when this rule is added, your opponent (computer)
can also see your hand and will place its cards after first reading that
information.
SPECIAL RULE #2: SUDDEN DEATH
Even when it becomes a draw, you will continue the game any number
of times until a conclusion is reached. However, for the play in the
second round and thereafter, you are adviced that 1) it is decided that
you will use the cards that have your color at the time of the draw, and
2) everytime there is a draw, the play-first and play-second order is
switched. When victory or defeat is decidec, the cards will return to
the initial situation, and then a trade will proceed.
SPECIAL RULE #3: RANDOM HAND
5 cards are randomly chosen from among all the cards you have, and
it is decided that you will play with these cards. (In the case that
you have multiples of the same card, it is possible that two of the same
card are chosen.) Because you will be frequently unable to use a
strategy, it can be seriously said that this is the most troublesome
among the special rules. As a counter-measure against this rule, you
can use methods- by using the delivery rules for special rules, you can
make that rule out of fashion. Alternatively, you can change all the
cards other than the ones you want to use into items by using the
ability 'Card Change'.
For all that, if you continue to play with this rule, you are sure
to improve your card game ability.
SPECIAL RULE #4: SAME
In the case that, when you placed your card, the numbers on two or
more sides are the same as those from adjacent cards, you have succeeded
at 'Same'. This way, you can turn all the opponent cards that have the
same number. If you use this, it is possible to turn over strong cards
that you cannot win by their numbers. Furthermore, you will want to
play without giving up until the very end because a situation can cause
a big change from a disadvantage situation by chain reaction.
HOW TO HAVE A KNACK FOR MAKING 'SAME' SUCCESSFUL: When you select
cards for your hand, you will choose a combination of cards so that you
can make 'Same' occur with just your own cards. And, you will place
your cards to try to make a situation so that 'Same' can succeed with
just your cards (in actuality, you will not establish it with just your
own cards). In addition, if the opponent over turns over one of these
cards, you can establish 'Same' right afterwards.
SPECIAL RULE #5: PLUS
'Plus' forms in the event that, when you placed your card next to
an opponent card, the sum of the adjoining number from two or more sides
are the same. You will turn over all opponent cards where the sums of
the numbers were the same. At this time, even if they are adjacent, you
cannot turn over an opponent card if the sum of the numbers is not the
same. (There are occasions when you are allowed to because your card
number is bigger.) Because it is different from 'Same' in that it is
better to look at the sum of the two sides, despite a difference in the
size of number, 'Plus' has the advantage that it is easier to form.
SPECIAL RULE #6: WALL SAME
It is a modified version of 'Same' where you regard the battle area
border as A. The side of placed card with an 'A' is adjacent to the
border, and one of the remaining sides has 'Same' with an adjoining
card. You will turn over all opponent cards that has the same number,
and you will cause a chain the same as 'Same'. Incidentally, 'Wall
Same' does not exhibit its effects if the rule of 'Same' is added at the
same time.
SPECIAL RULE #7: ELEMENTAL
When 'Elemental' is added to the special rules, right after you
ended card selection, the mark of elemental randomly chosen is displayed
on some squares in the battle area. If you place a card with the same
mark as the square, the numerical values (on all 4 sides) of the placed
card will all increase by 1, respectively. On the other hand, if you
placed a card with a different mark or a card with no attribute, the
numerical value on all 4 sides will decrease by 1. The changed values
will not return to normal until the game ends.
NOTE: THE INFLUENCE OF ELEMENTAL ON 'SAME' AND 'PLUS'. In the
case you are after 'Same' and 'Plus' against a card that has changed
numbers because of elemental, which value is better to see, before or
after the adjustment?
The answer is before the adjustment. After all, it is because it
is better to aim for 'Same' and 'Plus' seeing just the numbers that the
card has from the start. When there is an elemental mark at the place
where you place your card, remember that 'Same' and 'Plus' is determined
according to the value before adjustment.
ABOUT CHAINS: A card that is turned over when 'Same', 'Plus', or 'Wall
Same' was formed is handled like a newly placed card. This card can
turn over adjacent cards if the number of the side in contact is bigger.
In this way, the occurrence where turned over cards further turns over
neighboring cards is called a 'Chain'.
Incidentally, in case Elemental is added to special rules, and the
card is under its influence, the decision of a 'Chain' proceeds with the
numercial value after adjustment.
THE ARRANGEMENT FOR THE TRANSMISSION OF SPECIAL RULES
The following describes the starting special rules for every area.
Area Name Place Where Rule Applies Initial Rule
------------------------------------------------------------
Balamb Area Balamb, Balamb Garden Open
Galbadia Area Timber, Galbadia Garden, Dering Same
City, Galbadia Area D Camp
Dollet Area Dollet Random Hand, Elemental
Trabia Area Trabia Garden, Shumi Village Plus, Random Hand
Centra Area Winhill, Edea's Home, Same, Plus, Random Hand
Chocobo Forest
F.H. Area F. H. (Fisherman Horizon) Sudden Death, Elemental
Esthar Area Esthar Wall Same, Elemental
Space Area Luna Side Base, Luna Gate All Rules
Places where you can enjoy card games can be classified into 8 areas
like in the table above. The reasons behind the grouping are 1) the
initial rules installed in each area, and 2) the card player from each
area proceeds the play depending on the rules.
However, there are exceptions. "Traveler from F. H." who is in
Galbadia uses F. H.'s rule, and "Exchange student from Trabia" who is in
Galbadia Garden uses Trabia area's rule. You will want to remember this
because some card players uses rules from old, deep areas.
1. CONDITIONS BY WHICH SPECIAL RULES ARE TRANSMITTED
After you played a card game in some area (for convenience, we will
call that area "old area"), when you play a card game in a new area
(called "new area"), sometimes rules from the old area is introduced to
the new area, and the new area's rule is out of use. This situation
occurs based on the flow chart described below, and if you understand
these rules, you should be able to freely control the rules.
Still, as an exception to the rule delivery system, in case where the
new area used all the special rules, in a way unrelated to the flow
chart, it is decided that a special rule (just one) will be out of use
in a probability of 4 to 1 when the play ends.
(Flow Chart for Special Rule Transmission)
Line 1: By playing a card game in an old area, you will remember the
rules of the old area.
Line 2: When you request a card game in a new area, there was a rule
from the old area not found in the new area. (Yes or No)
If 'Yes': Displays "I know a rule not from this area", followed by
"Let's play a card game."
If 'No': Displays "Let's play a card game."
Line 3: If 'Yes' from line 2, then you can choose to 'Play' or 'Not
play'. If you choose 'Not play', then the conversation will end with
you still remembering the old area's rule, or forgetting the old area's
rule and remembering the new area's rule.
If you choose 'Play', then you will play with a mixture of rules from
the old and new areas. A rule that the computer selects with a
probability of 1 out 7, and a rule not on the new area but was in the
old area are agreed (if they are not merged, this decision is repeated -
3 times) (Agreed- Yes or No)
Line 4: If it is 'Yes' on agreement, then after the play, the new
agreed new rule is given to the new area, and you will remember the new
area's rule.
If it is 'No' on agreement, then the rule that is chosen by the
computer (1/7) and the rule in the new area are combined. Again check
for agreement with the old rule (Yes or No).
Line 5: If the answer is 'Yes', then you will again remember the new
area's rule after the play.
If the answer if 'No', then there was a random divergence, and you
will remember the old area's rule.
Line 6: If on line 2 the answer was 'No' and you decide not to play,
the the conversation ends with you still remembering the old area's
rule, or forgetting the old area's rule and remembering the new area's
rule.
If you decide to 'Play', then the play ends with you remembering the
new area's rule.
2. METHODS THAT QUICKLY MAKE RULES TRANSMITTED
After the various rules were displayed in the game just before, even
if you choose 'Game' or 'Stop', it is decided that you have played a
card game, and you will enter a decision for special rule delivery. In
the case that the playing the card game is getting difficult, it is
probably better that you choose to 'Stop'.
3. METHODS TO FORGET THE OLD AREA'S RULE
In case somehow you don't want to give the old area's rule to the new
area, after you talked with the square button, you had better choose
'No'. If you continue until the contents of the lines ("I know rules
not found in this area") does not comes out, then you can forget the
rules from the old area.
VI. TRADE RULES
Trade rules are rules for the give-and-take of cards, and this goes
on after the decision of victory or defeat is resolved. There are 4
types of trade rules: One, Difference (Dif), Direct, and Full. You
will want to use the optional trade rule that is fitting to your own
plan- One is the special rule for training purposes, and Full is used
for earning cards.
Trade Rule
TRADE RULE #1: ONE
The winner selects one card from the five that the loser used, and
he can make that card his own. When the game starts, because all areas
use this rule, if you want to play with other trade rules, you must
change the rule. (consult the note below on how to change the trade
rule)
TRADE RULE #2: DIFFERENCE or DIF
When the game is decided, you will compare the number of cards
having the respective colors, and the winner can select cards (number
determined by their difference) that he/she want to make his/her own
from the hand the loser used. For example, if there are 6 cards with
the winner's color and 4 with the loser's color, the winner can receive
2 cards from among the 5 cards the loser used.
TRADE RULE #3: DIRECT
When a settlement is reached, the cards that have the respective
colors will become the cards gained by the two players. Because you can
see the color of the words of the card's name even during play (you can
somehow verify what you held), if you discover a card you don't have, it
would be good to try to preferentially turn it over.
TRADE RULE #4: FULL
The winner can receive all 5 cards that the loser used. This is an
indispensible trade rule to gaining cards. However, if you lost to your
opponent, because all 5 cards you used will be taken, you will want to
first establish some level of strategy that can get you at least a draw
(a tie).
NOTE: ARRANGEMENT THAT WILL CHANGE THE TRADE RULE
In order to make the trade rule change, you must play a card game
with the Card Queen who is located some where in the world (see Card
Queen, later). Everytime the game is played, the Queen will randomly
make the trade rule change. When the play ends, the Queen will
introduce the trade rule that is used at that time with a probability of
3 to 1 to the area where the Queen is. If you practice the above
procedure, it will become possible to play with trade rule other than
'One'.
Again, the trade rule is introduced to other areas with the card
successful area as the center. The card successful area is determined
by the internal parameter called 'Degree of Success", and that system
works like this.
1. "Success Degree = 1" is established in the area where you very first
spoke to a card player with the square button.
2. Inside the area where the Success Degree was establishedd, everytime
you speak to a card player with the square button, the Success Degree in
increased by 1. (The maximum value for Success Degree is 10).
3. If you speak to a card player with the square button in an area
where the Success Degree is not established, the Success Degree in the
old area decreases by 1.
4. When the Success Degree becomes zero, then at that time "Success
Degree = 1" is immediately established in the new area where you are in.
Incidentally, the rate that trade rule is intraduced to other areas is
not the numerical value of Success Degree, and it is decided by the play
number of card game. Basically, the speed of introduction to other area
increases slowly for number of play between 0-15 times, and when you
pass 16 plays the speed drops. When there are 30 plays, all area's
trade rule are tied up toward "One". This is because 30 times is one
cycle- the trade rule repeats its expansion and decline with 30 plays.
Still, if you "speak about the popularity of world's trade rules"
with the Queen, you will come to understand the usual value of Success
Degree. (consult chart below). Because at the end of the conversation
she will teach you which trade rule is going to be introduced and
furthermore which one will be erased, it is good to consult the times to
control the trade rules.
Standard for Determining Success Degree
Success Degree Queen's Words
---------------------------------------
0 - 2 Trade is little, but...
3 - 5 Popular, this trade...
6 - 10 Rather popular, this trade...
The Card Queen plays with her own peculiar trade rule, and that trade
rule will change by random, going left or right on the trade rule order
by 1.
Trade Rule Order: One <-> Difference <-> Direct <-> Full
SECTION 2: I WANT TO SEE EVERY KIND OF CARDS.
There are 4 types of cards. I will not be going into the specifics
of each card because it is something that can easily be discovered by
playing. I will simply describe the basic classification of the cards.
Type of Card Brief Description
-------------------------------------
Monster Card Level 1-5 cards
You can get them from monsters in battle.
Boss Card Level 6-7 cards
They are special because of the illustrations.
G. F. Card Level 8-9 cards
They make up part of the rare cards that you cannot
get more than one.
Player Card Level 10 cards
Same as G. F. Cards- They are all rare cards.
SECTION 3: I WANT TO MEET ALL THE CARD PLAYERS.
To play the card game, you must have card players to compete against.
Here, I will introduce you to the names and locations of card players
you will encounter throughout the world, all classified according to the
map. By the way, issues concerning the Card Club circle (CC) and Card
Queen are handled in another section, and you should consult there.
I. THINGS YOU WILL WANT TO KNOW BEFORE PLAYING
First, I will try to give several things that you will want to
remember before you start a card game. Beginner players certainly
should read this.
1. Pay Attention to the Conditions for Appearance
You will not be able to meet all the card players (as published in
the next few pages' data file) right from the start. You should check
beforehand which conditions must be met in order to meet a card player.
2. About Bearers of Rare Cards
The rare cards that some opponents have are things you will want to
seize as quickly as possible if you consider their useful value in
FFVIII. However, because whether an opponent uses a rare card is
determined randomly, it is possible that, with bad luck, you cannot get
a rare card no matter how many times you play. Because all card players
has set conditions, and some card players do not use rare cards, you
will want to re-challenge them after fulfilling the requirements that
are published under the list's remark column.
3. Whereabouts of the Taken Cards?
Basically, you will not get back cards that were taken by an
opponent. However, in case of rare cards above level 8, there is a
possibility that (even if it was taken) your opponent will use it in the
following play. Therefore, you can recover it if you win that game.
When you want to verify the location of the taken rare card, choose the
item "Card" on the menu screen and try to place the cursor on the rare
card you want to verify. When you do this, the area (and the person)
that has that card is displayed at the bottom of the screen. A rare
card that was changed for an item with "Card Change" will have a display
"Nullified", and you will understand that you cannot get it back.
However, until the end of Disc 3, there is an exception if you clear the
Card Club circle event.
HOW TO READ THE CARD PLAYER DATA FILE
1. Area Name- Area name where that card player is, and the concerete
place name.
2. Starting Rule- The special rule used on that map in the beginning.
3. Name (Distinctive Feature)- Name of that card player. Basically, it
conforms to the name in the game, and particularly in regard to nameless
card players, they are given a name based on some distinctive feature in
appearance and movement.
4. Appearance Place- The place where this card player appears. Name
conforms to the game. In case the appearance condition is established,
it is lined up together inside parenthesis. Furthermore, I have also
shared the condition for a card player disappearing from the map.
5. Remark- Entry for that card player's appearance pattern and rare
cards that player may have. For a card player who uses other area's
special rules, that area's name is shown. Furthermore, for card player
whose appearance pattern is not set, it is noted as "Random".
Balamb Area/ Balamb Garden Starting Rule: Open
Name/Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
Dr. Kadowaki -health center random
boy from youth group -corridor B in front of health center
-1F corridor (after clearing the MD floor) random
Needa -corridor B in front of health center
(during Balamb Garden internal dispute)
-Bridge (after Balamb Garden repair)
woman who likes cards -1F corridor (after clearing the MD floor)
-1F hall random
running teenager -1F corridor
-1F hall has Kid Morguri, random
male SeeD -1F hall random
female SeeD -1F hall random
shop lady -cafeteria
lady's son -cafeteria
Trepe FC member #1 -cafeteria has Quistis
FC member #1's friend -cafeteria
3 girls in student dormitory -corridor in front of studen dormitory
-1F corridor (after clearing the MD floor) random
Mr. Brain -1F corridor has Fat Chocobo, random
young girl trying hardd -1F corridor
yawning girl -corridor in front of library
-1F corrifor (after clearing the MD floor) random
friendly black man -corridor in front of library
-2F corrifor (after fight w/ Norg) random
librarian with 3 books -library random
boy in front of book shelf -library
hot-blooded boy -library random
girl who likes mystery -library
committee member #109 -in front of 2F elevator (after fight w/ Norg) random
boy in front of 2F classroom -2F corridor random
brother-sister (brother) -2F corridor random
brother-sister (sister) -2F corridor random
girl with pony tail -2F corridor random
Trepe FC member #2 -2F classroom (after getting G.F. Ifrit) has Quistis
Trepe FC member #3 -2F classroom (after getting G.F. Ifrit) has Quistis
card reader manager -in front of card reader
man with bandana -in front of card reader
-2F deck (after Balamb Garden internal dispute) random
Cid, the school principal -school principal room (after the first job) has Seifer
traveling man -Master room (after Disc 3) uses Trabia rule
vexed boy -school principal room
(after Balamb Garden's repair)
Zell -1F corridor (after Balamb Garden's repair random
when he is not in your party)
Balamb Area/ Balamb Starting Rule: Open
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
band teenage girl -Balamb street
-Balamb station (after Balamb blockade) random
station worker -Balamb station
hotel man's daughter* -hotel man's house (after Balamb blockade)
-in front of the blue Balamb hotel has Pandemonium, random
small raving boy -Dincht living room random
Mrs. Dincht -Dincht living room
(after the SeeD practical exam) has Zell
hotel man -in front of the blue Balamb hotel
(after the Balamb blockade) has Pandemonium
teenage girl walking her dog -Balamb port random
Garden student -Balamb port random, will erase rule
Galbadian soldier -Balamb port (during Balamb blockade) uses Galbadia area's rule
chef w/ red apron -Balamb port (after Balamb blockade)
* If you do not clear the small raving boy event during the Balamb blockade, she will not play
Galbadia Area/ Timber Starting Rule: Same
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
lady at the gift shop -Timber street
man who resemble Zorn -Timber street random
teenager who likes Rinoa -Timber street random
girl who likes cats -Timber street
woman who likes models -hotel front
guard -Timber street (after you successfully fought 2
elite guards or after the Galbadian army retreated)
president of Watts fan club -Timber street
Pamidore -Timber street
drunken man in the alley -alley
guard in front of TV station -footpath bridge(after the presidential address)
teenager on the bridge -Timber street
girl with unrequited love -civilian home
woman who knows trains well -Timber street
bartender -pub (after drunken man event) has Grasharabolas
Dollet Area/ Dollet (after restoration) Starting Rule: Random Hand, Elemental
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
clerk of OK shop -Dollet entrance
teenage girl with shade -Dollet port (when you enter from the Dollet
entrance)
kid who falls into the ocean -Dollet port (when you enter from Dollet street)
workman -Dollet street
teenage girl on sandy beach -Lubutan Beach
artist's grand child -artist's home has rare card
concerns Card Queen
woman waiting -Dollet street
oldman on pub's 2F -pub 2F
pub's owner -pub 2F
-private room (after pub owner wins) has Celine
lady shopping -Dollet street
oldman at the plaza -Dollet central plaza
bell girl -hotel front
Galbadia Area/ Galbadia Garden Starting Rule: Same
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
cute girl -front gate (very beginning)
-in front of card reader random
male student -front gate (very beginning)
-1F classroom
-student dormitory
(during fight between the Gardens)
male student -front gate (very beginning)
-1F classroom
-1F classroom (during fight between Gardens)
grumbling boy -front door random
boy from teen group -1F corridor random
female student -1F classroom (during fight between Gardens)
-1F classroom
advisor to the ice skate -gym
department
exchange student from Trabia -room uses rule from Trabia
area
Galbadia Area/ Dering City Starting Rule: Same
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
station worker -Dering City station
old man -central passage
old woman -central passage
woman with fan letter -central passage
traveler from F.H. -in front of hotel uses rule from F.H. area
woman in front of shop -shopping mall
man in black suit -shopping mall has Kilos
Captain Carway -Carway residence
(after escape from Area D Camp) has Rinoa (hands it out if you allow
Ifrit to be taken)
woman with friendly look -bar
Galbadia Area/ Galbadia Area D Camp Starting Rule: Same
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
500 gil man -cell on 5F must have 500 gil for 1
play. He will give you
an item if you win
300 gil man -cell on 10F must have 300 gil for 1
play. He will give you
an item if you win
200 gil man -cell on 11F must have 200 gil for 1
play. He will give you
an item if you win
Fisherman's Horizon Area/ F. H. Starting Rule: Sudden Death, Elemental
Name/ Distinctice Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
old man fishing -crane
man 3 who's got something good -factory
stationmaster Dorp -stationmaster's home, 2F has Quetzalcoat
stationmaster Flo -stationmaster's home, 2F has Irvine
Dodonna -mirror panel has Trepe (after it was
taken by Captain Carway)
town children -plaza in front of F. H. station
man from work area -civilian home
Centra Area/ Winhill Starting Rule: Same, Plus, Random Hand
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
man on bench -Winhill village
boy stepping on shadow -Winhill village
artist home -Laine's home, 2F
wealthy man -wealthy man's mansion
Winhill shop -Winhill village
mercenary soldier -Winhill village
old man -civilian home
wife at hotel -hotel front (at the information desk, you will
ring the bell)
Trabia Area/ Shumi Village Starting Rule: Plus, Random Hand
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
right -Shumi Village
center -Shumi Village
left -Shumi Village
Shumi in front of table -Shumi Village
old man fishing -Shumi Village uses F.H. area rule
elder -elder's home
elder's attendent -elder's home
Tsukurite -Tsukurite's home
Shumi who's busy -factory
Shumi making statue -factory
Trabia Area/ Trabia Garden Starting Rule: Plus, Random Hand
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
male student of Trabia -front gate (after Selphie converses w/ kids)
Selphie's good friend -front gate (after the reflection event) has Selphie
teacher from Trabia -front gate
boy, day dreaming -garage</pre><pre id="faqspan-2">
female student of Trabia -garage (after Selphie converses w/ kids)
girl who found her book -classroom
fat -classroom
basket man -school festival stage
vice-president -school festival stage
member of small chocobo -ground (after reflection event)
society
girl dreaming of being a -ground (after reflection event)
singer
Centra Area/ Edea's Home Starting Rule: Same, Plus, Random Hand
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
Edea -Edea's home, backyard (Disc 3 and beyond) has Edea
Cid -Edea's home, backyard (Disc 3 and beyond) has Seifer
Esthar Area/ Esthar Starting Rule: Wall Same, Elemental
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
Laguna -presidential room has Squall
presidential assistant -official residence hall
-Esthar street has Phoenix
Professor Odyne -official residence hall
-research lab (after Lunatic Pandora's passage) has Ward
bored guard -official residence corridor
guard of official residence -entrance to official residence
(after Moon Tear)
-plaza in front of the official residence
woman with purple dress -plaza in front of official residence
disturbed guard -plaza in front of official residence
(after Moon Tear)
guard in a hurry -plaza in front of official residence
(after Moon Tear)
man thinking of Esthar -Y intersection
owner of Ricky -Esthar street
guard -Esthar street
terminator -Esthar station
man in front of the save point -Esthar street
guard at magic research lab -Esthar street
man in green outfit -Esthar street
soldier -Esthar street
researcher -Y intersection
man shouldn't be waiting -overhead pass
woman in water-colored dress -Esthar street
guard at entrance -Esthar street
woman who is upset -Esthar street (after Moon Tear)
man looking far away -Esthar street
soldier, a little aged -Esthar street
soldier in the shop -shopping mall
research assistant -entrance to magic research lab
-research room (when Lunatic Pandora passes)
Space Area/ Luna Gate Starting Rule: All
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
guard -entrance (talk 4 times with square button)
old Luna Side Base female crew -concourse (after Moon Tear)
Space Area/ Luna Side Base Starting Rule: All
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
medical office crew -medical office
Piet -medical office
-control room has Alexander
operator -control room
Elleorne -control room
-Elleorne's room has Laguna
Centra Area/ Chocobo's Forest Starting Rule: Same, Plus, Random Hand
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
bustling boy -Chocobo's Forest (Forest of Isolation)
Others
Name/ Distinctive Feature Appearance Place Remark
---------------------------------------------------------------------------------------------------------------------
Watts -Hideout train
-white SeeD ship, deck has Angelo
uses Galbadia area rule
old man -seaside station uses Esthar area rule
Laguna -spaceship Lagunarock, seats for guests has Squall
uses Esthar area rule
Piet -escape pod retrieval area has Alexander
uses Space area's rule
medical office crew -escape pod retrieveal area uses Space area's rule
SECTION 4: I WANT TO COMPLETE MY COLLECTION.
A GUIDE TO A COMPLETE COLLECTION
What will embellish the very end of this chapter is a collection of
top-secret information concerning cards. I shall present to you all the
information that are key to achieving a complete collection- such as
secrets on ways to confront the Card Club circle (which can be described
as the card game's biggest event) and on Card Queen who rule the world
of cards. Particularly, the showdown against the Card Club circle is
promised to be shocking with the true identity of the King.
I. CONFRONTING THE CARD CLUB CIRCLE
The Card Club (CC) circle is a circle made up of card freaks from the
Balamb Garden. If they find a particular powerful player, the 7 members
of CC will announce him/herself as a Card Club and challenge to a game.
Furthermore, in order to have a card game against a card club, you must
fulfill two conditions described below: 1) You must have completed to
the Balamb Garden internal struggle event, and 2) you will have to win
more than 15 card games inside the Balamb Garden, excluding ones in the
library, cafeteria, and classroom.
Card Clubs
CARD CLUB #1: JACK
Card Club member who divulges his true identity first. He will
appear randomly in front of the whereabout panel, and then will
challenge you to a game if you speak to him. Because he uses cards as
high as level 6, it may certainly be a hard and difficult fight if you
did not collect cards up to then.
CARD CLUB #2: CARD MAGICIAN/ JOKER
If you beat Jack, a boy who sells items at the training facility
will reveal his identity. You can fight with the rest of the Club
without playing with him, but because he has the Leviathan card, you
will want to seize it early.
CARD CLUB #3: CARD KNIGHT/ CLUB
He is one of the 4 lords of the Card Club circle, and he will
reveal his identity if you beat Jack. He will appear randomly in the 1F
corridor near the student dormitory. The cards he uses are limited to
less than level 6, so his strength is not different from that of Jack.
CARD CLUB #4: CARD PRINCESS/ DIAMOND
One of the 4 lords of the Card Club circle (2 person team) that
will appear if you beat Club. They are always grouped in front of the
whereabout panel. They tend to often use level 7 cards. If you play
with the feeling they are the same as the other CC members up to now,
you should watch out because you will meet a hard experience.
CARD CLUB #5: CARD PRINCE/ SPADE
As usual, Spade is someone who conversess unconcerned, but if you
beat Diamond he will reveal that he is one of the 4 lords of CC circle.
Because he often uses level 7 cards like Diamondd, it will be wise to
resist with rare cards. Here, the man who gave you 7 cards at the
beginning of the game is Spade.
CARD CLUB #6: CARD QUEEN/ HEART
The final of the 4 lords of the CC circle. If I say she is a woman
who stands on the bridge, you will probably understand who she iss. To
meet her, you not only have to beat Spadee, but you also have to get
past the restoration event of the Balamb Garden. Because she has the
Carbungle card, you should definitely confront her.
CARD CLUB #7: CARD MASTER/ KING
If you beat Heart, Dr. Kadowaki will tell you information about
King (speak with the square button). Afterwards, if you sleep in
Squall's room, the King will randomly appear. You must get the
Gilgamesh card from her. The moment King arrives is pitch black. If
you meet her, the CC event is over.
II. SECRETS OF THE CARD QUEEN
SECRET #1: THE POWER CARD QUEEN HOLDS AND THE RULES GOVERNING HER
MOVEMENT
Everytime you pay 30000 gil to the Card Queen (hereafter referred to
as "Queen"), a new rule is added to the area where the Queen is. The
order by which the rules are added goes like this: Open -> Same -> Plus
-> Random Hand -> Sudden Death -> Wall Same -> Elemental. If the
relevent rule was already added to that areaa, then the next rule on the
order is added. Furthermore, if you do a rare card trade with the
Queen, right afterwards the Queen will definitely relocate. At this
time, right before she movess, the Queen will decidedd which area she
will be next.
Card Queen's Movement Pattern
Present Area Area She Will Move To
------------ ---------------------
Balamb Dollet (37.5%), Galbadia (62.5%)
Galbadia Balamb (12.5%), Dollet (12.5%), Centra (12.5 %), F.H. (62.5%)
Dollet Balamb (37.5%), Galbadia (62.5%)
Trabia Balamb (25%), Dollet (50%), Space (25%)
Centra Galbadia (37.5%), Dollet (37.5%), F. H. (25%)
F. H. Dollet (12.5%), Centra (25%), Esthar (62.5%)
Esthar Dollet (12.5%), Trabia (25%), F. H. (12.5%), Space (50%)
Space All areas including Space (she will not say where she is going).
* Note 1: The number within the brackets are the probability she will
move to that area.
**Note 2: When the Queen says, "I will go on a journey to somewhere far
away," she will move to Space.
The Whereabouts of the Card Queen in Every Area
Balamb Area Balamb, Balamb station
Galbadia Area Dering City, hotel front
Dollet Area Dollet, pub 2F
Trabiaa Area Shumi Village, hotel front
Centra Area Winhill, hotel front
F. H. Area F. H.
Esthar Area Esthar, official residence lobby
Space Area Luna Gate, concourse
SECRET #2: AN EVENT/OCCURRENCE THAT LETS YOU GET RARE CARDS IN DOLLET
Only in the case when the Queen is in Dollet, an item is added to the
selection bars for conversing with her. It says, "talk about your
artist father". If you choose this, after she talks about her father
who is an artist, the Queen will want a rare card in the order on the
chart below. If you lose to her in a card game (and you can do this in
any area) and let her take it in a trade, her artist father will draw a
"New Rare Card". To find out who in the world is circulating the "new
rare card", it is okay to ask the Queen about "her artist father" while
she is in Dollet. Incidentally, the card that was taken by the Queen
was passed on to the artist's grand child in Dollet, and you can get it
back if you play a card game with him/her.
EVENT OCCURRENCE CONDITION: AFTER YOU HANDED OVER A PREDETERMINED CARD
TO THE QUEEN IN ANY AREA, GO TALK TO THE QUEEN ON PUB 2F IN DOLLET ABOUT
"HER ARTIST FATHER".
Order Wanted Card New Card Player Who Will Have the Newly Arrived Card
-----------------------------------------------------------------------------------
1 Kid Morguri Kilos Dering City, shoppin mall- man in black suit
2 Secret Irvine F. H. stationmaster home, 2F- Flo
3 Kid Chocobo Fat Chocobo Balamb Garden, 1F corridor- Mr. Brain
4 Alexander Grasharaboras Timber, pub's bartender
5 Grasharaboras Phoenix Esthar, presidential offical residence- assistant
III. COMPLETING YOUR COLLECTION
(Rare Card Map)
Trabia Garden: Selphie
Dollet: Celine
Chocobo's Sacred Ground: Kid Chocobo
Grave of Nameless King: Secret, Minotauros
Balamb: Pandemonium, Zell
Dering City: Kilos, Rinoa
Cave of Flame: Ifrit
Galbadia Garden: Cereberos
Balamb Garden: Fat Chocobo, Leviathan, Diablos (magic lamp), Gilgamesh,
Quistis, Koyokoyo (Balamb Garden's old spot), Kid Morguri, Seifer,
Carbungle.
Timber: Grasharaboras, Angelo (Hideout train)
F. H.: Quetzalcoat, Irvine
White SeeD ship: Shiva
Centra ruin: Odin
Esthar: Phoenix, Ward, Squall
Edea's Home: Edea
Luna Side Base: Alexander, Laguna
Artificial Island for Oceanic Research: Bahamoot, Eden
RESCUE MEASURES FOR GETTING RARE CARDS
If you enter Disc 4, because you cannot meet any one holding rare
cards, you may think that it is impossible to complete your collection
if you have not collected all the rare cards by this point. However, an
event that becomes a rescue measure for this is especially prepared.
First, the Queen arrives at the escape pod retrieval site, which is
in the Abandon plains in Esthar. If you play a card game with her, the
Queen will use rare cards that you do not have. Incidentally, at this
time the Queen will use a combination of special rules not belonging to
any area.
Furthermore, if you completed the CC circle event before Disc 3
ended, CC circle members are regaining strength about the spaceship
Lagunarock in Disc 4. At this point, they are not only using rare
cards you don't have (The Queen peepss in), they are using rare cards
that were destroyedd with "Card Change". However, be aware that
Koyokoyo cards cannot be obtained by this rescue measure.
Incidentally, members of the CC circle are using rules that is
different from various areas. Again, among CC circle comrades, just
like the transmission of rules among areas, you will be introduced to
new rules and have old ones erased. If you want to play a card game
with the King, enter this person into your party, and you must speak
using the square button inside the spaceship Lagunarock.
IF YOU COLLECTED ALL THE CARDS..?
If you collected all the cards, a star mark is fixed to the right of
the "Card" item on the menu screen. Incidentally, as for card that you
got once, it doesn't matter to the fact that you completed the
collection if you had it taken or changed by using the "Card Change"
function. Essentially, if the requirements for "getting all the cards
is fulfilled once", you will always have a star to show you've completed
the collection!!
Copyright by Square
Copyright by Studio BentStuff
Copyright by DigiCube
All rights reserved.