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Final Fantasy IX - Tetra Master Ranking & Rules
Filed Under: Final Fantasy IXThis section will uncover the rules to the Tetra Master game alongside with the ranking statistics. Its basically a Hints and tips page for those beginners out there, and experts who want to achieve the best results with their card collection. Check the charts and information below. Rules IntroductionYou begin each round by selecting five of your cards. The programme then tosses a coin on-screen to determine who will be first to place a card on the grid. Both players take turns placing a card at a time. Those cards not yet placed by your opponent remain face down, so you cannot see which aces s/he might have up his or her sleeve. At the end of the round, the player with the -most cards on the grid wins the game. The victors reward is to select one of the cards lost by his or her opponent. It may sound simple, but the underlying principle is quite complex. You need to observe the following rules to win a round:Rule Number #1For the sake of convenience, the player whose turn it is to place a card is called the attacker, while his or her opponent is currently the defender. Each player takes turns placing one a the five cards they initially selected on the grid. The player whose colour is displayed by the tossed coin makes the first move.Rule Number #2If the attacker places a card next to a defender's card, and if an arrow on the attacker's card points to a defender's card edge' or corner not marked with an arrow, the attacker takes over that card without meeting resistance.Rule Number #3However the arrow on an attacker's card generally points at a side or corner of a defender's card that also bears an arrow - with the result that battle is joined. The strength of the attacker's card is of particular importance here: the higher the parameter, the more likely victory becomes.Rule Number #4If the arrow-bearing edges of the attacker's card touch more than one defender's card with arrows to meet them, the attacker can decide which of the defender's, card's to do battle with. In this case, the word Select is displayed on the defenders cards in question. If, however, only one of the adjacent defender's cards bears an opposing arrow, that card is automatically chosen as an adversary. Once two cards do battle, their HP are modified by the cards' relevant attack and defence properties. The cards are then compared, and the one with the most HP wins. The defeated card is taken over, meaning that it assumes the winning card's colour.Rule Number #5Once the attacker succeeds in taking over a card, the defender's other adjoining cords are analysed. If an arrow on the car, just taken over points at one a more o the defender's cord, bearing arrows on the adjacent corners' or edges a combo may occur. This means that the attack and defence properties of the cards are again analysed, and one or more of the defender's remaining cards may be taken over, rather along the lines of the domino principle. Maximising the combo options is an important strategic weapon in your arsenal. But remember: your opponent is also aware of combos' multiple takeover potential and will exploit them ruthlesslyRule Number #6At the end of the match, the victor is the player who managed to gain the most cards. The current score is displayed on the lower left side of the screen during play. At the end of the match, the victor con choose one of the cards his or her opponent lost during this round. The top score is 10:0, meaning that all cards bear the winner's colour at the end of the round. The victor then gets to choose not just one, but all five, of the opponents cards - a Perfect score!End Notes:You can only carry up to 100 cards at a time. If you hold this maximum number you will be asked to pick a card. (or 5 cards if you win a Perfect score) after winning a match. However, after you have chosen your card or cards, you will immediately be asked to discard unwanted-cards over 100 from your 100+ collection. If you hold the maximum number of cards you cannot pick up any cards dropped by monsters after battle or discovered at certain locations.The winner's card parameters climb after each match, with one randomly chosen parameter (AP, PD or MD) of each card increasing by 1. This does not apply to cards just taken from the loser. There also is a very slim chance of the cards Attack Types evolving. P- or M Attack Type cards have a 1.56% probability of turning into an "X" Attack Type card after a match, while X-Attack Type cards have a 0:78% probability of becoming A-Attack Type cards. Winning at Tetra Master is the only way for your card Attack Types to evolve. Ranking Information and ChartThe in-game ranking system allows you to gauge your standing as a Tetra Master player. Your score increases according to the number and kind of cards you collect. You are ranked according to the following criteria, 1,700 points being the maximum possible.There are 100 different card types or images. Each image earns you 10 points, but duplicates bearing the same image will not increase your score. Hence, the maximum score by image is 1,000 points. There are a total of 256 different arrow combinations, each worth 5 points. Since you are limited to 1,00 cards, the maximum score by arrows is 500 points. Each X-Attack Type card earns you 1 point, while an A-Attack Type card is worth 2 points. Unfortunately, P and M-Attack Type cards are worth no points at all. Thus, the maximum score by Attack Type is 200 points. Open the Card Menu to view your current Rank. Here you can also see how many Tetra Master matches you have won, lost or drawn. The following table lists all Ranks and the number of points required to reach them. If you manage to reach all 1,700 points you will be the envy of your friends - but sadly that will be your only reward.
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