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final fantasy trading card game strategy

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The following is a rough translation of the official rules translated from the established website . If there are whatever glaring errors, please notify Pine Tree State, and I'll promptly make the corrections as necessary. (OR simply edit this paginate with your own corrections!)

A See of the Cards [ ]

There are triad types of cards in the FF-TCG, and the card typecast can be distinguished by the text box in the upper larboard-hand corner.

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Forwards (shown left) comprise your attack

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force, and are a central part of your deck. They are easily distinguished from the other types by the Power number in the bottom-right hand corner. You tin can birth an unlimited number of Forwards in play.

Backups (shown right) are responsible for providing a steady author of Crystal Points, which are needful to play cards from your hand. You can deliver a upper limit of fin Backups in play at any time.

Monsters (non shown) are played in active land and pot consumption abilities on the turn they are played, but they can't attack abilities connected the turn they are played and do not provide Crystal Points.

Items (not shown) are equipped to a quality to give them new abilities. Only 1 Item of each case butt be equipped to a single character.


1. Toll and Attribute: Indicates the amount and type of CP needed to play the card.

2. Card Name: Additionally to the name of the card, the bar may also have an icon on the compensate side.

3. Card Type: The card's type. To the straight-hand side is the theatrical role's line of work.

4. Text: The card's effects. Otherwise the name written along the card itself, this helps identify the card.

5. Card Telephone number: Card rarity and asynchronous number.

6. Power: Exclusively appears on Forward card game. This figure is used to determine how much damage a card deals while attacking, and how much scathe it arse sustain while defensive. If a scorecarddannbsp;receives damage equaldannbsp;to or greater thandannbsp;its Powerfulness, it Breaks (is discarded).

There is also help in tight moments, and summons are like a trump.

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1. Cost / Attribute The cost required to summon this monster. You must forever pay at to the lowest degree 1 CP of the same assign as the card.

2. Card Name Similarly to characters, card game with EX Burst make an picture connected the right-hand incline.

3. Add-in Type Summon Monsters do not birth jobs, so only "Muster Monster" is in writing Here.

4. School tex Formerly you resolve the effect written here happening the card, pose it in the Break District.

5. Card Number Card rarity and serial number.

Summon Monsters are arranged on the Field, used only one and only time, and for each one consume a powerful effect. Mobilize Monsters, too, cards can be used equivalent Forwards and Backups to interrupt your opponent's actions exploitation the abilities written in the textbook field (see page 5). Marshal Monsters must take in a full set of valid targets when played, only not when resolved.

  • POINT*

Only 3 of the same card are allowed in a deck. For cards with the cookie-cutter name,dannbsp;any numberdannbsp;can be on the Theatre of operations if they have the triad-card icon. If a card shares the same name simply does not have the cardinal-card icon, only one of those card game may be played (however, this does not let in your hostile's cards).

8 ATTRIBUTES

Red Vitreous silica – FIRE– Many attacks during a battle from Summon Monsters and Characters will use the fire attribute.

Light Blue Crystal – ICE– The Ice attribute excels at keeping your adversary from being able to perform abilities during battle. Chromatic Crystallization – Idle words -With this attribute, a biz leave be quick and characters will be light and degraded.

Yellow Crystal – EARTH – Characters with this dimension are considerably large and sturdier with solid defense.

Purple Crystal – LIGHTNING – This assign will determine victory or vote down by removing characters with a single blow.

Dark Blue Crystal – AQUA – This attribute helps hook to a greater extent cards, and you'll indirectly gain an advantage.

Clear Crystal – LIGHT

Black Watch glass – DARKNESS

– Light card game utilize the power of order and virtue, patc Darkness cards utilize the power of topsy-turvyness and evil. Because of this, only one tooshie be used on your Field.

Infrequency [ ]

Special Uncommon - Rare - Uncommon - Common - Introduction


S ---------------- R --------- U ---------- C -------- E

Degrees of Tenuity

High danlt;———————————————- Low

The cards have 4 categories of rareness, S, R, U, and C, while E is only contained in the Entry Set.

Using Cards [ ]

Whol cards cost Crystal Points (CP) to cast into play. There are two methods of generating CP.

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The first elbow room is to discard cards from your

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hand. To each one calling card you dispose to generate CP generates 2 CP of the same attribute as that card.

The second direction is to Dull Stand-in cards (a mechanic similar to "tapping" in Legerdemain: The Gather). Each Support that you Dull for CP generates 1 CP of the same attribute American Samoa that computer backup.

Victimization CP: After making these preparations and compensable these costs, use your cards.

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*POINT* When performin a card, the card requires at least 1 CP of the same impute. However, IT's acceptable to use any attribute of CP when playing a Light or Shadow attribute card. Since only Light and Darkness attribute card game are special, be careful because you cannot trash these card game to generate CP. Once you generate the required monetary value of CP, you cannot habit any remaining CP to play another card Oregon power.

Athletic field [ ]

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1. Forwards are placed in the upper half of your side of the field. Forwards come out Active happening the turn they are played but cannot usage Dull abilities or fire on the turn when they are set along the field. When a Overfamiliar is defeated in battle, they "Ruin", and are sent to the Break Zone.

2. Backups are placed in the lower uncomplete of your side of the field. Backups come impermissible Dulled on the turn they are played. Remember that a maximum of 5 Backups may be live at uncomparable time.

3. Damage Zone. Each time your opponent deals Direct Damage to you, take one bill of fare from the top of your Deck, and place it face-up here. You lose the game if 7 card game are placed in the Damage Zone.

4. Your Deck. At the start of all turn, you draw cards from here and place them in your hand down. If there are no more more cards in the Deck when you deman to draw a card, you drop off the stake.

5. Break Zone. Forward card game defeated in battle, cards discarded from the field, as well as cards you toss out from your hand, are placed face-over here.

Setting Ahead A New Game [ ]

At the start of the mettlesome, you and your resister perform the undermentioned steps:

1. Develop a deck of exactly 50 cards for yourself. Only 3 copies of any board are allowed to a deck. Cards with selfsame names but different abilities do not count as copies of the same card. (Example: You may have three copies of Ignominious Belt (1) and three copies of Black Belt (2) in the same floor.) Exception: You whitethorn only have capable 3 cards onymous "Garnet" in your deck.

2. Thoroughly shuffle your deck.

3. Flip a coin to determine World Health Organization plays first.

4. Draw a hand of 5 cards from the top of your own deck.

Course of Gameplay [ ]

Reset Phase --dangt; Draw Form --dangt; Independent Phase 1 --dangt; Attack Phase --dangt; Important Phase angle 2 --dangt; End Phase

Reset Phase angle

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(Greenbac: This phase is effectively ignored during each player's first turn.)

Change whatever Full-face and Reliever cards in the Dulled country (horizontal) to the Active state (passant).

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Run Phase

Draw 2 cards from the deck and add them to your hand. (Exception: If you are playing the first turn of the biz, draw only 1 card.)
Be careful; if you feature no more than card game in your deck at the start of the Draw Phase, you lose.

Main Phase 1

During this phase you may, in some order, play cards to the field and/Beaver State use abilities.

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  • Acting Character Cards: After compensable the required CP cost, as elaborated above, play a Forward or Backup card (or cards) from your hand to the Field. Backups are played in the Dull state and can't use abilities with the Dull.png Dull icon in the round they are played. Forwards are played in the Active state, just cannot aggress operating theater wont abilities with the Dull.png Dull icon in the turning they are played. (Exception: Forwards with the "Hastiness" ability are not hindered in this way.)
  • Playing Summon cards: After paying the required CP cost, show a Summon Card to your hostile, solve that card's personal effects, and place it in the Break Zone directly after. Also, your Summons can be used to interrupt your opponent's Summons and abilities.
  • Playing Items: After paying the required CP cost, play an Item card from your hand onto a character you control. The character types which can equip an Item batting order are recorded connected the card. The character gains all the abilities listed on the Item. A character can only equip 1 Item of each case. (eg: A character can outfitdannbsp;1 [Weapon] and 1 [Armor], but not 2 [Weapons]).
  • Using Character abilities: Preceding the description of some Action Ability Beaver State Special Ability is its cost. By choosing to pay it, you activate its personal effects. You can also break your opponent's Abilities and Summon Monsters.
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Attack Stage


This is where combat takes place. If you favor non to attack this bout, pass over to the End Phase.

1. Anterior to offensive, if you are the first assaulter, you can also use abilities and summon monsters to block.

2. To plan of attack with one of your Forward cards, Dull that Forward. Frontwards that are already Uninterested cannot attack, and Forwards without the "Haste" ability cannot tone-beginning on the turn they are played to the field.

3. Your opponent may choose to Block with a defending Forward. They may select whatsoever Forward ondannbsp;their side of the field, so bimestrial as it is in Active mode.

4a. If your opponent Blocks, the attacking and defending Forwards deal damage

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to each former. The defending Forward receives legal injury equal to the assaultive Forward's Power, and vice versa. If either Forward suffers damage greater than their Great power valuation, that Forward Breaks. For any Forwards that do not Break after combat, the damage they took volition persist until the end of the turn.

4b. If yo

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Ur opponent does not (operating room cannot) Block, they take one gunpoint of Direct Damage.


5. If you wish to attack again, return to Step 1.

Main Phase 2 * The Lapp things can be done in this phase as in the prototypal Briny Phase.

End Phase Take off damage dealt by Forwards, and if you have more than 5 cards in your hand discard back down to 5 cards.

  • Abilities and Summon Monsters can be misused during these times.

Forming parties: When selecting Forwards to attack, any number of Forwards can bod a party to attack as a respective character providing that the Forwards could all otherwise attack and:

  • The Forrard are wholly of the equal element OR
  • The Forwards all have the P ability symbols

When in a party, the power of the party is up to the sum of the power of its members.

When in a party, if one of the Forwards cannot comprise plugged or has First Smash, it is only effective if all the Frontward in the party induce that ability.

When a party receives damage, the defending player decides how that damage is distributed.

If there is only one Impudent remaining in a party, that Forward is no more in a party.

Abilities [ ]

There are three categories of abilites that English hawthorn appear in card descriptions. Exploitation them effectively will bring you closer to victory.

Field Abilities

Yuna, American Samoa an example of a card with a Field of battle ability

have continuous effects connected gameplay, e.g. reducing CP costs for acting cards from your hand, boosting your Forwards' Power.

Kefka, American Samoa an example of a card with an Action power

Natural process Abilities throne be activated during any Chief Phase or Attack Phase. To use them, you must first pay a cost, represented by various symbols following the ability name. Here is what the symbols mean:

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Auto Abilities gun trigger when the stated conditions are met. For example, "When this card is attacked by a Forward, grapple 1000 Damage to it Forward."

  • Power KEYWORDS*

Haste: With this ability, it's manageable to do things like onset and use Dull abilities on the turn they've been played onto the Field.


Brave: Does non Dull when attacking (however you can only fire once per turn as usual).

Preemptive Strike: When attacking and blocking, your Forward are healthy to deal damage earlier your opponents.

Level Skyward: When this reference breaks a Sassy Oregon damages an opponent, you May put this identity card in the Break Zone to search your deck for a Forward with the same cite and place it on the field in the Dull position.

Link: When this card enters the field, you may play uncomparable Forward with a cost equal or less than the listed cost at no be.

Assist: When this card is enters the Field, you tin can choose to place this card in the break district to activate the following ability.

God of war: You can send one character with the listed job to the break zone to deoxidise the casting cost of this wag by the cost of the card conveyed to the Break Zone. The casting toll essential rest higher than 0.

Overdrive: At casting time, you hindquarters increase the casting cost of this character by the overuse cost to give this character the following ability.

Awakening: By profitable the cost, you put up search your deck for a scorecard with the same name as this card and commit is on the field. This give the axe only be done on your good turn. (This will usually force you to put one of the two cards in your demote zone).

Blue Magic: Pay the following cost and discard this card from your hand to use the following ability. This can only be done while this card is in your hand.

Hit: Return the Point carte to your handwriting.

Chore Change: Pay the followingdannbsp;cost to putdannbsp;1 Backup with a cost equal todannbsp;operating theatre to a lesser degree the disposed comedannbsp;from your hand into play.


Ability Notes:

If an ability says something like "Choose a "something".", the choice of target or targets essential be made when the ability is used. If a target becomes invalid at resolution time, the ability does nothing to that target only.

If an ability says something like "Choose a Impudent. Dim it", you Moldiness choose a Forward and Dull it.

If an ability says something like "Choose a Forward. You may Dull it", you Moldiness pick out a Forward and activate its along-targetted abilities. You can choose to Deadened it OR not.

If an ability says something like "You can choose a Brash. Dull it", you can choose to choose a Forward or not. If you choose one, you Essential Dull it.

If an ability says something like "Choose up to 2 Forwards", you tin prefer 0, 1 or 2 Forwards.

Dulled cards are valid targets for Dulling. Active cards are valid targets for turning Nimble.

If a card prevents a Cheeky from receiving scathe (ex. Minwu), that scorecard doesn't flatbottom receive 0 hurt. Happening impairment abilities put on't get on triggered.

Abilities that wear't have "choose" in their text are non targetted and then don't trigger connected-targeted abilities OR abilities that prevent targetting or abilities that force a choice of target.

Abilities that ask your opponent to choose a target are not targetted by you and then don't trigger on-targetted by opponent abilities, abilities that prevent targetting by antagonist Oregon abilities that force a choice of poin happening opponent.

Characters can be put along the Field even if their on Field machine abilities preceptor't have a entire set up of reasoned targets.

If a Forward's Power becomes 0 or less repayable to an ability, it is immediately put option in the Break Geographical zone. This doesn't count as Breaking.

When the word "Alternatively if" is used, the following operating instructions apply instead of the previous ones if the following condition is true.

Damage and EX Burst [ ]

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If your resister attacks with a Forward, and you do non Block, you take one breaker point of Take aim Impairment. When this happens, take the top card of your deck, and place it present-up in the Damage Zone. The moment you accumulate 7 Direct Wrong, you lose the game.

NOTE: If the card overturned concluded has an
EXIconSmall.jpg EX Burst ability, you rear end use that effect.

Important EX Burst Point [ ]

If a card gets turned ahead with EX Burst, the effect can live used immediately, and no one's summon monsters or abilities can break up IT. Also, in a situation where the card flipped states "When this card is situated on the Field…", the card does non puzzle over placed on the theatre of operations, merely the described effect is activated.

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final fantasy trading card game strategy

Source: https://finalfantasytcg.fandom.com/wiki/Gameplay_Rules

Posted by: perezonapt1948.blogspot.com

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