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The Game

Triple Triad is a challenging card game implemented in Final Fantasy VIII. As a bonus, you can use a GF ability called Card Mod to convert cards into useful items. To play, you just need a good starting deck. Get one by talking to everyone in Balamb at the start of the game. To challenge someone, walk up and hit your square button. If they don't play, it will just act as a normal conversation. The more you play, the more cards you get.
Strategy: the biggest difficulty you'll find is the ever-changing rules. One thing to watch for is Random. Try at all costs to avoid spreading the Random rule, or you can kiss your card-winning days goodbye. When you are playing with basic rules like Same, Open, Sudden Death, and Elemental, you can play a strong card strategy to win. Once you get to rules like Plus and Same Wall, I suggest a more defensive strategy. Try to trap the opponent and take combos or corners. That's all there is to it. Just remember, practice makes perfect.

Triple Triad Card Index

Level 1: Monster Cards
Name: Refines To:
Geezard 1 = 5 screws
Funguar 1 = 1 M-stone Piece
Bite Bug 1 = 1 M-stone Piece
Red Bat 1 = 1 Vampire Fang
Blobra 4 = 1 Rune Armlet
Gayla 1 = 1 Mystery Fluid
Gesper 1 = 1 Black Hole
Fastitocalon-F 5 = 1 Water Crystal
Blood Soul 1 = 1 Zombie Powder
Caterchipillar 1 = 1 Spider Web
Cockatrice 1 = 1 Cockatrice Pinion

 


Level 2: Monster Cards
Name: Refines To:
Gray 1 = 1 Magic Stone
Buel 1 = 1 Magic Stone
Mesmerize 1 = 1 Mesmerize Blade
Glacial Eye 1 = 1 Arctic Wind
Belhelmel 1 = 1 Saw Blade
Thrustaevis 1 = 1 Shear Feather
Anacondaur 1 = 1 Venom Fang
Creeps 1 = 1 Coral Fragment
Grendel 1 = 1 Dragon Fin
Jelleye 1 = 1 Magic Stone
Grand Mantis 1 = 1 Sharp Spike


 

Level 3: Monster Cards
Name: Refines To:
Forbidden 1 = 1 Betrayal Stone
Armadodo 1 = 1 Dino Bone
Tri-Face 1 = 1 Curse Spike
Fastitocalon 1 = 1 Water Crystal
Snow Lion 1 = 1 North Wind
Ochu 1 = 1 Ochu Tentacle
SAM08G 1 = 1 Running Fire
Death Claw 1 = 1 Sharp Spike
Cactuar 1 = 1 Cactus Thorn
Tonberry 1 = 1 Chef's Knife
Abyss Worm 1 = 1 Windmill

 


Level 4: Monster Cards
Name: Refines To:
Turtapod 5 = 1 Healing Mail
Vysage 1 = 1 Wizard Stone
T-Rexaur 2 = 1 Dino Bone
Bomb 1 = 1 Bomb Fragment
Blitz 1 = 1 Dynamo Stone
Wendigo 1 = 1 Steel Orb
Torama 5 = 1 Life Ring
Imp 1 = 1 Wizard Stone
Blue Dragon 4 = 1 Fury Fragment
Adamantoise 3 = 1 Turtle Shell
Hexadragon 1 = 1 Sharp Spike

 


Level 5: Monster Cards
Name: Refines To:
Iron Giant 3 = 1 Star Fragment
Behemoth 10 = 1 Barrier
Chimera 10 = 1 Regen Ring
Pupu 1 = 1 Hungry Cookpot
Elastoid 1 = 1 Steel Pipe
GIM47N 1 = 10 Fast Ammo
Malboro 4 = 1 Malboro Tentacle
Ruby Dragon 10 = 1 Inferno Fang
Elnoyle 10 = 1 Energy Crystal
Tonberry King 1 = 1 Chef's Knife
Wedge, Biggs 1 = 1 X-Potion

 


Level 6: Boss Cards
Name: Refines To:
Fujin, Raijin 1 = 1 X-Potion
Elvoret 1 = 10 Death Stones
X-ATM092 2 = 1 Turtle Shell
Granaldo 1 = 1 G-Returner
Gerogero 10 = 1 Circlet
Iguion 1 = 1 Cockatrice Pinion
Abadon 1 = 30 Dark Ammo
Trauma 1 = 30 Demolition Ammo
Oilboyle 1 = 30 Fire Ammo
Shumi Tribe 5 = 1 Gambler Spirit
Krysta 1 = 10 Holy Stones

 


Level 7: Boss Cards
Name: Refines To:
Propagator 1 = 1 G-Mega-Potion
Jumbo Cactuar 1 = 1 Cactus Thorn
Tri-Point 40 = 1 Jet Engine
Gargantua 10 = 1 Strength Love
Mobile Type 8 1 = 10 Shell Stones
Sphinxara 1 = 1 G-Mega-Potion
Tiamat 1 = 10 Flare Stones
BGH251F2 1 = 10 Protect Stones
Red Giant 1 = 5 Meteor Stones
Catoblepas 1 = 1 Rename Card
Ultima Weapon 1 = 1 Ultima Stone

 


Level 8: GF Cards
Name: Refines To:
Chubby Chocobo 1 = 100 LuvLuvG's
Angelo 1 = 100 Elixirs
Gilgamesh 1 = 10 Holy Wars
Minimog 1 = 100 Pet Houses
Chicobo 1 = 100 Gysahl Greens
Quezacotl 1 = 100 Dynamo Stones
Shiva 1 = 100 North Winds
Ifrit 1 = 3 Elem Atks
Siren 1 = 3 Status Atks
Sacred 1 = 100 Dino Bones
Minotaur 1 = 10 Adamantines

 


Level 9: GF Cards
Name: Refines To:
Carbuncle 1 = 3 Glow Curtains
Diablos 1 = 100 Black Holes
Leviathan 1 = 3 Doc's Codes
Odin 1 = 100 Dead Spirits
Pandemona 1 = 100 Windmills
Cerberus 1 = 100 Lightweights
Alexander 1 = 3 Moon Curtains
Phoenix 1 = 3 Phoenix Spirits
Bahamut 1 = 100 Megalixirs
Doomtrain 1 = 3 Status Guards
Eden 1 = 3 Monk's Codes

 


Level 10: Player Cards
Name: Refines To:
Ward 1 = 3 Gaea's Rings
Kiros 1 = 3 Accelerators
Laguna 1 = 100 Heroes
Selphie 1 = 3 Elem Guards
Quistis 1 = 3 Samantha Souls
Irvine 1 = 3 Rocket Engines
Zell 1 = 3 Hyper Wrists
Rinoa 1 = 3 Magic Armlets
Edea 1 = 3 Royal Crowns
Seifer 1 = 3 Diamind Armors
Squall 1 = 3 Three Stars


 

 Where to find all the rare cards...

  • Pupu - Find the four UFO's. Fight the UFO.Then go to where Balamb Garden once was. When you encounter PuPu, give him 5 elixirs, and he'll give you his card.
  • Chubby Chocobo - A male student on a bench outside the library has this card.
  • Angelo - Win this from Watts on the White SeeD ship.
  • Gilgamesh - While playing the CC Group, King carries this card. Win it from King.
  • MiniMog - Win this from the underclassman jogging around the hall.
  • Chicobo - Solve all the Chocobo Forest Puzzles and visit the Chocobo Sanctuary.
  • Quezactol - Mayor Dobe in FH has this card.
  • Shiva - Give Zone the 'Girl Next Door' magazine and get this card at the White SeeD ship.
  • Ifrit - Defeat Ifrit in the Fire Cavern.
  • Siren - Challenge the Pub Owner of Dollet on the 2nd Floor. Once you defeat him, you follow him to another room and can win Siren from him here.
  • Sacred - Defeat Brothers in the Tomb of the Unknown King.
  • Minotaur - Defeat Brothers in the Tomb of the Unknown King.
  • Carbuncle - While playing the CC Group, Heart carries this card. Win it from Heart.
  • Diablos - Use the Magical lamp to fight Diablos. Beat him to get his card.
  • Leviathan - While playing the CC Group, Joker carries this card. Win it from Joker.
  • Odin - Must defeat Odin at the Centra Ruins.
  • Pandemona - Challenge the Hotel Owner in Balamb.
  • Cerberus - Challenge Cerberus in the Galbadia Garden in the central hall. Defeat it to win the card.
  • Alexander - Challenge Piet on the Lunar base to a game of cards.
  • Phoenix - The Presedential Aide in the Presidential Palace has this card. He's in the room you first enter on your first visit to Esthar.
  • Bahamut - Challenge Bahamut in the Deep Sea Research Center in the SW corner of the map.
  • Doomtrain - The Pub's owner has this card after finishing the Queen of Cards.
  • Eden - Solve the Steam Puzzle on the lower levels after getting Bahamut. Then defeat Ultima Weapon.
  • Ward - Challenge Dr. Odine and win.
  • Kiros - A man in black standing across from the shops in Deling City has this card.
  • Laguna - Ellone has this card while on the Lunar base.
  • Selphie - Selphie's friend by the gargoyle statue in Trabia Garden has this card.
  • Quistis - Win it from any of the Trepies.
  • Irvine - Flo, Mayor Dobe's wife, has this card.
  • Zell - Ma Zincht has the card in Balamb.
  • Rinoa - General Caraway has the card. To get him to use it, intentionally lose Ifrit to him. You can get Ifrit back from Martine in FH.
  • Edea - Challenge her at her home to get her card.
  • Seifer - Cid has this card.
  • Squall - Win it from Laguna on disc 3.

HELP
 

Initiating a Game

This is the easy part, so we'll run through it quickly. First of all, you'll need more than five cards to play. If you don't, you'll need to get some cards by going out into the wilderness and using Quezacotl's Card command to turn some enemies into cards.

Anybody who can play cards can be challenged by pressing Square while next to them. You'll then be taken to the Triple Triad playing field. It'll tell you what rules will be used; you have a second chance to cancel your challenge if you find the rules are bad or you decide there's something else better to do. If you continue with the challenge, both players choose their five cards to play, and the game begins.


The Basics

Object of the Game
The object of the game is to overturn as many of the opponent's cards as possible. When you overturn a card, you "take possession" of it for the duration of the game. The player with the most number of cards in his possession at the end of the game wins.

The Card
Before you can understand how the game works, you must first understand the card. Here's one for reference: It's the Ifrit, a Guardian Force card, one of the first ones you may get.

Ifrit In the upper left corner is a set of four numbers. We'll designate each number by Top, Bottom, Left, and Right. Very easy to remember. The numbers designate the strength of the card; the lower the number, the lower the strength. The highest is 10, which is designated by the letter A on the card. In this example, we see that the Ifrit card is strongest at the top with a 9, and the weakest at the bottom, with a 2.

The upper right corner is a symbol for element. Not all cards have elements. Elements come into play only when the Elemental rule (see below) is turned on. If not, then the element has no effect on the strength of a card. Beginning players should not be concerned with this rule. In this case, Ifrit has the element Fire. But don't worry about it right now.

The Playing Field
The playing field is a grid of 3x3 squares, like so:

The Playing Field Each card can be played in any of these 9 squares. Obviously, where to place the cards is a strategic effort.

Each player's hands are placed on either side of the field. Your hand goes on the right, the opponent's go on the left. Underneath each hand is a number that tells how many cards you have in your possession at any moment in the game (both players start out with five -- the number of cards in their hand at the beginning of the game).

At the bottom of the field, there is a small gray box that tells the name of the card that the cursor is pointing to. Names in white are cards you have, names in blue are cards you don't have, and names in yellow are cards you once had but now have none of (which happens when you lose all of a certain card to opponents).

Basic Game Playing
In a standard game, both players cannot see each other's hands. A random roll at the beginning of the game determines which player goes first; he must then choose one of the five cards in his hand and place it anywhere on the field.

The next player then chooses where on the field to put a card. Here's where the fun begins. Each player must try to overturn, or take possesion of, as many of their opponent's cards as possible. Your cards have a blue background; the opponents' have a pink background. When a card is placed next to another with a different background color, the adjacent numbers are checked. If your card's number is higher, then you overturn the other card. If it's less or equal, no overturning occurs.

making the move Using our trusty Ifrit card as an example, let's say we put it right next to this Anacondaur card that belongs to our opponent. The two adjacent sides that will be compared is Ifrit's right side and Anacondaur's left side. With a strength value of 6, Ifrit's right side just beats Anacondaur's left by one, so we are able to take possession of the Anacondaur card. As you can see, it's just about to flip over and change background colors.

It's possible to overturn more than one card at once. For instance, two adjacent cards both have less numbers -- in that case, you overturn both cards.

When all nine spaces are filled, the player with the most cards on the board wins. If both players have the same amount of cards, the game ends in a draw.


Gameplay Rules

Every region in the world tends to play the game in a slightly different manner, and in your travels you will come across all sorts of different rules. Whenever you reach a "rule clash" between regions, you'll be allowed to play with a combination of rules from both regions. You may even be able to affect the rules in the region. (See "Trade Rules," below, for details.) Here, we'll run over how all the different rules work and how to play under those circumstances.

Open
In some areas, it is customary to play with all hands showing. In other words, you'll be able to see each other's cards. This may make it easier on you to plan your strategy, but at the same time, so can the opponent.

Note: This may seem quite unfair to you, but the computer-controlled players already know what cards you have even if Open is not being used. Because of this, Open is a very good rule to spread around, as it will most likely help you rather than hinder you.

Random
You are no longer able to choose the five cards you want to use. Instead, your hand will be composed of five randomly drawn cards from your entire deck. This puts you at a disadvantage against opponents whose decks consist of primarily high-level cards, because you may have the most cards in the low-level areas. Play with caution.

Because Random limits you in the kind of strategy you can plan, it is almost always the least desired rule. Knowing how to change the rules of a region  can help in removing this rule from most regions.

Elemental
There are eight elements that cards may have: Fire, Wind, Earth, Ice, Thunder, Poison, Water, and Holy. They are designated by a symbol shown in the upper right hand corner of the card. It means nothing in a regular game, but in a game where the Elemental rule is in effect, the cards's element will come into play.

In an Elemental game, any space on the board is randomly given an element or none at all. Placing an elemental card on the same element raises all its strength values by +1. However, placing any card, regardless of whether or not it has an element, on a different element lowers its values by -1. Placing any card on a non-elemental space does not change its strength values. As you may expect, this rule involves a lot more hard thinking.

Sudden Death
Here, the game can no longer end in a draw. If draw occurs, each player must go another round, playing with the same cards he had in his possession when the last game ended. (In other words, you and the opponent switch whatever cards were overturned.) The game ends only when there is a winner.

Computer-controlled players love to force draws if they cannot win, hoping to take possession of any good cards you may have so that they can be used against you in the next round. You must try to outsmart the computer by using this strategy against him.

Same
Same occurs when a card is placed that has numbers that equal two or more adjacent numbers on other cards surrounding it. It doesn't matter who has possession of the surrounding cards. When a Same occurs, all surrounding cards are not in the current player's possession becomes overturned.

Plus
Plus is when a card that is placed has numbers, that when added up to the adjacent numbers of surrounding cards, are equal to at least one of the other ones. This one is hard to explain without a visual aid, which I hope to change soon. When Plus occurs, all surrounding cards not in the current player's possession becomes overturned.

Combo
With the Same or Plus rules in use, Combo will apply as well. Combo means that any card overturned by Same or Plus can potentially overturn any other surrounding card, as well. This is decided by regarding the overturned card as one that has just been placed. If it can beat any of its surrounding cards, then it will.

Same Wall
This rule is rarely used, but in some areas that use the Same rule, each of the four sides of the playing field is regarded as an "A" number. This provides a slightly different twist on the Same rule, although you must be playing with many high-level rare cards for it to be useful.

Trade Rules

Another type of rule is called the Trade Rule, which determines how the winner will take cards from the loser. The primary trade rule is One, which means the winner can only obtain one card of his choosing. Some areas play with other trade rules, but they are not exclusive; in other words, a certain area may have a variety of different trade rules at once, and an opponent may switch between trade rules from one game to the next. Unlike regular game rules, trade rules do not combine -- only one trade rule may be used per game. The following is a list of other trade rules you may encounter.

Diff
A popular trade rule, Diff allows the winner to take an amount of cards equal to the difference between the point totals at the end of the game. If a winner wins with six cards in his possession, the loser has only four, then the winner gets to take (six minus four equals) two cards of his choosing. If the winner wins 8-2, all five cards are automatically taken from the loser.

Direct
Direct is a lot more risky in that you don't get as much choice of cards. With this rule, the players exchange all cards that were overturned by each other. In other words, you keep the cards you take into possession during the game. Since both players can lose cards with this trade rule, you'd have to protect your good cards well so that you don't lose them, even if you win the game. On the other hand, you can lose the game and still obtain some good cards from your opponent if you were able to overturn them.

All
The winner automatically obtains all five cards from the loser.


The Spread of Rules

The only way for rules to spread across the world is when two people from different areas play.

When you enter a new area and you play someone for the first time, or you play somebody who's visiting from a different area, the game will use a combo of all rules from both sides. After this game, one of the four following rule-changing methods will happen randomly:

Spread
A rule from the old region, randomly chosen, is added to the rule set of the current region, so it will be used for each subsequent game in this area. You then adopt the rules of this region.

Abolish
A rule, randomly chosen, is removed permanently from the current region. You then adopt the rule set of this region.

Adopt
No changes in either rule sets take place, but you fully adopt the rules of the current region. Returning to the old region will result in "rule clash," that is, a combination playing will occur.

Retain
No changes in either rule sets take place, and you keep the rules you had from the old region. If you continue to play against people from the current region, a combination playing occurs again until one of the first three options occurs. You're given a "second chance" to alter the rules.

Note: In Spread or Abolish, while the chosen rules are picked randomly, certain rules appear to have higher chances than others. In some areas, some rules are virtually impossible to abolish, while others are almost always spread.

Because the spread of rules is not determined in advance, you can actually mold the rules to your own liking by saving and loading your game until you get the rule you want. However, some options tend to happen more frequently than others. Most often, either Spread or Retain will occur, because the game tends to want to force a spread of rules. (Retaining allows another chance for Spread to occur on later playings.) Abolish may also happen, since it will change rules, but Adopt will rarely ever happen.

Hint: The fastest way to cause a rule change from a combo game is this: Play the game, but just say Quit instead of Play from WITHIN the card menu. Rules will still spread/abolish/etc. normally as if a game was just completed. This can save you a lot of valuable time.

The Spread of Trade Rules
Unlike gameplay rules, trade rules are not spread in the way described above. Trade rules appear in a region due to the presence of the Card Queen.


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DISCLAIMER

Auron's Sweet 666  is a fan based web site and in no way affiliated with SQUARE ENIX CO. All games including the Final Fantasy Series, Chrono Series and the Kingdom Hearts Series are all copyrighted to SQUARE ENIX CO. If you want to contact SQUARE ENIX CO., visit their official web site: www.square-enix-usa.com and look for more details.

All offical images released by Square belongs to Square themselves. Images taken from other sites belongs to their own respective owners.

All Lyrics I have used belong to Ville Valo from H.I.M and i make no money from this site. Anything about H.I.M belongs to H.I.M.

Everything else, including but not limited to: HTML content, written content, images, design, etc. - © 2004 Auron Sweet 666.


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