Triple triad ff8 guide

Triple triad ff8 guide DEFAULT

Final Fantasy 8 Remastered - Triple Triad card locations guide

Final Fantasy 8 Remastered may be a game of magic, love, and battles that transcend time itself, but it’s also home to one of the most addictive mini-games of all time: Triple Triad. Here’s a Final Fantasy 8 Triple Triad card locations guide so you can track them all down.

It’s the card game that has taken the world by storm, and just about anyone can be challenged to a round with the mere press of a button.

There’s some good incentive to spend time on Triple Triad, as the majority of the cards can be recycled into useful items throughout your quest. From cannon fodder monster cards being transformed into the materials needed to create low level assault magic to rare beasts who can deliver upgrade materials for your weapons, every card has a purpose and a value.

Getting your hands on them is easy enough at first, but the rarer and more sought-after cards? You’ll have to travel the world, face the deadliest of enemies and sharpen your skills as region rule sets add layers of complexity to Triple Triad that can wipe you out in a single turn if you’re unprepared. Some quick notes here:

Quezacotl is invaluable

If you’re going heavy into the card collecting aspect of Final Fantasy 8 Remastered, you’ll want to spend some time training your starter Guardian Force Quezacotl. The thunder elemental can learn the Card ability, which allows a player to transform the majority of enemies into cards once they’ve been sufficiently weakened. Quezacotl can also learn Card Mod, which is handy for refining your winnings into handy items.

The Card Club

The best of the best when it comes to Triple Triad, the Card Club holds the rarest of cards and can be challenged throughout Balamb Garden. They’ll only reveal their identity once you defeat them, and their roster consists of:

  • Jack – Found in the main lobby of Balamb Garden, Jack will approach from the South side of the screen
  • Knight Club – Usually found walking outside the dormitories, you’ll know you’ve found Knight Club when he responds to a challenge with “Draw…”
  • Princess Diamond – The two female students who usually hang out around the lobby sign, they can be challenged once they appear on the screen
  • Prince Spade – Outside the elevator on the second floor, you’ll run into the man who gave you your first deck of Triple Triad cards, Prince Spade
  • Queen Heart – None other than Xu, Queen Heart of the Card Club can be found on the Balamb Garden bridge once you’re mobile
  • Master King – In a twist for the ages, Quistis is revealed to be Master King. She’ll challenge you randomly in your dorm room once you defeat Queen Heart, and once defeated, she’ll pop back up on the Balamb Garden bridge if she’s not in your party
  • Magician Joker – The shopkeeper from Balamb Garden and the Ragnarok airship, he’ll occasionally appear on the platform that looks over the water area in the Training Center

Challenge the Card Club in the order of Jack, Club, Diamond, Spade, Heart, King (Joker can be challenged at any time), and you’ll get a special treat from the gang. Alternatively, you can wait until the endgame of Final Fantasy 8 Remastered, as the Card Club will survive Ultimecia’s time compression by stowing away on the Ragnarok. Challenge them there, and you’ll be able to earn many of the rare level 8,9, and 10 cards that are missing from your collection.

Queen of Cards

The master of cards, the Queen of Triple Triad sets the rules and can be found throughout the game if you’re ready to risk everything on a lengthy sidequest. Alternatively, once Ultimecia’s time compression has kicked in, you’ll find the Queen of Cards at the pod crash site in Esthar. Her location isn’t marked on the map, but head to this spot and you’ll find her waiting for you, ready for one final challenge.

PuPu

One of the weirdest sidequests in Final Fantasy 8 Remastered, tracking down a close encounter of the third kind will net you the rare and one of a kind PuPu alien card. To get started on this adventure, you’ll need to visit four locations and prepare for an easy fight against a UFO:

  • Mandy Beach – East of Timber
  • Winhill Bluffs – Check the small cliffs around Winhill
  • Kashkabald Desert – South of Esthar and close to Cactuar Island, check the western area of the desert
  • Heath Peninsula – East of Trabia, go towards the small grey island on the peninsula

Top tip: Equip Enc-none if Diablos has mastered it, and run around in those sections until the UFO appears, as it is apparently immune to that ability. With all four sightings in the bag and once you have access to Ragnarok, fly on over to North Esthar and visit the Grandidi Forest. Land in the highlands that’s right above the Chocobo Sanctuary there and you’ll have one final UFO battle.

After all that is done, return to Balamb and the crater where Balamb Garden used to be. Speak to the alien there, give it five Elixirs and you’ll be rewarded with the card. It’s not the most powerful card around, but you can break it down into a Hungry Cookpot which will allow a Guardian Force to learn the Devour ability.

Level 1-5 cards

Useful but not exactly massively important to your overall quest, you’ll get your fair share of these cards throughout your journey. Whether you keep them for your collection or break them down into resources is up to you, but these cards can be obtained with regular Triple Triad battles, transforming monsters into cards or from the spoils of victory. Here’s a quick list of what each card can be broken down into using Quezacotl’s Card Mod ability:

  • Geezard: 5 x Screws
  • Funguar: 1 x M-Stone Piece
  • Bite Bug:1 x M-Stone Piece
  • Red Bat: 1 x Vampire Fang
  • Blobra: 4 Blobra cards are needed to create one Rune Armlet
  • Gayla: 1 x Mystery fluid
  • Gesper: 1 x Black Hole
  • Fastitocalon-F: 5 Fastitocalon cards are needed to create one Water Crystal
  • Blood Soul: 1 x Zombie Powder
  • Caterchipillar: 1 x Spider Web
  • Cockatrice: 1 x Cockatrice Pinion
  • Grat: 1 x Magic Stone
  • Buel: 1 x Magic Stone
  • Mesmerise: 1 x Mesmerise Blade
  • Glacial Eye: 1 x Arctic Wind
  • Belhelmel: 1 x Saw Blade
  • Thrustaevis: 1 x Shear Feather
  • Anacondaur: 1 x Venom Fang
  • Creeps: 1 x Coral Fragment
  • Grendel: 1 x Dragon Fin
  • Jelleye: 1 x Magic Stone
  • Grand Mantis: 1 x Sharp Spike
  • Forbidden: 1 x Betrayal Sword
  • Armadodo: 1 x Dino Bone
  • Tri-Face: 1 x Curse Spike
  • Fastitocalon: 1 x Water Crystal
  • Snow Lion: 1 x North Wind
  • Ochu: 1 x Ochu Tentacle
  • SAM08G: 1 x Running Fire
  • Death Claw: 1 x Sharp Spike
  • Cactuar: 1 x Cactus Thorn
  • Tonberry: 1 x Chef’s Knife
  • Abyss Worm: 1 x Windmill
  • Turtapod: 5 Turtapodcards are needed to create one Healing Mail
  • Vysage: 1 x Wizard Stone
  • T-Rexaur: 2 T-Rexaur cards are needed to create one Dino Bone
  • Bomb: 1 x Bomb Fragment
  • Blitz: 1 x Dynamo Stone
  • Wendigo: 1 x Steel Orb
  • Torama
  • Imp: 1 x Wizard Stone
  • Blue Dragon
  • Adamantoise
  • Hexadragon

Level 5-10 cards

From the midpoint, you’ll start unlocking some more powerful cards. Levels 5 – 8 will see various bosses and high-level monster cards added to your collection, while Level 8-9 cards will feature your signature Guardian Forces. Level 10 is the cream of the card crop here, as main characters begin to feature and once broken down, these cards will deliver the best items and materials in all of Final Fantasy 8 Remastered.

Don’t be afraid to convert them before the big fight against Ultimecia, as you’re going to need every advantage that you can get against the wickedly powerful sorceress.

Level 5 cards

Iron Giant
How to get:

  • Chance of dropping from an Iron Giant once defeated
  • Transform an Iron Giant using the Card ability
  • Can be won in in Triple Triad
  • Card conversion: 3 Iron Giants cards are needed to create 1 x Star Fragment

Behemoth
How to get:

  • Chance of dropping from a Behemoth once defeated
  • Transform a Behemoth using the Card ability
  • Can be won in in Triple Triad
  • Card conversion: 10 Behemoth cards are needed to create 1 x Barrier

Chimera
How to get:

  • Chance of dropping from a Chimera once defeated
  • Transform a Chimera using the Card ability
  • Can be won in Triple Triad
  • Card conversion: 10 Chimera cards are needed to create 1 x Regen Ring

Elastoid
How to get:

  • Chance of dropping from a Elastoid once defeated
  • Transform a Elastoid using the Card ability
  • Can be won in Triple Triad
  • Card conversion: 1 x Steel Pipe

GIM47N
How to get:

  • Chance of dropping from a GIM47N once defeated
  • Transform a GIM47N using the Card ability
  • Can be won in Triple Triad
  • Card conversion: 10 x Fast Ammo

Malboro
How to get:

  • Chance of dropping from a Malboroonce defeated
  • Transform a Malborousing the Card ability
  • Can be won in Triple Triad
  • Card conversion: 4 Malboro cards are needed to create 1 x Malboro tentacle

Ruby Dragon
How to get:

  • Chance of dropping from a Behemoth once defeated
  • Transform a Behemoth using the Card ability
  • Can be won in Triple Triad
  • Card conversion: 10 Ruby Dragon cards are needed to create 1 x Inferno Fang

Elnoyle
How to get:

  • Chance of dropping from a Behemoth once defeated
  • Transform a Behemoth using the Card ability
  • Can be won in Triple Triad
  • Card conversion: 10 Elnoyle cards are needed to create 1 x Energy Crystal

Tonberry King
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Fastitocalon if the card ability is used
  • On rare occasions, can drop from a Malboro if the card ability is used
  • Card conversion: 1 x Chef’s knife

Biggs and Wedge
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Snow Lion if the card ability is used
  • On rare occasions, can drop from a Funguar if the card ability is used
  • Card conversion: 1 x X-Potion

Level 6 cards

Fujin and Raijin
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Iron Giant if the card ability is used
  • On rare occasions, can drop from a Jelleyeif the card ability is used
  • Card conversion: 1 x X-Potion

Elvoret
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Ochu if the card ability is used
  • On rare occasions, can drop from a Bug Biteif the card ability is used
  • Card conversion: 10 x Death Stones

X-ATM092
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a SAM08G if the card ability is used
  • On rare occasions, can drop from a Red Batif the card ability is used
  • Card conversion: 2 X-ATM092 cards are needed to create 1 x Turtle Shell

Granaldo
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Death Claw if the card ability is used
  • On rare occasions, can drop from a Blobra if the card ability is used
  • Card conversion: 1 x G-Returner

Gerogero
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Cactuar if the card ability is used
  • On rare occasions, can drop from a Gayla if the card ability is used
  • Card conversion: 10 Gerogero cards are needed to create 1 x Circlet

Iguion
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Gesper if the card ability is used
  • On rare occasions, can drop from a Tonberry if the card ability is used
  • Card conversion: 1 x Cockatrice Pinion

Abadon
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Abyss Worm if the card ability is used
  • On rare occasions, can drop from a Blood Worm if the card ability is used
  • Card conversion: 30 x Dark Ammo

Trauma
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Turtapod if the card ability is used
  • On rare occasions, can drop from a Caterchipillar if the card ability is used
  • Card conversion: 30 x Demolition Ammo

Oilboyle
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a GIM47N if the card ability is used
  • On rare occasions, can drop from a Cockatrice if the card ability is used
  • Card conversion: 30 x Fire Ammo

Shumi Tribe
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a T-Rexaur if the card ability is used
  • On rare occasions, can drop from a Grat if the card ability is used
  • Card conversion: 10 Shumi Tribe cards are needed to create 1 x Gambler Spirit

Krysta
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Bomb if the card ability is used
  • On rare occasions, can drop from a Buel if the card ability is used
  • Card conversion: 10 x Holy Stones

Level 7 cards

Propagator
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Blitz if the card ability is used
  • On rare occasions, can drop from a Mesmerise if the card ability is used
  • Card conversion: 1 x G-Mega Potion

Jumbo Cactuar
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Wendigo if the card ability is used
  • On rare occasions, can drop from a Glacial Eye if the card ability is used
  • Card conversion: 1 x Cactus Thorn

Tri-Point
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Torama if the card ability is used
  • On rare occasions, can drop from a Belhelmel if the card ability is used
  • Card conversion: 40 Tri-Point cards are needed to create 1 x Jet Engine

Gargantua
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Imp if the card ability is used
  • On rare occasions, can drop from a Thrustaevis if the card ability is used
  • Card conversion: 10 Gargantua cards are needed to create 1 x Strength Love

Mobile Type 8
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Anacondaur if the card ability is used
  • On rare occasions, can drop from a Blue Dragon if the card ability is used
  • Card conversion: 10 x Shell Stones

Sphinxara
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Adamantoise if the card ability is used
  • On rare occasions, can drop from a Creeps if the card ability is used
  • Card conversion: 1 x G-Mega-Potion

Tiamat
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Hexadragon if the card ability is used
  • On rare occasions, can drop from a Grendel if the card ability is used
  • Card conversion: 10 x Flare Stones

BGH251F2
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Behemoth if the card ability is used
  • On rare occasions, can drop from a Grand Mantis if the card ability is used
  • Card conversion: 10 x Protect Stones

Red Giant
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Chimera if the card ability is used
  • On rare occasions, can drop from a Forbidden if the card ability is used
  • Card conversion: 5 x Meteor Stones

Catoblepas
How to get:

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Armadodo if the card ability is used
  • On rare occasions, can drop from a Elnoyle if the card ability is used
  • Card conversion: 1 x Rename Card

Ultima Weapon

  • Can be won in Triple Triad
  • On rare occasions, can drop from a Elastoid if the card ability is used
  • On rare occasions, can drop from a Tri-Face if the card ability is used
  • Card conversion: 1 Ultima Stone

Level 8 cards

Chubby Chocobo
How to get:

  • In the Balamb Garden Library, Chubby Chocobo can be won from the male student as part of the Queen of Cards side-quest
  • Can be won from the Queen of Cards at the Esthar crash site near the end of Final Fantasy 8
  • Can be won from the left girl of Card Club Diamond inside the Ragnarok airship near the end of FF8
  • Card conversion: 100 x LuvLuvG

Angelo
How to get:

  • Can be won from Watts on the Forest Owls' Base or White SeeD Ship
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 100 x Elixirs

Gilgamesh
How to get:

  • Acquired after Seifer defeats Odin on Lunatic Pandora
  • Can be won from the CC Group King
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 10 x Holy Wars

MiniMog
How to get:

  • Can be won from the running boy inside Balamb Garden.
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 100 x Pet Houses

Chocobo
How to get:

  • Catch a Chocobo in every Chocobo Forest and then visit the Chocobo Sanctuary
  • Can be won from the left girl of Card Club Diamond inside the Ragnarok airship
  • Card conversion: 100 x Gyshal Greens

Quezacotl
How to get:

  • Can be won from the Mayor Dobe in Fisherman’s Horizon
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 100 x Dynamo Stones

Shiva
How to get:

  • Trade The Girl Next Door magazine (Which can be found in the Timber Maniacs Building Reception, hidden amongst several magazine stacks) with Zone on the White SeeD Ship
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 100 x North Winds

Ifrit
How to get:

  • Acquired from Ifrit after you defeat him
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Elemental Attacks

Siren
How to get:

  • Can be won from the the Pub Manager in Dollet
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Status Attacks

Sacred
How to get:

  • Acquired from Sacred after you defeat him
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 100 x Dino Bones

Minotaur
How to get:

  • Acquired from Minotaur after you defeat him
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 10 x Adamantines

Level 9 cards

Carbuncle
How to get:

  • Can be won from Heart during the CC Group side quest.
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Glow Curtains

Diablos
How to get:

  • Dropped from Diablos once you defeat him
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 100 x Black Holes

Leviathan
How to get:

  • Can be won from Joker of the CC Group in Balamb Garden Training Center, who appears randomly in the east section after Balamb Garden has become mobile
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Dog’s Bones

Odin
How to get:

  • Dropped from Odin after you defeat him in the Centra Ruins quest
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 100 x Dead Spirits

Pandemona
How to get:

  • Can be won from the Balamb Hotel Owner after Balamb Garden has become mobile
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 100 x Windmills

Cerberus
How to get:

  • Dropped from Cerberus after you defeat it
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 100 x Lightweights

Alexander
How to get:

  • Can be won from Piet in the Lunar Base
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Moon Curtains

Phoenix
How to get:

  • In Esthar City, Phoenix can be won from the Presidential Aide during the Queen of Cards side quest
  • Can be won from the Queen of Cards at the Esthar crash site near the end of Final Fantasy 8
  • Can be won from the left girl of Card Club Diamond inside the Ragnarok airship near the end of FF8
  • Card conversion: 3 x Phoenix Spirits

Bahamut
How to get:

  • Dropped from Bahamut after you defeat him
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 100 x Megaelixirs

Doomtrain
How to get:

  • Can be won from the pub owner in Timber as part of Queen of Cards side quest
  • Can be won from the Queen of Cards at the Esthar crash site near the end of Final Fantasy 8
  • Can be won from the left girl of Card Club Diamond inside the Ragnarok airship near the end of FF8
  • Card conversion: 3 x Status Guard

Eden
How to get:

  • Dropped by Ultima Weapon once you defeat it
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Monk’s Codes

Level 10 cards

Ward
How to get:

  • Can be won from Dr. Odine in Esthar City.
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Moon Curtains

Kiros
How to get:

  • Can be won from the man dressed in black in Deling City's shopping District, as part of Queen of Cards side quest
  • Can be won from the Queen of Cards at the Esthar crash site
  • Can be won from the left girl of Card Club Diamond inside the Ragnarok airship near the end of FF8
  • Card conversion: 3 x Moon Curtains

Laguna
How to get:

  • Can be won from Ellone in the Lunar Base
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Moon Curtains

Selphie
How to get:

  • Can be won from Selphie's friend in Trabia Garden
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Moon Curtains

Quistis
How to get:

  • Challenge Trepe Groupie #1 (The Guy in the back), in the Balamb Garden classroom or cafeteria
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Moon Curtains

Irvine
How to get:

  • Can be won from Flo in Fisherman’s Horizon as part of Queen of Cards side quest.
  • Can be won from the Queen of Cards at Esthar crash site
  • Can be won from the left girl of Card Club Diamond inside the Ragnarok airship near the end of FF8
  • Card conversion: 3 x Moon Curtains

Zell
How to get:

  • Can be won from Ma Dincht in Balamb Town
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Moon Curtains

Rinoa
How to get:

  • Can be won from General Caraway in Deling City, but only after losing the Ifrit card to him
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Moon Curtains

Edea
How to get:

  • Can be won from Edea, when she’s at her orphanage
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Moon Curtains

Seifer
How to get:

  • Can be won from Cid in Balamb Garden or at Edea's Orphanage
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Moon Curtains

Squall
How to get:

  • Can be won from Laguna in Esthar City or on the Ragnarok airship
  • Can be won from the Card Club inside the Ragnarok airship near the end of Final Fantasy 8
  • Card conversion: 3 x Moon Curtains
Sours: https://www.vg247.com/final-fantasy-8-remastered-triple-triad-card-locations-guide

This is a page on the card game Triple Triad in the game Final Fantasy VIII (FF8, FFVIII). Read on to see information about the how to play, the ruleset, and more!

FF8 Features a unique and catchy mini-game called Triple Triad. Triple Triad is so popular in the ff8 universe that nearly everyone plays it. The cards feature monsters, boss monsters, GFs, and Characters.

Interact with an NPC in the game using the Square button (PS4)/Y button (Switch). Doing so will initiate a challenge of Triple Triad from said NPC (not everyone plays Triple Triad. Is the NPC gives its normal response, it means that NPC does not play the game).

triple triad tutorial.jpg
Yellow - The card's rank
White - Your card inventory
Blue - Card Element (Used in games with elemental rules)
Red - Card Portrait

For a list of all the cards in triple triad, see the link below.
Triple Triad Card List

Cards are placed in the empty grids on the 3X3 Board. the value of the card's ranks are then compared to decide who is the winner.

FINAL FANTASY VIII Remastered_20190923155555.jpg
The winner is decided by the number of cards taken (including the unplayed card). Blue cards represent cards you took, and red cards represent the enemy's cards.

FINAL FANTASY VIII Remastered_20190924081939_1.jpg
The battle ends in a draw if both sides score is equal. This will end the game, or if the sudden death rule is applied then a new game will start and continue until there is a winner.

FINAL FANTASY VIII Remastered_20190923155731.jpg
Winning the game allows you to get cards used by the enemy in the game. The amount of cards you can take depends on the rules of the region you play at.

For a list of all cards obtainable in this game, see the Triple Triad Card List.
Triple Triad Card List

The Card Game has several rules accross the regions. These rules can be mixed up by introducing new rules in other regions by playing with the people there. Special rules really mix up the way triple triad is played. The rules are as follow.

  • Same
  • Plus
  • Combo
  • Same Wall
  • Elemental

For a more detailed guide about the rules of Triple Triad, see the link below.

Triple Triad Rules | Final Fantasy VIII | Final Fantasy VIII

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Whatever you think of Final Fantasy VIII, it's undeniably complicated. From it's complicated Junctioning system, to its complicated game-within-a-game, Triple Triad. While there's plenty of guides on where to find rare cards, or the rules of the game, but I couldn't find a guide anywhere that explains the basic strategies of actually playing (aka "why do I keep losing?!").

So I thought I'd put together a simple guide that might help you understand how to play, and even enjoy, this popular mini-game.

The first thing you need to know is that this is less about strategy, and more about having good cards. When you start the game you do not have good cards, so you are very likely to lose, which is a very frustrating way to start the game.

In short, don't even bother playing until you at least have the Ifrit card (which you get by following the main storyline).

But even once you have good cards, you will still need basic strategy for how to play. So here it is. It's incredibly simple, and once you've got it, you'll wonder why it was so difficult to begin with.

There are three acceptable moves to make, in order of how good they are. At the very least you should always be able to play a #1. If you can't, you're going to lose.



Move #1: Play a card that your opponent cannot flip.
EVERY card you play should adhere to this rule. Never place a card that your opponent can then flip. Using the sides of the play area, or other cards, is essential. There are no cards that are strong in every direction, so the most basic move you should always strive for is playing a card that your opponent cannot flip to their colour.

Remember: Equal numbers do not flip.

Move #2: Play a card that flips your opponent's card(s), but which they can flip back.
This is a slightly better move than the one above. Basically it's a little petty, but you flip a card of theirs with your move (and remember: always checking that the card you play cannot be flipped by your opponent). You will flip their card, but they will then flip is back to their colour on their move. This forces your opponent to focus to play defensively, and often play their cards poorly.

Move #3: (The best move) Play a card that flips your opponent's card(s), so that they cannot flip back.
Just like the above, but done in a way that your opponent is powerless to flip the card back to their colour. (Again, ensuring that the card you play cannot be flipped by them.)

Again, so simple once someone points this out, but when you're starting it can be baffling.

So your first move should nearly always be placing a card in a corner of the play area, in such a way that your opponents cards cannot be used to flip it. Your opponent will do the same. As you get further into the game, you will eventually be forced to clash. Follow the above rules and you will be fine -- provided you have strong enough cards. (It really is about the cards you hold.)

So there! A simple (and probably unnecessary) strategy guide for Triple Triad! :)
Sours: http://thunderpeel2001.blogspot.com/2020/03/final-fantasy-viii-triple-triad.html

Sidequests/Mini-Games

Triple Triad

Triple Triad is FFVIII's card game, and a highly rewarding mini-game. The Queen of Cards and CC Group quests are closely related to Triple Triad; however, they are covered in their own sections, since they have their own mechanics that differ from simple Triple Triad play.

For more in-depth information about Triple Triad (including RNG manipulation techniques not covered here and the Card Rule RNG table itself), please follow the link below:

http://www.gamefaqs.com/ps/197343-final-fantasy-viii/faqs/72525

Basic Rules

To initiate a game, approach an NPC and press Square. If they play Triple Triad and you're "carrying" at least one rule not in effect in the current region, they will mention the regions whose rules you're "carrying," and ask to mix rules as they challenge you to a card game. If you're not carrying any rules other than the ones the NPC uses, they'll just challenge you directly.

On the Triple Triad screen, the special rules and Trade Rule in effect will be displayed, and you'll be asked if you want to Play or Quit. Quit returns to the field, while Play proceeds with the game. If you decide to Play, you'll be asked to select the cards in your playing hand (unless the Random rule is in effect), then be prompted to start the game.

Triple Triad is played on a 3x3 grid (hence the name). The players alternate turns playing one card at a time from their hand (a coin flip decides who goes first). The opponent's hand will be invisible to you unless the Open rule is being used. Each card has four numbers, one for each direction (up, down, left, right); if one of the card's numbers is higher than the neighbor card and it belongs to the opponent, the card captures it. The cards' sides rank from 1-9, with A being higher than numbers and the highest possible rank.

At the end of the game, the winner is the player with the most cards; cards are exchanged based upon the trading rule in effect for that game. Games can also draw, in which case no one is declared to have won.

Game Strategy

So long as the rules are reasonably in your favor, Triple Triad is actually very easy to win (the bigger challenges lie in actually finding Rare Cards and getting the rules for the various regions in your favor in the first place). No opponent is capable of using more than one Rare Card at a time, meaning their hands will be relatively weak, so playing high-level cards and keeping their weak edges "covered" (i.e. either facing an edge or a card that was already played) should give you plenty of easy wins. Just watch for Combo rules, these can really mess you up fast if you're not paying attention.

Triple Triad Players

Another thing to take note of is card players themselves. First, every player belongs to a "region," which decides the rules used when you play them. Most players belong to the region in which they're located geographically, but there are a few cases of players using a different region's rules than the local rules. Each Triple Triad player also has a set of Card Levels of Common Cards (Levels 1-7) they can play, as well as a specific Rare Card in some cases.

Generally, if you're looking for a specific Common Cards, the ideal player to play is someone who only uses the Level of the card you want (or, if that's not possible, as few other levels as possible). This increases the chance of the desired card appearing in their hand (fewer possible cards to play means each card they can play has a higher chance of appearing).

Special Rules

There are also a number of special rules, which are not part of the base rule set. These rules are listed when you first challenge someone to a game of cards. Combo rules indicate rules that, when triggered, activate Combos, meaning they can capture additional cards neighboring any card involved in the combo (to Combo, the cards involved must have neighboring cards whose number they beat and are controlled by the opponent).

Open

Opponent's hand is visible. (Note that the AI seems to play as if it can see your hand even when Open is not in effect.)

Sudden Death

If game draws, a rematch is played immediately with the cards each player had in the control at the end of the game.

Random (Triple Triad)

The cards in your playing hand are selected randomly from your inventory.

Same (Triple Triad)

If two or more sides of a card laid have matching numbers and at least one of the matched cards is under control of the opponent, a Combo is started.

Same Wall

The edges of the game board are treated as having a value of A for the purposes of Same Combos. If Same isn't also in effect, this rule does nothing, but it can still be involved in rule spreading/abolition.

Plus (Triple Triad)

When a card is laid, its edges are checked for neighboring cards. Any neighboring cards have their edge values facing the card added to the opposite number on the played card (A is treated as 10 for this purpose). If two or more sides add up to the same value, a Combo is initiated.

Elemental (Triple Triad)

Elemental symbols are randomly placed on squares on the game board. Any card with a matching Element has its power on all sides increased by 1, while cards of other elements and non-elemental cards have their power reduced by 1.

Special Rule Discussion

Of these rules, only Open is truly beneficial to you (the AI seems to play as if it can see your hand whether Open is in effect or not). The other rules are easily exploited by the AI, giving it an advantage depending on the rule in question, meaning you'll want to abolish them if you want to use Triple Triad to its full effect. The rules, ranked in priority of abolition, are as follows:

  1. Random
  2. Plus
  3. Same
  4. Sudden Death
  5. Elemental
  6. Same Wall

Of these, Random is the worst; your hands will often be significantly worse than the opponents' late game if Random is in effect. Plus is also a serious pain; the AI is very good at exploiting it with higher-level players, and it gives a chance for the opponent to win even with much poorer cards. Same can be a little difficult, but if you're playing good cards the opponent will probably not be able to match your cards. Sudden Death and Elemental both have relatively little effect; the former just makes you replay the game with part of your opponent's hand if you draw, while the latter only slightly modifies some card values. Same Wall is a joke; even with Same it does almost nothing, although it's highly useful for abolishing other rules.

Trade Rules

Trade Rules differ from Special Rules in that there is always a Trade Rule in place, and the methods of changing Trade Rules are different than for Special Rules. The Trade Rule determines how cards are exchanged at the end of the game.

Trade Rule: One

The winner takes one card from the loser.

Trade Rule: Diff

The winner takes a number of cards from the loser equal to their margin of victory. If the winner won by more than 5 cards, he/she takes ALL the opponent's cards.

Trade Rule: Direct

Each side gets the cards it controlled at the end of the game, regardless of who the original owner was.

Trade Rule: All

The winner takes all cards from the loser.

Trade Rule Discussion

Thankfully, Trade Rules are much simpler than Special Rules. All is better than Diff, which is better than One. Direct is a horrible rule, since it puts you at great risk of losing good cards, so try not to use it.

However, many other FFVIII guides claim that Diff is better than All. The reason for this, as well as why this is false, will be discussed later.

Triple Triad Terminology

Several terms are used in this guide that have specific meanings within the context of Triple Triad. They are listed below for clarity:

Carry Rules

This refers to the region (and thus rule set) which you last established as "yours" (generally the last place you played a game without mixing rules). Triple Triad players will offer to mix rules if you're carrying a Special Rule not present in their region.

Challenge

This means to simply approach a Triple Triad player and press Square (on PSX) to initiate the Triple Triad dialog. Unless otherwise specified, you should refuse to actually play the game (choose the negative option in dialog with the NPC).

Rule Screen

The initial Triple Triad screen with the funky music, after agreeing to play cards with the NPC. The rules of the game you're about to play are shown here.

Play (Triple Triad Term)

This means to press Square to initiate a challenge, and agree to play cards. At this point you'll be at the rule screen. Unless you actually intend to play the game against the NPC, you should Quit at the rule screen to save time.

Mix Rules

This means to play a game while carrying one or more rules not present in the NPC's assigned region. The game with mixed rules will contain allSpecial Rules from both regions. After the game, there's a chance that one of the rules in the NPC's region will be Abolished, or a rule from the region you're carrying Spreads to the NPC's region.

Soft Reset

This means to reset using the PlayStation reset combination (R2 + L2 + R1 + L1 + Select + Start all at the same time). Note that soft resets are not possible in the Remaster; alternative strategies will be covered later in this section.

Hard Reset

Resetting using the Reset button on your console or by exiting and restarting the application on PC.

Queen's Region

This is the region with which the Queen of Cards is currently associated. On Discs 1-3, this will almost always be the region in which she is physically present (unless she's just been sent elsewhere). On Disc 4, this will be whichever region she was associated with at the end of Disc 3 (it's not possible to change her region once you're on Disc 4).

Region Dominance

Dominance refers to how strong an effect a given region has in Trade Rule spreading. There is one dominant region, with all other regions having dominance of zero. Playing games in the dominant region increases its dominance (maxes out at 10), while playing in other regions decreases it. If the dominant region's dominance reaches zero, the region in which you last played Triple Triad becomes dominant, with a dominance of one.

Manipulating Special Rules

(Note: This subsection is mostly written with the PSX and Steam versions of Final Fantasy VIII in mind, but also applies to the Remaster version. If you're playing the Remaster, soft-resetting is impossible and the magazine stacks don't affect the Special Rule RNG, but there are workarounds, which will be discussed at the end of this subsection.)

The primary challenge in Triple Triad is not the actual card game (with the rules set properly and even a modest card selection, winning is extremely easy), but rather getting the rules in the various regions to be more to your liking (for Trade Rules, click here). With that in mind, this section will first cover basic concepts and mechanics, then provide strategies for rule manipulation. If you want to skip the background explanations and go straight to the "how do I do it" stuff, click here.

Triple Triad Regions

A key concept in understanding how Triple Triad works is its region system. Every Triple Triad player (except the Student Skipping Class in Balamb Town, who has his own unique "region" whose rules cannot be changed) belongs to one of eight regions, each of which can have its own rules (Trade Rules also are handled by region). The regions are largely geographic, but occasionally you'll encounter someone who doesn't use the local rules and uses a different region's set instead. The interactions of regions and their rules play a large part in Triple Triad.

The regions' starting rules, as well as where the Queen of Cards will be if she's in the region (Discs 1-3 only), are listed below:

RegionStarting Rules
Queen of Cards Location (Discs 1-3)
BalambOpenOutside train station
DolletElemental, RandomPub (upstairs)
GalbadiaSameDeling City Hotel
CentraSame, Plus, RandomWinhill Hotel
FHElemental, Sudden DeathRailroad Tracks, near Save Point
TrabiaRandom, PlusShumi Village Hotel
EstharElemental, Same WallEsthar Presidential Palace (by the elevator)
LunarOpen, Elemental, Same, Same Wall, Plus, Random, Sudden DeathLunar Gate (Hallway)
Mechanics of Modifying Special Rules

There are three special cases of rule changes that should be mentioned before beginning with discussion of the normal process. First, if a region has all possible Triple Triad rules, playing a game there will cause one rule (selected at random) to abolish. The most notable case of this is in Lunar, since the region has all rules by default, but this is also possible if you spread every rule to a region. This is not very exploitable, however, so I'm not going to cover this in any more detail in this guide. Second, the Queen of Cards can spread a rule to her current region for 30,000 Gil. This normally is pointless, but if you messed up at the end of the game and have a region stuck with a rule that you want to abolish, and the other regions won't work to abolish that rule (because they don't have any rules the region in question doesn't have), you can spread a rule (Balamb is most convenient for this due to the Student Skipping Class) and use it to abolish the unwanted rule. Finally, in Balamb's harbor, there is the Student Skipping Class (he appears randomly; if you can't find him, exit to the World Map and re-enter the town). He plays with his own rule set which cannot be modified (no rules), and will clear Balamb of all Special Rules if you play him (including Open, although, as we're about to see, it's easily spread using normal methods). He uses Balamb's Trade Rule, however, and has no effect on it whatsoever outside of the normal effect a Balamb player would have.

Aside from the above cases, to modify a region's rules, you must carry one or more rules from another region that the current region doesn't have, then challenge someone in the region where you want to change rules. (If you're spreading a rule, you must be carrying the rule you want to spread as well.) To change the rules you carry, simply play a card game without mixing rules (challenge and refuse, and keep doing so until they stop asking to mix rules, then play once when they stop asking) in the region you want to carry. In addition to the obvious possibility of nothing happening, it's possible that one of the rules in the region abolishes, or that a rule you're carrying that the region doesn't have spreads. What rule spreads/abolishes is highly random, and often not the result you want, so saving beforehand is highly recommended.

To get more technical, when you mix rules, the game decides rule changes by selecting "randomly" (see the next section for more details about this point) one of the possible Triple Triad rules. In each check, Open has a 25% chance of being selected, while every other rule has a 12.5% chance of being selected. If the check returns a rule that can spread, it will do so. If not, the process is repeated up to twice more, stopping if a rule is selected in either of these checks that can spread. If the third check still returns nothing, the game will then check if the selected rule (that is, the third one picked from the list) is currently in the NPC's region's ruleset. If not, nothing happens, but if it can, it has a 50% chance of being abolished. Therefore, Open Spreading is the most common result by far if it's a possibility, but aside from that just about anything might happen. As another note, due to the mechanics, abolishing a rule happens relatively rarely compared to spreading, but if only one rule can spread, this limits the effect greatly.

The Random Number Generator

Here's where things get tricky: you'll frequently find that, if you just reload your save, that the exact same result happens every time. This is a result of FFVIII's horrid random number generator (RNG), which is used to do calculations based upon random probabilities. In this case, as in several others in FFVIII, it is possible to exploit it for gain.

But first, it's time for a quick-and-dirty explanation of how the FFVIII RNG works. Anytime you challenge a Triple Triad player, the RNG is checked to determine what, if any, rules will spread/abolish, and if none change, if the player will continue asking to mix rules (assuming of course that a rule change is actually possible) so long as you carry a different region's rules. The catch is that, since FFVIII runs on (basically) a computer, no random number operation will ever be truly random (compare to, for example, rolling a fair die in real life), since computers run on basic logic. Instead, it picks from a list of numbers designed to emulate a random result, and uses this number to return results. Soft-resetting doesn't move the RNG "seed" (current position in the list) at all, while hard-resetting will always cause the RNG to reset to its initial position in the list, meaning that simply resetting is just going to be waste of time since it will continue returning the same results.

Exploiting the RNG

How can this annoyance be turned into our favor, you ask? By saving and hard-resetting, we now know what the RNG will return given that you don't run around doing random crap. And, considering the amount of experimentation that has been done over the years with the RNG as it relates to the card rule algorithm, it's also known what actions do what to the RNG, meaning that, by using specific action sequences, you can actually change the rules to whatever suits your fancy.

The first thing that needs to be considered is the Queen of Cards' location. If she is in the region you're trying to change, the RNG will behave differently than it would if she were absent. Luckily, if you're smart, this will only ever have an effect in Dollet; you should move her between Balamb and Dollet during the Queen of Cards Quest, and of the two, Balamb starts out with ideal rules anyway (Open only), and you really shouldn't move her elsewhere until the end of Disc 3.

As to actually manipulating the RNG, the two most typical methods, aside from challenging and refusing a certain number of times, are to examine a Draw Point (don't actually Draw from it) or to check the magazine stack in Dollet (if you're changing rules somewhere else, you'll need to have a save lying around that has access to Dollet). One of these two methods, alongside challenging and refusing a specific number of times, will advance the RNG to the desired point, in turn returning your desired result. All modern rule-changing exploits in the PSX/Steam versions use the magazine stack, but Draw Points behave exactly the same way in Remaster if you have easy access to one without passing screens that can mess with the RNG. Some environmental effects (especially moving NPCs/vehicles and certain lighting effects) advance the RNG as well.

Note that changing screens and fighting encounters do not by themselves do anything to the card rule RNG.

Before going on, it's worth noting that, in nearly all cases, Open needs to be unable to spread before you can actually manipulate other rules, due to the fact that Open spreading has a much higher chance of being selected compared to any other rule change.

Changing the Rules

Troubleshooting

With all the above in mind, it's now time to go into specific procedures for altering the rules to your satisfaction. Before trying these methods, it's a good idea to try first without resetting (but save first), since if you've gone a while without resetting, the process should at least be fairly random.

Before giving the more complex, normal procedures, an easy trick for Dollet: Carry a ruleset that can change Dollet's (Galbadia is ideal) and has Open while making sure the Queen of Cards is in Dollet (she'll be in the pub), then save in the hotel. Hard-reset and load your save, then exit and immediately re-enter the hotel (speed is of the essence while outside; the fountain in the square messes with the RNG, so this won't work if you spend too much time out there). Challenge the girl in green inside the hotel (shown in the image above) twice to cards and refuse the first two times, then play the third time and quit. Open will spread if it hasn't already, otherwise Random will be abolished. A similar procedure works for abolishing Elemental in Dollet as well, by the way, but you must exit and re-enter the Hotel twice if the QoC is in the region, and three times if she's not, then just play and quit.

The more general procedure uses a set of "safe" save locations and card players (use them to make the process more reliable). They are listed in the table below, based upon the region where you want to change rules. If a region requires you to save on the World Map, save as close as you can to where the card player is.

RegionWhere to SaveWhom to Challenge
BalambHotelPerson standing in front of hotel
DolletPub (requires Move-Find)Man in room upstairs or pub owner
GalbadiaDeling City HotelPerson standing downstairs
CentraWorld MapAnyone in Edea's House
FHRailroad TracksMayor Dobe
TrabiaShumi Village HotelSpecialist (Shumi at the table outside)
EstharWorld MapOld man at Seaside Station
LunarWorld MapNPC inside Lunar Gate

Before doing anything else, unless you're changing rules for Dollet itself you need to have a separate save in the Dollet Pub and access to the magazine stacks upstairs on that save in many cases, so take care of that before starting. You also, obviously, need to carry a ruleset capable of changing the region's rules.

Next, the procedures. There are two for each rule change: one if the Queen of Cards (QoC) is not in the region, and the other if she is. Be sure to use the correct procedure set when doing this, and also be sure to check that the condition listed, if any, is met (shown in italics), otherwise you'll get a different rule change. In the table below, only favorable rule changes (that is, spreading Open or abolishing other rules) will be shown. In addition, for spreading Open, if you lack a save in Dollet but the Queen is in the region most of the time you can get it to spread just by playing and quitting until it spreads.

All of these methods require you to hard-reset before doing anything else, so that step will not be shown in the table.

Rule ChangeProcedure (QoC NOT in region)Procedure (QoC in region)
Spread Open
  1. Load save
  2. Challenge and refuse x4
  3. Play and quit
  1. Load Dollet save
  2. Examine magazine stack
  3. Soft-reset, load save
  4. Challenge and refuse x2
  5. Play and quit
Abolish Random

Unable to spread Open, Same Wall

  1. Load save
  2. Challenge and refuse x4
  3. Play and quit

Unable to spread Open, Same Wall

  1. Load Dollet save
  2. Examine magazine stack
  3. Soft-reset, load save
  4. Challenge and refuse x2
  5. Play and quit
Abolish Plus

Unable to spread Same, Same Wall

  1. Load save
  2. Challenge and refuse x8
  3. Play and quit

Unable to spread Same, Same Wall

  1. Load save
  2. Challenge and refuse x5
  3. Play and quit
Abolish Same

Unable to spread Open, Sudden Death

  1. Load Dollet save
  2. Examine magazine stack x17
  3. Exit and enter the room
  4. Examine magazine stack x3
  5. Soft-reset, load save
  6. Challenge and refuse x3
  7. Play and quit

Unable to spread Open, Sudden Death

  1. Load Dollet save
  2. Examine magazine stack x17
  3. Exit and re-enter room
  4. Examine magazine stack x5
  5. Soft-reset, load save
  6. Challenge and refuse
  7. Play and quit
Abolish Sudden Death

Unable to spread Open, Elemental

  1. Load Dollet save
  2. Examine magazine stack
  3. Soft-reset, load save
  4. Challenge and refuse x5
  5. Play and quit

Unable to spread Open, Elemental

  1. Load Dollet save
  2. Examine magazine stack
  3. Soft-reset, load save
  4. Challenge and refuse x3
  5. Play and quit
Abolish Elemental
  1. Load Dollet save
  2. Examine magazine stack
  3. Soft-reset, load save
  4. Challenge and refuse
  5. Play and quit

Unable to spread Plus

  1. Load Dollet save
  2. Examine magazine stack
  3. Soft-reset, load save
  4. Play and quit
Abolish Same Wall

Unable to spread Open, Elemental

  1. Load Dollet save
  2. Examine magazine stack
  3. Soft-reset, load save
  4. Challenge and refuse x3
  5. Play and quit

Unable to spread Open, Elemental

  1. Load save
  2. Challenge and refuse x2
  3. Play and quit

Non-Remaster players who want to skip the next section can click here.

Changing the Rules in the FFVIII Remaster

Special thanks to GameFAQs user Xenfernal for the original research for this section.

The first, and possibly most important, thing to remember about Remaster: do not use the 3x Boost option while performing RNG-based rule manipulation.

This is really just a supplement to the previous section; everything works exactly the same as in the PSX/Steam versions unless you need to either soft-reset or use the magazine stack since these methods do not work as they do in the previous versions of the game. The methods in this section also do work in non-Remaster versions for those who are so inclined.

The difference, then, is that you need to find a Draw Point that's near enough to both a save point and a player in the region where you want to change the rules that no environmental effects will mess with the RNG during your trip if soft resets or the magazine stack are otherwise required (Draw Points still work the same way as they always did in the Remaster). In other words, you would check a Draw Point the same number of times as you would the magazine stack in other versions. You don't need to Draw, nor does the Draw Point actually need to have spells stocked.

In Dollet and Balamb, I'm not aware of any locations that avoid external RNG changes; however, in Dollet, the "exit and reenter the hotel" trick given above will be your best friend for rule changes. (With correct play you shouldn't need to change rules in Balamb.) Note that changing Trabia's rules using these methods is only available for a short time, that being when you visit Galbadia Garden on Disc 1.

The table below provides you with your options (as a side note, these work in the older versions as well, though they tend to be less efficient there than the methods given above). Region is the Region; Save Point is where you need to save, while Draw Point is where the Draw Point is and what spell it has, while Player is who you should play.

RegionSave PointDraw PointPlayer
BalambN/AN/AN/A
DolletN/AN/AN/A
GalbadiaTimber HotelRest in the Hotel (the gate that opens when you leave counts same as Draw Point)Lady by model train (Timber Hotel)
CentraWorld MapEdea's House bedroom (Curaga)Edea
TrabiaGalbadia Garden Main Hall (Disc 1 only)Galbadia Garden Locker Room (Life)Trabia Exchange Student
FHRail Bridge (by entrance to solar farm)Mayor's House upstairs (Ultima)Mayor Dobe
EstharWorld MapSorceress Memorial exterior (Stop)Old Man (Seaside Station)
LunarWorld MapSorceress Memorial exterior (Stop)Guard (Lunar Gate)

It should be noted that the Ragnarok also has Draw Points--you can try changing rules with them on Disc 4 if you so desire.

As a final note, non-Remaster players can also use the above table, but the methods given in the previous section will usually be more efficient.

Manipulating Trade Rules

The Trade Rule is actually far easier to manipulate than Special Rules, since the RNG plays very little real role. This section will first discuss mechanics, then the nitty-gritty of actually getting favorable Trade Rules.

Where is the Queen of Cards?

This is the first question you must answer. The simple answer is, wherever you last sent her. She starts in Balamb Town, so if you haven't moved her at all, go there. The Queen moves if you win or lose a Rare Card in a game with her (including QoC Cards), and if you speak to her afterwards, she'll announce where she's going. As to her locations within the various regions, see the table below.

Every time you move the Queen (occurs if you win/lose a Rare Card in a game with her), she has a certain chance of moving to certain other locations (note that her location is fixed on Disc 4, and the region she's associated with cannot be changed; the latter will be whichever she was associated with on Disc 3). You can change where she goes by saving first, and reloading if she doesn't move where you want her to (you may need to challenge and quit to move the RNG). If she moves from Lunar, no hint will be given, and the Queen can move to any region with an equal chance (you'll have to search manually). Here is where she can move to (if she says she's going "somewhere far away," that means she's going to Lunar):

Current RegionNew RegionLocation in Region (Disc 1-3)
BalambGalbadia (62.5%), Dollet (37.5%)Outside train station
DolletGalbadia (62.5%), Balamb (37.5%)Pub (upstairs)
GalbadiaFH (62.5%), Balamb (12.5%), Dollet (12.5%), Centra (12.5%)Deling City Hotel
CentraDollet (37.5%), Galbadia (37.5%), FH (25%)Winhill Hotel
FHEsthar (62.5%), Winhill (25%), Dollet (12.5%)Railroad Tracks, near Save Point
TrabiaDollet (50%), Balamb (25%), Lunar (25%)Shumi Village Hotel
EstharLunar (50%), Trabia (25%), Dollet (12.5%), FH (12.5%)Esthar Presidential Palace (by the elevator)
LunarRandom (all areas 12.5% chance, no hint given)Lunar Gate (Hallway)
Queen's Personal Trade Rule

A key concept to understand when dealing with Trade Rules is the Queen's personal trade rule, which has a very strong effect on Trade Rule patterns. Thankfully, it's very easy to determine and manipulate: her personal Trade Rule is simply the last Trade Rule she used in a game with you. So, to modify the Queen's personal Trade Rule, just keep playing her until she uses the one you want, then don't play her after that.

Trade Rule Mechanics

For Trade Rules, there are three methods by which they can change. They are listed below:

  1. Adoption: If you play a game in the Queen's region, there is a 35.16% chance that everyone in her region adopts her personal Trade Rule. This can also happen when you play the Queen herself. Note that playing games in regions where the Queen is not present cannot trigger adoption, whether in the region in which you're playing, the Queen's region, or any other region.
  2. Spreading: Anytime you play a game within any region (the Queen's or not), there is a chance, depending on dominance, that the dominant region's Trade Rule will be adopted by some other region. Note that the dominant region is not necessarily where you're currently playing. The probability starts at 9.76% for a region with only 1 point dominance, and increases by 9.76% for each dominance point the region in question has. At max dominance (10), it's nearly guaranteed some other region will adopt the dominant region's trade rule, and since dominance tends to be very high, this means the regions will tend to quickly change to the dominant region's Trade Rule (but if it selects a region that already has the same rule, nothing happens). This region may or may not be the one the Queen is located in.
  3. Degeneration: Each game you play in any region (regardless of dominance or the Queen's location) has a chance of causing a random region's Trade Rule to revert to One. The probability increases cyclically, starting at zero and increasing to nearly guaranteed, then reverts to zero and increases again. This can affect only one region per game played, and if that region's rule is already One, nothing happens. This can affect the region you're currently playing in, incidentally.

That's it. These three mechanics are the only means by which a Trade Rule can change. It was long believed, and many other FFVIII guides still say, that Trade Rules can degenerate in a stair-step fashion, going All > Direct > Diff > One, however, this has since been shown to be false. It is possible for Trade Rules other than One to change to a different, non-One Trade Rule, but this is due to some interaction of adoption and spreading, not degeneration. For this reason, many guides argue for using Diff instead of All (Diff can't degenerate into Direct under that hypothesis), but, again, this has been shown conclusively to be incorrect, so use All for faster results.

Trade Rule Strategy

From the above, we can conclude that we want to have the All rule as much as possible. But how do we get it? Simple. Your first task is to decide which region you want to have as your "base" region and move the Queen there (move her by winning/losing a Rare Card in a game with her). You want your "base" region for Trade Rules to be wherever you're going to play the most games.

Up until mid-Disc 3 or so, Balamb is the best "base" region, since most of your games will be played there. However, the Queen of Cards Quest requires you to move the Queen to and from Dollet, so you should consider playing in Dollet or just going for Rare Cards when the Queen isn't in Balamb. At the end of Disc 3, Lunar is the best "base" region; if you did the CC Group Quest, on Disc 4, King (whose region is Lunar) will be the best source of Common Cards (King plays all levels), while no player can ever play more than one Rare Card at a time (meaning all Trade Rules not named Direct are more or less equal here), so send her to Lunar once you finish her Quest (this also avoids potential problems with the best Rare Card source getting stuck with Direct, should you mess up somehow). Arguments can be made for Trabia as well, since you'll be getting your Rare Cards there, but you can never get more than one Rare Card at a time, so this only affects Common Cards. This must be done before the end of Disc 3; you cannot change the Queen's region on Disc 4.

As to setting the rule in your "base" region, simply play with the Queen, and check her Trade Rule (quitting when you're done). If she uses the All rule, great, you're done, otherwise, just keep playing her until she plays with All. Once this is done, just leave her alone and play with others to keep her Trade Rule at All. When you play in the region, players will adopt the All rule very quickly, and even if the rule degenerates to One, the Queen's influence will quickly change it right back (just play games with someone associated with her region and quit until the Trade Rule reverts to All). Be sure to set her Trade Rule before going to Disc 4; once on Disc 4, her personal Trade Rule is set in stone, and cannot be changed in any way barring hacking your save.

To repeat: On Disc 4, the Queen's associated region and personal Trade Rule cannot be changed, and will be whatever they were when you finished Disc 3. Make sure you have the Queen where you want her with the rules you want her with before going to Disc 4.

Card List - Common Cards

This section lists all Cards of Levels 1-7, along with their Card Mod yield. All Cards are arranged in order first by level (as shown in the menu), then by order in the menu. For Rare Cards (Levels 8-10), click here. Remaster uses different images for Level 1-9 Cards.

Level 1 Monster Cards
Level 2 Monster Cards
Level 3 Monster Cards
Level 4 Monster Cards
Level 5 Monster Cards

(Note: The PuPu Card is a special case. While it's listed as a Level 5 Card, no Triple Triad player will ever play it, and the only way to obtain it is to finish PuPu's Quest by feeding him 5 Elixirs. Since there are no other ways to get it, the card is both missable and unique, so be sure to pick it up!)

Level 6 Boss Cards
Level 7 Boss Cards

Card List - Rare Cards

Rare Cards differ from Common Cards in that only one of each Rare Card can be carried at a time. However, they tend to be significantly more powerful playing cards than Common Cards, and their Card Mod yields are often nothing short of spectacular. On Disc 4, if you've done the CC Group Quest, you'll be able to farm them from the CC Group, allowing you to obtain many otherwise rare items very quickly (including Cards you've modded or never obtained). Cards that are played during the CC Group Quest are marked with [CC Group], while those rewarded in the Queen of Cards quest are marked with [QoC]. [QoC] Cards on Disc 4 can only be won from Left Diamond (assuming you did the CC Group Quest), or from the Queen of Cards herself (note that the Queen of Cards can only play those cards you failed to win from her in the quest (or that were left in her possession), and even then can only play them once).

Level 8 GF Cards
Level 9 GF Cards
Level 10 Player Cards
Sours: /ps/197343-final-fantasy-viii/faqs/72431/triple-triad

Triad ff8 guide triple

FF8 Triple Triad Guide: Where to Find Rare Cards & Easy Wins

FF8's Triple Triad features rare cards and easy wins all over the place if players know where to look, and that's where Screen Rant comes in.

FF8Triple Triad is one of the series' best mini-games, featuring rare cards, diverse mechanics, and main story relevance. Few of the mini-games integrated into a Final Fantasy's core experience have as significant an impact on gameplay as Triple Triad does - it can easily be manipulated from the beginning of the game to give players access to extremely powerful abilities, items, and cards that will make winning rarer ones later in the game much easier.

In fact, FF8 Triple Triad is so good it was resurrected before the game that spawned it. Square Enix brought the card game back in FFXIV as a mini-game there, and it has become an integral part of that title's ecosystem, weathering several years of play and remaining a beloved pastime for residents of Eorzea. Although the game was changed somewhat in its FFXIV iteration, it mostly remained intact, so players familiar with the FFXIV MMORPG offering - and that game comes highly recommended by modern JRPG fans at this point - will have a leg up if they're jumping back into FF8 now that it's been remastered on modern platforms.

Related: FF8 GF Guide: All Locations & Abilities Explained

FF8 Triple Triad is pretty simple to pick up, and the game has an excellent tutorial that explains everything players need to know about the way the game can change rules based on region and player. This guide won't be introducing players to the basics, but will instead help those who have fallen into the long spiral of Triple Triad addiction find the rarest cards in FF8 - and offer suggestions on how to get the less rare but useful cards that will make acquiring those rare cards, which look great in FF8 Remastered's drastically improved graphics, easier, too.

FF8 Triple Triad Rare Cards Explained

Rare cards are only available from select characters in the world of FF8 Triple Triad, and some of them can be missed if players aren't careful. They're character cards that represent powerful cast members, and they're by far the most powerful in the game. Once players acquire a decent number of them, winning at Triple Triad becomes much easier, which in turn makes acquiring the rare FF8 Triple Triad cards in the late game a lot more doable, too. Here's a rundown of each card, alongside where to find them.

  • Quistis Card - Can be acquired from any Trepie; there are a few in the 2F Classroom of Balamb Garden, and one in the Cafeteria (challenge the two boys at the table and choose the one sitting in the back)
  • MiniMog Card - Can be acquired from the young boy doing laps in the main hall of Balamb Garden; can be reacquired after losing it to the Queen of Cards from the boy in the painter's house in Dollet
  • Zell Card - Can be acquired from Ma Dincht, Zell's mother, in Balamb, after completing the SeeD Exam
  • Diablos Card - Obtained by defeating Diablos after acquiring the Magical Lamp from Cid after being given the mission in Timber but before leaving
  • Seifer Card - Can be acquired from Cid; the best opportunity to do so is when he presents the player with the Magical Lamp
  • Angelo Card - Can be acquired from Watts in the Forest Owls base
  • Kiros Card - Acquired from a man in all black across the street from the Junk Shop in Deling City; only available if the player loses the MiniMog Card to the Queen of Cards in Disc 1
  • Minotaur Card/Sacred Card - Acquired by completing the Tomb of the Unknown King and unlocking Brothers as a GF; Sacred can be won back from the boy in the painter's house in Dollet
  • Rinoa Card - Acquired from Caraway in Disc 2 while on Selphie's team in Deling City by first losing the Ifrit Card
  • Leviathan Card - Acquired from Card Magician Joker, who randomly appears on the bridge going right from the first screen of Balamb Garden's Training Center; if he doesn't show up, re-enter the screen until he does
  • Quezacotl Card - Acquired from Dobe in the Mayor's House in Fisherman's Horizon
  • Irvine Card - Acquired from Flo in the Mayor's House in Fisherman's Horizon, provided the player lost the Sacred Card to the Queen on Disc 1
  • Carbuncle Card - Acquired from Card Queen Heart during the CC Group Quest; cannot be challenged until leaving Fisherman's Horizon; located in Balamb Garden's bridge and is a female SeeD member
  • Gilgamesh Card - Acquired from the Card Master King, who can only be challenged after beating all other members of the CC Group. Keep resting in Squall's Dormitory in Balamb Garden until the King finds him and challenges him. After the initial challenge, he can be found in the bridge.
  • Chicobo Card - Obtained by completing all the Chocobo Forests; can then be won back after being handed to the Queen of Cards from the boy in the painter's house in Dollet
  • Odin Card - Obtained by defeating Odin in the Centra Ruins
  • Pandemona Card - Obtained from the Balamb Hotel Owner after liberating the city (only available in Disc 2-3)
  • Chubby Chocobo Card - Obtained from the guy on a bench near the Library in Balamb Garden, only available after losing the Chicobo Card to the Queen of Cards
  • Selphie Card - Acquired from Selphie's friend near the fountain in Trabia Garden during Disc 2 after arriving
  • Cerberus Card - Obtained after beating Cerberus in the main hall of Galbadia Garden in Disc 2; this is unavailable after the end of Disc 2
  • Edea Card - Acquired from Edea in Edea's House at the beginning of Disc 3
  • Shiva Card - Reward for giving Zone the Girl Next Door for free on the White SeeD Ship in Disc 3
  • Ward Card - Acquired from Odine in Esthar as Squall in Disc 3
  • Alexander Card - Acquired from Piet in Lunar in Disc 3
  • Laguna Card - Acquired from Ellone in Lunar in Disc 3; must be won from Ellone before speaking to her normally
  • PuPu Card - Obtained by feeding PuPu 5 Elixirs after his UFO crashes
  • Doomtrain Card - Acquired from the Timber Pub Owner in Disc 3
  • Phoenix Card - Acquired from Esthar's Presidential Aide in Disc 3
  • Bahamut Card - Obtained by beating Bahamut in the Deep Sea Research Center
  • Eden Card - Obtained by beating Ultima Weapon in the Deep Sea Research Center
  • Squall Card - Acquired from Laguna in Ragnarok

FF8 Triple Triad Easy Wins & Tricks Explained

There are some opponents early on in FF8 Triple Triad that will offer up some powerful Level 5 cards. Cards are sorted by level in terms of their relative strength, so Level 5 cards are typically more powerful than 4 or lower - although the differences between ranks within one of each other is less pronounced, and some Level 4 cards can be contextually and strategically better than 5, and so on. With that said, though, Level 5 is definitely what players should be shooting for. Here's a quick rundown of Level 2, 3, 4, and 5 players who are accessible in Balamb Garden from the beginning of the game and can help build up a player's deck so they can win rare cards more easily when the time comes.

  • Level 2: Trepe Groupie #2, girl in 2F Hallway, girl and male student in Library Hallway
  • Level 3: Generally most people in Balamb Garden play Level 3 cards, so challenging anyone who isn't on this list is a safe bet
  • Level 4: Trepe Groupie #3, Cafeteria Lady, girl in 2F Hallway, girls in Dormitory Hallway, all students in Library area except the girl behind the desk
  • Level 5: All Trepe Groupies, Gatekeeper, Cafeteria Lady, male student in blue in Library, girl in Library reading area

There's obviously some overlap here, so plan accordingly. Completionists will want to play the girl who resides in the Library's reading room, as she plays all cards across levels 1-5 and can help build out a collection quite easily.

Best FF8 Triple Triad Rules

In general, All is the best rule to play under once a player is confident in their Triple Triad deck - winning with All means the defeated player gives up all of the cards they took into battle. It's a great way to amass cards. Eventually, rules degenerate into different ones, with All progressing into One, which is much less desirable. This can be reset with careful rules manipulation, but it's a lot of hassle, and it's only recommended for players who are adamant they will be collecting all cards in the most efficient way possible. Otherwise, just try to avoid Random as a Special Rule, which is a devastating one to allow to spread throughout a region, as it will often make a player's hands way worse in the late game while opponents will have predictably high card quality no matter what.

Next: Don't Expect A New Final Fantasy MMO Soon

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About The Author
Cody Gravelle (1558 Articles Published)

Cody is Screen Rant's Game Reviews Editor. He joined the team in 2018 and has been reporting on games pretty well every day since - except on weekends, where he's typically playing them instead. Despite being in a field ostensibly about critiquing and enjoying quality games, his most played game of 2019 was Fate/Grand Order - something unlikely to change in 2020 and beyond.

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Sours: https://screenrant.com/final-fantasy-8-triple-triad-rare-cards-guide/
Final Fantasy VIII Remastered - Triple Triad Explained

The cards originated when a psychic named Orlan modified these tarot cards for games. The game became popular with soldiers passing time between battles. As its popularity spread, each region developed its own rules and picture variations.

Tutorial - FFVIII Info Corner

Triple Triad(トリプルトライアード, Toripuru Toraiādo?) is a popular card game in the world of Final Fantasy VIII available as a minigame. Designed by battle system planner Takayoshi Nakazato,[1] Triple Triad is a sidequest whose cards can be refined into items via Quezacotl'sCard Mod ability. Many of the game's rarer items are most easily found by refining the cards.

According to the Final Fantasy VIII Ultimania, the card game was created by a psychic named Orlan who modified fortune-telling cards for use in a game, coining the name "Triple Triad."[2] Triple Triad was initially played among soldiers, but spread to the common people and by the time of Final Fantasy VIII's events, the game is popular among all age groups.

Triple Triad cards depict different monsters, bosses, Guardian Forces and playable characters who each have different stats. Cards are obtained by defeating enemies in battle (the chance for a card to drop is 9/256 or 3.5%), or by using the GF Quezacotl's Card ability to card the enemy. Depending on the current trade rule, the player can win cards off their opponents in Triple Triad games, and there are side quests that yield cards as rewards.

See also: Triple Triad, or Playing card

Mechanics[]

Setting up and how to play[]

Triple Triad is played on a three-by-three (3x3) square grid of blank spaces where the cards will be placed. Each card has four numbers (known as ranks) placed in top left corner; each number corresponds to one of the four sides of the card. The ranks range from one to nine, the letter A representing ten. The top right of the card sometimes has an elemental symbol representing the card's element: Earth, Fire, Water, Poison, Holy, Lightning, Wind, or Ice. Pink cards belong to the opponent and blue cards belong to the player.

In a basic game each player has five cards. A coin-flip decides who begins. The player who wins the coin toss may choose a card to play anywhere on the grid. After the first card is played, the opponent may play a card on any unoccupied space on the board. The game continues with players' turns alternating.

Winning[]

To win, a majority of the total ten cards played (including the one card that is not placed on the board) must be of the player's card color. To capture a card, the active player places a card adjacent to the opponent's card. If the rank touching the opponent's card is higher, the opponent's card will be captured and flipped into the active player's color. A card can be placed on any open spot on the board. The player who goes second will have a card remaining in their hand and that card will count towards their ending score. Each player may play one card per turn.

A draw occurs if at the end the player and the opponent possess equal numbers of cards in their color. Depending on alternate card rules, this can be defined by a sudden death scenario where the game continues until a winner is defined. The winner takes one or more of the loser's cards, depending on the trade rules in effect.

The game keeps score of the player's wins, losses and draws within the savedata, but the score is not viewable anywhere in-game. The figures overflow after 65,535 back to 0. A separate win record is kept for games played in certain areas of Balamb Garden (the trigger condition for the Card Club quest).

Types of cards[]

See also: Final Fantasy VIII Triple Triad cards

There are ten card levels. Level 1 cards have low ranks like 1's and 2's and 3's, while level 10 cards have 8's, 9's, and A's. The seven cards that Squall gets for free near the beginning of the game are level 1. Multiple copies of most cards in Level 1 to 7 can be kept, whereas the GF and character cards are one-of-a-kind.

Image Description
TTBiteBug.pngLevels 1 through 5 are monster cards, usually possessing weak numbers. With the exception of the PuPu card, there is no limit to how many of each of these cards exist.
TTX-ATM092.pngLevels 6 and 7 are boss cards, depicting various unique bosses met throughout the game. Like monster cards, there is no limit to how many such cards exist.
Sours: https://finalfantasy.fandom.com/wiki/Triple_Triad_(Final_Fantasy_VIII)

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Final Fantasy VIII Triple Triad guide | rare card locations, queen of cards & card club quest

Final Fantasy VIII might be about saving the world from evil magic, but let's face it, it's also about cards. It's about Triple Triad. It's about Shuffle or Boogie, that amazing theme music. It is an absolutely key, major part of the FF8 experience - and collecting the rare cards and completing the Card Queen side quest is something of a rite of passage as much as passing your SeeD exam.

There is a little bit of a problem with triple triad and rare cards in particular in FF8, however - the system is rather obtuse, just like things like the FF8 weapon upgrade system. The final three ranks of card in the game - level 8, level 9 and level 10 - represent GFs and major players in FF8's story - and all of these cards are one-of-a-kind. There's only one place to get them, and sometimes some strange steps are involved.

It gets stranger still when you involve the Queen of Cards, a NPC who causes new cards to appear in the world only when you lose existing rare cards to her - which completionists will want to do, but then win back the other rare card you lost along the way.

Anyway, on this page we break all that down nice and easy - we list every rare and unique triple triad card in FF8 out, explain how to get it, and best of all list the rare cards in order. That means if you follow this guide from the start of the game, it'll guide you to 100% completion on all the rarest, one-off cards, avoiding any missables.

Final Fantasy VIII Rare Card Locations: rare cards in order, plus the CC group & card queen quest

These instructions run from the very start of the game, though we've tried to keep them as spoiler-free as possible for later events, but it does reference characters and locations from right throughout the game. It's in order, so if you're further in the game and are missing a card, do try to backtrack. 

Among this, we've listed the card queen quest steps - and we suggest you undertake them when they're placed in our list. Regardless, they must be undertaken in order - step 3 won't do anything until 1 and 2 are complete, and so on.

  • Ifrit (Level 8 GF Card) - a reward and drop from the Ifrit boss that is part of obtaining the Ifrit GF and completing your SeeD field exam. 
  • MiniMog (Level 8 GF Card) - Available in Balamb Garden - win it from the kid running laps around the 1F Hallway.

Queen of Cards Quest Step 1

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Before leaving Balamb for your SeeD Missions, be sure to obtain MiniMog as described above and then lose it to the Queen of Cards in Balamb, outside the train station. Save your game before you challenge her - because you may need to save scum this one!

Anyway, to progress, play a match with a bunch of low-level cards and MiniMog, and deliberately lose the match. This will make a rare card (Kiros) appear later on, and you will have an opportunity to regain MiniMog. It's best to do this before leaving Balamb for Timber, but you can backtrack to Balamb later if need be.

Once you lose Mini Mog to her, the Queen of Cards will leave Balamb. You want her to say she's going to Dollet. There's a roughly 33% chance this will happen - if it doesn't say she's going to Dollet, quit, reload, and try again until she moves to Dollet.

If this appears to not be working based off soft reset alone, try using a draw point to reset the game's hidden random counter, then challenging her again. Exactly how difficult she is to manipulate depends on the version - the PS1 and older PC versions are easier to manipulate in this way with soft resets than the newer versions. The Card Queen can actually move all the way around FF8's map to basically every major location - but we want to save scum to manipulate her so she only moves between Balamb and Dollet all game. This will make your life a lot easier, and allow you to complete the card queen quest earlier and more efficiently. 

  • Quistis (Level 10 Character Card) - Available in Balamb Garden; win from any of the NPCs that identify themselves as 'Trepe Groupies'. 
  • Zell (Level 10 Character Card) - Available in Balamb. Win it from Ma Dincht when you have Zell in the party.
  • Diablos (Level 9 GF Card)) - Given as a reward when you beat Diablos by summoning it using the Magical Lamp, which also unlocks Diablos as a GF.
  • Seifer (Level 10 Character Card) - Win Seifer's card from Cid in Balamb Garden. Available from early on, but also from Cid later, such as at the Orphanage. 
  • Angelo (Level 8 GF Card) - Be sure to challenge Watts to a game of cards on the Forest Owls' train during your mission briefing - he has the Angelo card. If you miss it here, Watts will also have it on the White SeeD Ship much later in the game. 

Queen of Cards Quest Step 2

Once you've completed the train mission with Rinoa, you'll eventually get some world map freedom. One entirely optional place you can now visit is a much more peaceful Dollet, and this is where the Queen of Cards now resides. So long as you lost the MiniMog card, the Queen is now inside the Dollet Pub. Speak to her, and ask her about her father.

Once you've spoken to the Queen of Cards about her father, you'll be able to win back the MiniMog card from the Queen of Cards' son, the kid who paints bones on his grandpa's paintings, also in Dollet. It's inside a house opposite the pub. 

At this point, you may want to make an effort to Abolish the Random Rule from Dollet. You'll need to lose specific cards soon, which makes that rule really aggravating. Take the time to get rid of it now - all it takes is a trip back to Timber on foot.

  • Siren (Level 8 GF Card) - Win the Siren rare card from the Dollet pub owner who has a secret cards high roller room.
  • Kiros (Level 10 Character Card) - Once you reach Deling City, you can win your rare Kiros card from a man wearing black in the shopping street area - but only if you have completed the two Queen of Cards quest points so far. Otherwise, he won't have the card.
  • Rinoa (Level 10 Character Card) - You can't actually obtain Rinoa yet, but in order to get her you'll need to make a temporary sacrifice. When you meet Caraway in the Deling City mansion, lose the Ifrit card to him. This can be done as Squall, or when Selphie is temporarily party leader. Just lose Ifrit.
  • Sacred & Minotaur (Level 8 GF Cards) - The Sacred and Minotaur cards are two separate cards, but you'll get both of them while traversing the optional Tomb of the Unknown King dungeon in order to unlock the Brothers GF. Once that quest is complete, you'll have both cards.

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Queen of Cards Quest Step 3

Now that you have the Sacred card, head back to Dollet before advancing the story further in Deling. Lose the Sacred card to the Queen of Cards in Dollet; she will now move again. The same scummy rule applies as before - save your game, and quit and reload if she says she's going anywhere but back to Balamb.

Pretty much right away you can once again win back Sacred, once again from the Queen of Cards' son, just a few screens away.

FF8's story moves you around a lot in an enforced pattern a lot in this section, but there are many cards to be gained in this time. Here they are, in order. Several come from members of the CC Group - who are unmasked and explained in the next section:

  • Rinoa (Level 10 Character Card) - Once you're back out of prison and have some freedom again, play Caraway at cards. He won't have the Ifrit you lost to him any more, but he will now have a Rinoa card to win.
  • Leviathan (Level 9 GF Card) - Available in Balamb Garden upon your return - win it from the CC Joker. Note you'll have to win ~15 quality games to start the CC quest, we suggest Dr. Kadowaki if you need wins, then talk to Jack by the lobby directory. Then play Club on the north side of the Garden (near the Dorm or Cafeteria), then Diamond is the two girls back near the directory. Joker is found in the Training area.
  • Ifrit (win back) - When you reach Fisherman's Horizon, you'll be able to win your Ifrit rare card back from Martine. This only works if you lost the card to Caraway, obviously.
  • Quetzalcoatl (Level 8 GF Card) - Available in FH - win it off Mayor Dobe, the boss man at Fisherman's Horizon.
  • Irvine (Level 10 Character Card) - Also available in FH, but only if you've completed the previous step in the Queen of Cards Quest, giving the Queen your rare Sacred card. Win Irvine from Flo. 
  • Carbuncle (Level 9 GF Card) - Win from the CC Heart in Balamb Garden. You can only do this once you have control of Balamb and Xu is at the cockpit.
  • Gilgamesh (Level 9 GF Card) - Win from the CC King in Balamb Garden. After beating Heart/Xu, attempt to play Dr. Kadowaki, then rest in the Dorm.
  • Odin (Level 9 GF Card) - Rewarded to you in the Centra Ruins as part of the drops for completing the Odin sidequest that unlocks him as a GF.
  • Chicobo (Level 8 GF Card) - Complete the Chocobo Forest Side Quest at the Chocobo Holy Forest, then talk to the Baby Chicobo afterwards - you'll be given the card.
  • Pandemonium (Level 9 GF Card) - Head back to Balamb Town at this point in the game - the hotel owner has this card for you to win.

The Card Club Sidequest: beating the CC Group

This point in the story, when part of the party returns to Balamb Garden, is when you can challenge the CC Club, Balamb Garden's Card Club. The first four bits of the quest you can do a little earlier, but you can tackle the complete group once things have settled down and you're at FH: 

  • To start the quest, you'll need to have won 15 games against any other NPC.
  • CC Jack is found in the lobby, near the directions board. Defeat him.
  • CC Knight Club is walking around the north side of the garden, near the Dorm or Cafe.
  • CC Princess Diamond is a duo, the two girls who walk up to and then hang out near the direction board at the entrance.
  • CC Magician Joker is at the Training Center, on the right fork. He's the guy that acts as a shop. He isn't always there, but exit and re-enter until he's at the end of the pier.
  • CC Knight Spade is on the 2F lobby area, where the elevator is. It's the guy who gave you your first cards at the start of the game.
  • CC Queen Heart is Xu. You can finally challenge her once you have control of Balamb as commander; challenge her on the bridge.
  • CC Master King is actually Quistis! To challenge her, defeat the rest of the group, then go challenge Dr. Kadowaki to cards. She'll mention that she used to be CC King, but lost the position. Next, go to your Dorm and go to sleep. Keep sleeping there until Quistis wakes you for a card chlallenge. Once defeated this way, she can be challenged again on the bridge if you want.

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Queen of Cards Quest Step 4

Now that you have Chicobo, it's time to go lose it as the next step in the Card Queen saga. The Queen is back in Balamb now, as you might remember. Lose Chicobo to her - she'll then be on the move again. Apply the same logic once again - save your game, and quit and reload as many times as needed until she heads back to Dollet.

You get the idea - we want her to ping pong back and forth between Balamb and Dollet, as they're easiest. Follow her to the Dollet Pub and again talk to her about her dad. While there, win back Chicobo from the Card Queen's son.

  • Chubby Chocobo (Level 8 GF Card) - By completing the fourth step of the Queen of Cards side quest, you'll now be able to win the Chubby Chocobo from the SeeD Cadet sitting on a bench outside the Balamb Garden Library.
  • Selphie (Level 10 Character Card) - As you'd expect, Selphie's rare card can be found in her native Trabia Garden, in possession of one of her friends - the one near the Gargoyle Statue.
  • Cerberus (Level 9 GF Card) - Cerberus is an optional boss battle in Galbadia Garden found during the war of the gardens. Beating it can get Cerberus as a GF for you, and like a couple of other GF cards it is a reward for winning that battle.
  • Edea (Level 10 Character Card) - Edea holds her own card, but you of course won't be able to play cards with her until she's at the Orphanage. This is also your second chance to gain the Seifer rare card from Cid if you missed it way earlier.
  • Shiva (Level 8 GF Card) - To get your hands on Shiva, you'll need to have picked up the Girl Next Door magazine earlier in the game. Give it to Zone while aboard the White SeeD Ship to get the Shiva Card as a reward. For more information on The Girl Next Door, check out our full FF8 Magazine Locations guide.
  • Ward (Level 10 Character Card) - The card featuring Ward is in the possession of Odine in Esthar. Simply challenge and win.
  • Alexander (Level 9 GF Card) - Alexander's rare card is held by Piet. Piet can be challenged either on the Lunar Base, or at the Lunar Crash Site. As always, we recommend you grab it sooner rather than later.
  • Laguna (Level 10 Character Card) - Laguna's card is of course held by Ellone - challenge her on the Lunar Base.

Queen of Cards Quest Step 5

It's time to return to the card queen - she'll still be in Dollet. Play against her and this time, lose Alexander. Again, you can reclaim Alexander from her son by beating him pretty much right away. Once again, do the save and quit trip until the Queen moves herself back to Balamb. Don't accept anywhere else unless you want to make the trek. 

  • Doomtrain (Level 9 GF Card) - So long as you lost Alexander to the Queen of Cards, Doomtrain's card will now be in possession of a man in the Timber Pub. This guy is easy to find - he's the one who challenges you to Triple Triad even in his normal dialogue.

Queen of Cards Quest Step 6

Now take your newly obtained Doomtrain rare card back to the Card Queen - she's now back in Balamb, if you've followed our instructions. Then head to Dollet to reclaim it from her son.

  • Phoenix (Level 9 GF Card) - If you did lost Doomtrain to the Card Queen, Phoenix will now be in Esthar, held by the Presidential Aide that hangs out near the air station.
  • Bahamut (Level 9 GF Card) - You'll beat Bahamut in the Deep Sea Research Facility as a boss, and when you do his card is your reward.
  • Eden (Level 9 GF Card) - Much further into the Deep Sea Research Facility is a boss battle against Ultima Weapon. Beat it to obtain the Eden rare card.
  • Squall (Level 10 Character Card) - Laguna has this card, for reasons that are obvious if you pay attention to the story. He can be battled in the Esthar Presidential Palace or aboard the Ragnarok.

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End-Game Card mop-up with the Queen of Cards

Once you reach what is the game's fourth disc and final stretch, the Queen of Cards will be your depository for things you may have missed - she'll have the cards from her own quest line that you didn't get properly, plus any cards you lost to her that you failed to win back from her son.

UFO Quest - PuPu Card

One last unique card obtained separately from the Queen of Cards (and related) quest is the PuPu card. This is obtained through the UFO? quest.

Once you have the Ragnarok airship, you can see a quick UFO sighting at four separate locations in the game. (Some of these can be seen before Ragnarok, but you need Ragnarok to complete the quest). These encounters will appear even if you have Diablos' No Encounter ability set.

  1. Winhill Bluffs - Walk around the area around Winhill.
  2. Mandy Beach - The beach east of Timber. It's to the right of the large forest near Obel Lake.
  3. Kashkabald Desert - Kashkabald Desert on Centra continent.
  4. Heath Peninsula - The UFO is sighted on a small island east of the Trabia continent.

After seeing all four UFO sightings, you then want to fly the Ragnarok over to Grandidi Forest in northeast Esthar and land top of the canyon above the Chocobo Sanctuary. Walk around here and you'll encounter the UFO. Fight it this time and it'll blow up and fly off. 

Finally, make sure you have five (5) elixirs and somebody with the Item command. You can buy elixirs from 'Esthar Shop!!!'. Go to the area Balamb Garden used to be and you'll encounter PuPu, the alien who was driving the UFO before you blew it up. Give him 5 elixirs and you win, earning the PuPu card. Note that this is the only PuPu card in the game, and cannot be re-earned if you mod it. If you attack PuPu (outside of his ship) you will fail to earn the card.

Sours: https://www.rpgsite.net/feature/8936-final-fantasy-viii-triple-triad-guide-rare-card-locations-queen-of-cards-card-club-quest


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