Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Google search Triple Triad bover_87 for their GameFAQs link to the Triple Triad guide and check the Manipulating Special Rules section for tips on how to do that ;)
But yeah, if you keep the Random rule in place, there's no in-game reason to keep lower-level cards (except maybe the Level 8/Level 9 cards needed for the Queen Of Cards sidequest) :)
NOTE: The 2013 Steam version of the game has an achievement that requires you to have at least 1 of every card in your collection at once for the Collector achievement, but that doesn't seem to apply in this Remastered version.
Nope, low level cards are super important. Low level cards are actually how you win.
First, don't get the random rule. Look online on how to avoid getting rules on accident and if you plan to play for an important card save your game so you don't screw up and adopt a rule you don't want. android_mac_10 basically covered this point, too.
Some tips to win...
Pick 2 weak cards, very weak. They preferably should have two extremely weak adjacent sides to make it easier. These are your sacrifice for free points.
Now you need 2, preferably 3, stronger cards that have reliably winning 2 adjacent sides. Example, Ifrit will win or tie most cards in the game aside from a few very high end cards by simply being placed where only its top and left side are exposed. You can do it with a good opposite side (like top + bottom strong, weak left + right) card if need be if an AI tends to force some middle placements but this is trickier if you don't know what you are doing.
You will then follow two core concepts.
1. Sacrificial move. This is where you set the weak one to intentionally be captured. This forces the AI, most of the time, to attempt to capture it immediately and this typically means you have two cards locking down an edge column (ex. place top left, they either placed top middle or left middle to capture). Now you can place a card which has an extremely strong adjacent set to capture it with its weaker side and defend with its stronger.
- Example: Weak card placed in bottom right corner start. Enemy captures it with right-middle placement. Now place Ifrit to its left and its weaker right side will still win against the very purposely weak card while Ifrit's strong top/left side can't be beaten by most cards in the game.
Now not only can the enemy not take the card back you sacrificed, but they can't take Ifrit you placed. However, you can later take the card they placed from two potential sides as necessary. This doesn't win you points, but instead keeps the enemy from winning points. Why do this? You only need to win by a single point. If you can keep it even then win a card at the very end in a spot they can't win back while completely defending your exposed side you automatically win. The only time this strategy doesn't work is with that one rule where any cards won as a point go to the opposing side regardless of who wins the match.
2. This strategy lets you play extremely defensively if you need to place and avoid losing a point until you find a chance to win a single point (granted, if you get good at this it really isn't hard to win by 3-4 points actually). The most powerful cards almost always have 2 adjacents powerful side rather than opposites and 1 mid-range side which works superbly for this strategy. Some great such cards early on are Ifrit, Diablos, Quistis, Zell. Zell & Quistis card can be made into some absurdly powerful items early but trust me this isn't necessary so abuse them until you get a bit in and get replacement cards to take their role. Ifrit is required for Rinoa's card so you can't lose his card anyways. Diablos card is pretty mediocre to morph.