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Tetra Master

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The images from all 100 cards
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Tetra Master (クアッドミスト, Kuaddo Misuto?, lit. "Quad Mist") is the card game in Final Fantasy IX. It is not an essential part of the game but provides light relief to the storyline, and allows the player to interact with minor characters in a different way. Following Final Fantasy VIII's Triple Triad, Tetra Master is the second of the series to introduce a card minigame, and uses completely different rules to its predecessor. Tetra Master is separate from the main story, and progression in the game does not affect achievement in the storyline, and vice versa, apart from one case where the player must battle with Regent Cid.

Tetra Master was developed into an online stand-alone title a few years after Final Fantasy IX's release. This formally launched as part of PlayOnline on October 28, 2003 and required a one dollar monthly subscription. The service failed to gain popularity, however, and the availability of online Tetra Master ended on December 31, 2010.

Unlike Triple Triad, the cards cannot be turned into items. The player also will not receive any usable rewards other than more cards from playing the game.

Contents

Game structureEdit

Tetra Master is played between two players on a four by four square grid of blank spaces, where cards are placed as the game progresses. Cards are traditionally pictured with various characters, monsters or other items from Final Fantasy IX, which are familiar to the player. Each card features four values written across the card, and may have arrows along the sides or in the corners. The following image is an example of a traditional Tetra Master card:

FFIX Tetra Master Hedgehog Pie.jpg

The basis of the game is for cards on the grid to challenge adjacent cards, whereby the values written on the card are assessed to decide the winner.

Card values Edit

Every card has four values, or stats. In the example card above, the card has the stats 3-P-6-0. Each of these stats relate to the strength of the card. The second value (P) is always an alphabetical value, while the other three stats increase on a hexadecimal range, meaning they can range from 0-9, then through letters A-F.

  • The first value is for the power of the card. (3 above)
  • The second value is for the battle class of the card. (P above)
  • The third value is for the physical defense of the card. (6 above)
  • The fourth value is for the magical defense of the card. (0 above)

Each of the stats for power, physical defense and magical defense increase on a hexadecimal scale as below:
 

weak —  0 1 2 3 4 5 6 7 8 9 A B C D E F  — strong


Each of the stats represent a range of possible hit points (hp).
 

Value Min Max
0 000 015
1 016 031
2 032 047
3 048 063
4 064 079
5 080 095
6 096 111
7 112 127
8 128 143
9 144 159
A 160 175
B 176 191
C 192 207
D 208 223
E 224 239
F 240 255


Whenever a card's value is assessed, a random value is chosen between the minimum and maximum numbers that correspond to the value. For example, if a card has a value of "A", the strength of that value may be between 160 and 175. The minimum for a card's value is calculated by multiplying the base value to be considered by sixteen. For example:

16 x A (10) = 160
FFIX Tetra Master Hedgehog Pie.jpg

Power stat Edit

The first value on the card is the power stat. This is the offensive value of the card. The example card (right) has a power stat of 3, which means its actual value is a number chosen between 48 - 63 HP.

Battle class stat Edit

The second value on the card is the battle class stat. This value is not based on the hexadecimal scale above, but instead is one of four classes. This stat is represented by the letters P, M, X, and A.

  • P is a Physical battle class
  • M is a Magical battle class
  • X is a Flexible battle class
  • A is an Assault battle class

The battle class of the card determines how the values are assessed in card battles.

These all affect which stat the attacking card attacks. P will attack the Physical Defense stat, while Magical will attack the Magical Defense stat. The other two have more obscure effects as they are rarer. X will attack the lowest of the two defenses and A will attack the lowest number on the card.

Physical defense stat Edit

The third value on the card is the physical defense stat. This is the defensive value of the card when facing physical attacks. The example card has a 6, so this may be equal to anywhere between 96 - 111 HP.

Magical defense stat Edit

The fourth value on the card is the magical defense stat. This is the defensive value of the card when facing magical attacks. The example card has a 0, so this may be equal to anywhere between 0 - 15 HP.

Card arrows Edit

As well as its stat values, each card may have a set of arrows in any of eight directions. These points are usually referred to by using the traditional points on a compass (eg. north, northwest, west, etc.)

FFIX Tetra Master Hedgehog Pie.jpg

The card above possesses two arrows at west and east on the card. These arrows come into play when cards are in an attack situation. An attack on a card may only be made when an arrow on the challenging card is facing the resting card on the grid.

There are a few scenarios where the arrows will not affect anything when played:

  1. The first card played will not affect other cards.
  2. When a card is played next to another card, but has no arrows pointing to the opposing card.
  3. A card is already on the board with an arrow pointing to a square and a new card is placed in that square, but the new card doesn't have an arrow pointing to the first card.

Card battles only occur when a card with an arrow is placed facing adjacent to an enemy card with an arrow facing back.

Gameplay Edit

In a basic game of Tetra Master, each player has five cards, neither knowing the other's hand. A coin-flip decision is made as to which of the two players shall begin.

Grid blocks Edit

Just before the game commences, up to six grid-blocks can be placed on the game grid randomly. These will blank that grid square out of game play. Blocks are useless in play, and simply prevent a card from being placed in its grid square. Any arrow facing a grid block is useless.

A card is played Edit

Once the game is set up, the starting player may play his first card at any unoccupied grid square on the board. After the first card is played, the opposition may play a card, and game continues with player turns alternating in this fashion.

Neutral card play Edit

If a card is placed next to another card, they may interact. Should neither of the cards have arrows facing each other, there is no interaction. This is a neutral card play.

Card capture Edit

Should the challenging card have an arrow facing a resting card, while the resting card has no arrow facing in the opposing direction, the resting card is taken.

Card battles Edit

Should the challenging card have an arrow facing a resting card, while the resting card has an arrow facing in the opposing direction, a card battle takes place. (If there are two or more such target resting cards, it falls to the challenger to select which is battled first. This may well have consequences for combos.)

Cards may randomly upgrade their battle class (from P or M to X, or from X to A) upon winning a card battle.

Card battle in progress.
KisswithatearAdded by Kisswithatear

It is in these situations that the card stats are used.

  • The first two values are used for the challenging card.
  • The last two values are used for the resting card.

 — Physical battle Edit

If the challenging card has a battle class stat of P (physical), the power value of this card challenges the physical defense of the resting card. For an example of this, see below:

Challenging card     Resting card
4P51 6M05

In the scenario above, the challenging card's power value (4) is assessed against the physical defense of the resting card (0). The challenging card would be a heavy favorite to capture the resting card.

 — Magical battle Edit

If the challenging card has a battle class stat of M (magical), the power value of this card challenges the magical defense of the resting card. This works with the same principle of a physical battle.

 — Flexible battle Edit

If the challenging card has a battle class stat of X (flexible), the power value of this card challenges the weaker of the two defenses of the resting card.

 — Assault battle Edit

If the challenging card has a battle class stat of A (assault), the strongest of all three values on this card challenges the weakest of all three values of the resting card.

Battle mathematics Edit

When a card battle takes place, the winner is decided upon in three phases. Each of the phases are discussed below using the following example:

Card A Card B
Example:
5P33
attacks
2M10
Phase 1:
  • The challenging card's power value is randomly chosen within the stat range.
say, 85 (stat 5 = between 80 and 95)
  • The defending card's defense value is randomly chosen within the stat range.
  • The challenging card's battle class is physical so physical defense is chosen.
say, 23 (stat 1 = between 16 and 31)
Phase 2:
  • Next, a random number is chosen between 0 and the power value chosen for the challenging card (85).
  • This is the actual attack score.
say, 71
  • A random number is chosen between 0 and the defense value chosen for the defending card (23).
  • This is the actual defense score.
say, 3
Phase 3:
  • The scores from phase 2 are subtracted from the stat values in phase 1.
Card A: 85 - 71 = 14
Card B: 23 - 3 = 20
  • The highest difference wins the card battle.

In the scenario above, even Card B with a low stats was able to defeat Card A.

Combos Edit

A combo (short for combination) is a series of card take-overs that stem from one. When a card is defeated and captured in a battle, any enemy cards pointed at by the arrows of the defeated card are also captured. If the player loses the battle, they also lose control of all their own cards that the attacking card has arrows pointed at.

Strategies Edit

Tetra Master's gameplay skill is hard to judge due to its element of randomness. The following are various strategies that advanced players often use in gameplay.

Grid blocks Edit

Every game may have up to six grid blocks preventing cards from being placed there, or none at all. These sometimes create spots where one or two cards can be placed in complete immunity - when a corner of the grid is free, while the surrounding grid squares are blocked. Cards that are weak or have less useful arrow arrangements are better off with such immunity. Cards that are placed there cannot be captured, and therefore are not lost by the player at the end of the game.

Grid blocks may also act as strongholds. In some possible arrangements on the grid, there is only one way to challenge a card protected by grid blocks. Cards which are semi-protected by grid blocks can become immune by the protection of another card. If the card has no arrows facing the protected card, the card cannot be captured by direct attack nor any combo move.

Selecting a good hand Edit

Selecting a useful set of cards can sway the game in a player's favor. Cards which have many arrows are useful because they can carry various challenges. These may not be a favourable choice for some players, as they also leave themselves and others victims to combo moves.

Some players may choose to select cards which have arrows only on a certain side or corner of the card. These cards are useful because they are less likely to be involved in combo moves, and may hold immunity of cards wedged in a corner.

Combos Edit

The more skilled players choose to use combos to gain sudden advantage during the game. In these situations, a player may appear to be losing, when in fact he may be arranging his arrows in a way where he can reclaim all of his captured cards.

Winning Edit

Perfect Win.

The player who controls the most cards when all cards have been placed is declared the winner. The winning player may take one of the cards from the opposition's set, but only one which was captured during the game. If the player wanted a specific card, a priority of his gameplay must be the final control of that card to allow it as a choice of prize after the game.

A game win is declared "perfect" if either player succeeds in controlling all of the cards at the end of a game. In this situation, the winner claims all of his own cards and the opposition's cards as his prize.

It is also possible to draw, where both players finish with an equal number of cards. This usually triggers a rematch, but that is not a necessity.

Notably, if the player loses a card by being beaten in a game of Tetra Master, and then immediately plays a second game with the same character, the character is likely to have the lost card in his playing deck; the game gives the player a chance to reclaim the lost card. However, if the player lost all his cards, they are lost forever.

When the player wins there is a very slight chance that a card can upgrade. Receiving one higher attack power within limits per card, an X type (if attack type is currently P or M), an A attack type (if attack type is currently X), one higher physical defense within limits per card, or one higher magical defense within limits per card.

Collector's level Edit

A full deck.
KisswithatearAdded by Kisswithatear

The player's collector's level depends upon how many unique cards they own. There are 100 unique cards in total, some of which are hard to obtain. Many players elect to go to extreme lengths to achieve a full deck so to have mastered the game. Because some cards can only be obtained once, the ability to reclaim a lost card (described above) is invaluable. Many of the unique cards are only available during sidequests or alterations to the storyline, but there are usually at least two opportunities to receive each card (an example of this is Namingway, which can be found in the Desert Palace, but can also be won in the Treno Card Tournament, depending on the player's actions.)

To achieve the highest collector's level is the ultimate feat in the game. The requirements are as follows:

  • The player must collect one of every card in the game.
  • Every card must have a different arrow pattern.
  • All cards must be built up to a battle class of "A".
Points Title Points Title
0-299 Beginner 1350-1359 Champion
300-399 Novice 1360-1369 Analyst
400-499 Player 1370-1379 General
500-599 Senior 1380-1389 Expert
600-699 Fan 1390-1399 Shark
700-799 Leader 1400-1449 Specialist
800-899 Coach 1450-1474 Elder
900-999 Advisor 1475-1499 Dominator
1000-1099 Director 1500-1549 Maestro
1100-1199 Dealer 1549-1599 King
1200-1249 Trader 1600-1649 Wizard
1250-1299 Commander 1650-1679 Authority
1300-1319 Doctor 1680-1689 Emperor
1320-1329 Professor 1690-1697 Pro
1330-1339 Veteran 1698-1699 Master
1340-1349 Freak 1700 (see below)

If a player reaches the highest collector's level, a glitch occurs and the card rank will not be displayed. Instead, the game displays the message: "Would you like to discard this card?"

Online versionEdit

Yuna in Tetra Master.

Tetra Master's online incarnation introduced a variety of features. These included competitive modes for up to three players, new cards based on characters from Final Fantasy IX and Final Fantasy X, and special locations on game boards that could make cards more powerful or capture lines of cards with an electrical blast. The game also contained an original soundtrack and employed characters from Final Fantasy IX, such as Quina Quen and Beatrix, as computer-controlled opponents.

Upon creating a Tetra Master account, players were prompted to join one of three groups: the Warriors Guild, which specialized in weapon cards with high offense; the Voyagers Guild, which specialized in airship and building cards with high defense; or the Summoners Guild, which specialized in eidolon and magic cards. This was intended to encourage trade between players since they would not have been able to obtain every card by themselves.

Players accumulated currency and leveled up their cards as they played the game. Winnings could be spent on themed booster packs containing random cards or used at auctions to bid on specific pieces. Like the original minigame, a victorious player could claim a card from the opponent's hand. In three player matches, the winner could take a card from each opponent and the runner-up could take a card from the least successful contender.

The Tetra Master online service was discontinued on December 31st, 2010. The game has no offline component and thus can no longer be played.

PlayOnline galleryEdit

 
Tetra-Master-PlayOnline-1.jpg
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Tetra-Master-PlayOnline-2.jpg
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Tetra-Master-PlayOnline-3.jpg
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The card game in real life Edit

Cover art of the Tetra Master set.
Tetra Master set.

An actual card game of the game was released for a short time in Europe, published by Dino in 2001. It was different from other card games of the type, because instead of buying booster packs, the player bought one set of the cards; every set came with the same cards. Each set comes with 120 cards, two ten-sided dice, a German manual (there is also a black-and-white English translation, but this may or may not come standard), a double-sided playing board featuring two scenes from Final Fantasy IX, ten yellow counters and ten red counters.

The game rules are basically the same with a few modifications so that it can be adequately used on paper.

Bonus cards Edit

No card has an X or A type normally; there are instead bonus X and A attribute cards that, if drawn, can be applied to the card the player plays for its fight. Each set comes with five X cards and three A cards. There are also collector level cards; there are eight in each set, represented as levels. The player starts at level one, and upon defeating their opponent, they remove the top Level One card to reveal the Level Two card. First to Level eight is the winner of the game. The levels are:

  1. Beginner
  2. Novice
  3. Player
  4. Fan
  5. Leader
  6. Coach
  7. Advisor
  8. Director

Each set comes with five block cards that both players can place at the start of a round. And finally, each set contains two damage cross referencing cards. To use this card, the player compares the attacker's attacking value (left) to the defender's defending value (top) and the number that the columns intersect on is what the attacker must roll, that number or higher. The player uses one dice as the tens digit and one as the ones digit, which colors are chosen before the roll so the attacker cannot cheat.

Taking opponent's cards on winning is optional.

Other than these few rule modifications the game plays the same.

CardsEdit

See individual pages for info on how to acquire said card. Enemies usually drop their own card after battle. If the player's card quota is full, enemies stop dropping cards and the player cannot acquire more cards before discarding old ones. If the player finds a card in a Chocograph treasure while their card quota is full, the card is lost, but can be reclaimed by finishing the chocobo sidequest and talking to the Fat Chocobo in Chocobo's Paradise.

List of Cards
001 Goblin 021 Carrion Worm 041 Ash 061 Ifrit 081 Blue Narciss
002 Fang 022 Cerberus 042 Wraith 062 Ramuh 082 Hilda Garde III
003 Skeleton 023 Antlion 043 Gargoyle 063 Atomos 083 Invincible
004 Flan 024 Cactuar 044 Vepal 064 Odin 084 Cargo Ship
005 Zaghnol 025 Gimme Cat 045 Grimlock 065 Leviathan 085 Hilda Garde I
006 Lizard Man 026 Ragtime Mouse 046 Tonberry 066 Bahamut 086 Red Rose
007 Zombie 027 Hedgehog Pie 047 Veteran 067 Ark 087 Theater Ship
008 Bomb 028 Ralvuimago 048 Garuda 068 Fenrir 088 Viltgance
009 Ironite 029 Ochu 049 Malboro 069 Madeen 089 Chocobo
010 Sahagin 030 Troll 050 Mover 070 Alexander 090 Fat Chocobo
011 Yeti 031 Blazer Beetle 051 Abadon 071 Excalibur II 091 Mog
012 Mimic 032 Abomination 052 Behemoth 072 Ultima Weapon 092 Frog
013 Wyerd 033 Zemzelett 053 Iron Man 073 Masamune 093 Oglop
014 Mandragora 034 Stroper 054 Nova Dragon 074 Elixir 094 Alexandria
015 Crawler 035 Tantarian 055 Ozma 075 Dark Matter 095 Lindblum
016 Sand Scorpion 036 Grand Dragon 056 Hades 076 Ribbon 096 Twin Moons
017 Nymph 037 Feather Circle 057 Holy 077 Tiger Racket 097 Gargant
018 Sand Golem 038 Hecteyes 058 Meteor 078 Save the Queen 098 Namingway
019 Zuu 039 Ogre 059 Flare 079 Genji 099 Boco
020 Dragonfly 040 Armstrong 060 Shiva 080 Mythril Sword 100 Airship


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