FINAL FANTASY VIII:  THE COMPLETE GUIDE TO CARDS

translated by Henry H. Jerng
produced on May 30th, 1999


INTRODUCTION

	The changes from FFVII to FFVIII occurred on many levels and can be 
described as part of an overall maturation of the series' presentation.  
The transformation from super-deformed to realistic character design and 
the romantic nature of its plot are both seemingly indicative that 
FFVIII was directed toward an more mature audience.   Even the mini-game 
has made such a change.  The arcade fast-action fun of virtual fighting, 
biking, and snowboarding of FFVII was replaced by a complex and 
sophisticatedd card game, one that I will describe and explain in detail 
within this FAQ.  Indeed, the complex rules underlying this card game, 
along with its world-wide playing field, probably has turned many away 
from attempting to play it- myself included.  It is easy to imagine how 
few folks would be patient enough to deal with the language barrier, not 
to mention the added complications of difficult gameplay.
	That is what this FAQ is meant to alleviate.  It may not solve all 
the problems you may encounter, but it certainly should take you very 
far in the right direction.  With the assistence of this FAQ, I hope 
that you will be able to enjoy this mini-game in FFVIII.
	All information presented here was translated from Chapter 5 of the 
Final Fantasy VIII Ultimania book (ISBN4-925075-49-7).  Ultimania was 
edited by Studio Bentstuff, published by DigiCube, and completely 
supervised by Square.  It was first published on March 31st, 1999, 
barely 2 months ago, and Chapter 5 covered pages 154 to 185.
	The work you see before you was meticulously produced over a 2 week 
period with hard labor.  Thus, although the information is free for 
distribution, all copyright is reserved for Studio Bentstuff, DigiCube, 
and Square, and I would certainly appreciate appropriate notification or 
reference if the information presented here is distributed or included 
as part or whole else where.  Thank you for reading and your 
consideration.

Henry H. Jerng
at hjerng@leland.stanford.edu

  


CHAPTER 5:  CARDS, A COMPLETE GUIDE

	This chapter will answer various questions on the card game, such as 
questions concerning game rules and rules governing the appearance of 
rare cards.  Players who want to fundamentally enjoy the world of cards 
will definitely want to read this chapter.
	First, there are two important pieces of advice for players new to 
the card game.

1.  LEARN HOW TO GAIN CARDS
	There are various ways to get your hands on cards.  You will first 
want to speak to a man in front of Balamb Garden's 2nd floor elevator, 
before you clear the Cave of Flames.  When you do, you will receive 7 
level-1 monster cards.  Aside from this, you can increase the cards you 
have by winning card games and repeated battles.

2.  USE THE SQARE BUTTON FOR CARD GAMES
	Among the people you will encounter in FFVIII, there are card players 
who will engage you in games of card.  When you want to enjoy a card 
game with someone, make sure you have more than 5 cards and then try to 
speak to him/her by pressing the square button.  Afterwards, you will be 
fine by following the message and choosing your selections.

	This is how the chapter is organized:

CHAPTER INDEX

SECTION 1:  I WANT TO LEARN THE CARD GAME.  
      Explanations of the basic information about the card game such as 
the explanation of the game's rules, the strategies so that you won't 
lose, and the way rules are transmitted to an area.


SECTION 2:  I WANT TO SEE EVERY KIND OF CARDS.  
     All kinds of cards are catalogued by their levels.  Starting with 
the data used in the card game, you can verify how to get the card and 
the items you will get from "Card Change".


SECTION 3:  I WANT TO MEET ALL THE CARD PLAYERS.
     Introduction to the card players and the various locations where 
they appear.  I will describe the conditions for their appearance and 
whether or not they carry rare cards.


SECTION 4:  I WANT TO COMPLETE MY COLLECTION.
     It contains information about the Card Queen and the Card Club 
circle (CC) that hold the key to collecting all the cards.  If you read 
here, you should be able to complete your collection.



SECTION 1:  I WANT TO LEARN THE CARD GAME


 CARD GAME'S BASIC INFORMATION
	In order to win at the card game, you must precisely understand its 
rules.  I will explain the rules in 2 stages:  1) the various rules to 
the card game and 2) the way these rules are delivered.  I want you to 
consult this not just because there are many who find the card game 
challenging, but because a concrete process for winning is introduced.

I.  KNOW HOW TO READ THE CARDS

NUMBERS
located at the upper-left corner
	This displays the card's strength in the card game.  From the 
smallest (1) to the biggest (A, or 10), numbers for a total of 10 grades 
are displayed on the upper-left corner of the card, all together 4 
numbers.  The various numbers correspond to the 4 sides of the card:  
top, bottom, left, and right.  Basically, you can consider a card strong 
if there are many big numbers, and a card weak if there are many small 
numbers.

ELEMENTAL  (ATTRIBUTES)
located at the upper-right corner
	When elemental is added, it is essential to recognize its effects as 
a part of the special rules.  There are 8 kinds of elementals, and a 
card with elemental will display are corresponding mark on the upper-
right corner.  A card without an elemental mark is said to have no 
attributes.
	The 8 attributes are flame, thunder, wind, poison, cold, water, 
earth, and holy.

ILLUSTRATION
pictorial illustration
	An illustration is drawn on all cards.  Inside, a picture of 
something like Guardian Force (G.F.) or player character is shown.

II.  KNOW ABOUT THE BATTLE AREA
	The battle area is a field comprised of 9 squares (3 by 3 formation) 
where you will place your cards.  As hands or sets, the opponent's cards 
are placed left of the battle area, and your cards are placed to the 
right.  Furthermore, cards of respective colors (opponent cards are in 
red, and your cards are in blue) are laid one on top of another.
	"Triple Triad" is written in the center of the battle area.  This is 
the official name of this card game.  When elemental is added to the 
special rules, elemental marks are randomly chosen and displayed on the 
battle area.

III.  BASIC RULES AND PROGRESSION PROCESS

STEP 1:  Card Selection/ Decision to Play First or Play Second
	After the card game started, first select 5 cards from the cards you 
have to use in this round of play.  It is possible to choose the same 
card multiple times.
	Next, who goes first and who goes second is randomly decided.  
Incidentally, the battle area has only 9 squares, and so the play-first 
player will use all his/her cards on hand, while the play-second player 
cannot put more than 4 cards.

STEP 2:  Placing the Cards on the Battle Area/ Turning Over Cards
	When your turn comes, you will select 1 card from the cards on hand 
and place it in the battle area.  At this time, if there is an opponent 
card in the battle area, you may decide to place your card next to it.  
Compare the numbers of the cards on the adjoining side.  If your number 
is bigger, then you can make your opponent's card yours by turning it 
over.  In the event there is no card to be turned over, you will place 
your card in an empty space on the battle area while cosidering the 
strategy for the next move.
	CHECK POINT:  After your card is already placed, you cannot turn over 
your opponent's card.  According to the basic rules, it is not possible 
for you to turn over your opponent's card after your card is already on 
the battle area.  When it becomes your turn again, if you turn over the 
opponent's card, the card's color will change from red to blue.  This is 
proof that the opponent card became your card.

STEP 3:  Deciding the Game/Trading Cards
	When the play-first player finished placing his/her 5th card, the 
game is settled by determining whether there are more red or blue cards.  
Furthermore, the one card that stayed in the play-second player's hand 
is not forgotten in the calculation of the game's outcome.  After the 
game id decided, you can trade cards by following the trade rules.

IV.  HOW TO WIN WHILE FOLLOWING THE BASIC RULES

TACTICS #1:  REMEMBER THE TYPES AND ROLES OF CARDS

	In the basic rules introduced previously, because a simple numerical 
face-off is carried out, it is not difficult to win if you prepare cards 
with numbers bigger than the ones the opponent uses.  However, even with 
strong cards, your cards can be turned over by a weak opponent card if 
you make an error in positioning your card.  To avoid that, you must 
know how to make the most of your cards.
	Here, I will divide the cards into 4 types, depending on the 
arrangement of numbers:  Average type, One-direction type, Up-down/left-
right type, and Diagonal type.  And I will explain how to use the 
various types.  When you have cards of the same type, it will be good to 
try to advance the play while considering the methods discussed below.

Types of Card

1.  AVERAGE
     This is a type where there is no big difference between the 
up/down/left/right numbers.  This type is often seen with cards with low 
card levels such as Mesmorize and Triface.  These cards nearly always 
have only numbers about 3 to 5 on every side.  With reason, if you 
follow the basic rules in which the size of number determine win or 
lose, these are cards totally lacking in usefulness, and they are ones 
you do not want to use if at all possible.  However, if you are carrying 
only a few cards, this is certainly a situation where you don't have 
much of a choice.  Therefore, I want to recommend a strategy explained 
below.  If you practice this, it seems you can always defend cards.

Example:  Turning Over Your Own Card after It Is Taken
1.  Expose just two sides that have small numbers.
2.  If the opponent turns over your card.
3.  Take back the first card with a strong second card.  Now the weak 
side is protected by a strong card.
4.  This way, there is no way to turn over the card placed in the 
beginning.


2.  ONE-DIRECTION
     This is the type where, among the 4 sides, the number of just one 
side sticks out as big.  Cards such as Grat and Double Hugger are good 
examples of this.  This type of card, while it is low in level, has an 
appeal that it can resist a hight level card.  However, the numbers of 
the 3 weak sides are extremely small and are its weak point.  Therefore, 
when you use it, you must try to not stick out its weak parts by using 
the boarders of the battle area and other cards already placed.  Still, 
depending on the situation, you must be on guard for a daring strategy 
that will turn over opponent cards.

Example 1:  Place it between cards already placed on battle area, 
exposing only the strong side.
Example 2:  Use the strong side to turn over a strong opponent card.  If 
your card is turned over because of its weak sides, you can get it back 
by using another weak side.


3.  UP-DOWN/LEFT-RIGHT 
     This type of card has large numbers arranged on two sides, either 
top-and-bottom or left-and-right.  Good examples are those of Rubrum 
Dragon and Shumelke.  The two sides not occupied by the large numbers 
are usually filled with extremely small numbers.  The basic method here 
is to protect the weak sides by siding them with other cards- on one 
side you turn over an opponent card, while on the other you solidify 
your defense.  Again, you can turn over 2 opponent cards at once without 
considering defense, and then establish superiority in the number of 
cards.  There are few opportunity for the play-seond player to recover 
from this pattern, and if successful the opponent usually cannot 
recover.

Example 1:  When attacking, make sure to hold protection.
Example 2:  Turn over two cards at the same time, so you will still be 
ahead even if you lose your card.


4.  DIAGONAL
     In this type, large numbers are arranged on 2 sides that 
respectively diagonal from each other, such as right-and-top or left-
and-bottom.  Cards like Morball and Teamat are good examples.  This type 
should only be placed so that the weak 2 sides do not stick out, and you 
can provide protection using other neighboring card without a follow-up 
card.  You can probably say it is a card that is very easy to use.
     Incidentally, with an opponent who will not use any card below 
level 5, you do not have to worry about being turned over with a card 
with 2 sides with 7 and above.  For an opponent who will not use any 
card below level 7, use card with 8 and above.


NOTE:  CHANGE THE WAY YOU WIN DEPENDING ON THE TRADE RULE.  When you 
start to win in the card game to some extent, keep an eye on how to win 
depending on the trade rules.  When it is 'One' and 'Full', it is better 
to make it your goal to have more cards than your opponent at the end.  
When it is 'Direct', it becomes important which strong card was forced 
to be turned over by a weak card.  With 'Difference', you can get many 
cards at once if you win by a wide margin against the opponent.

TACTICS #2:  DEVELOP A PATTERN FOR WINNING

	Here, using specific cards, I will introduce you to an example of 
pattern that can take victory.  However, if you do not have the cards 
described here, try this using the same types of cards.  Still, this 
strategy has two prerequisites:  1) You are the play-first player, and 
2) The opponent is using only cards below level 7.  (Sorry, but I do not 
have a diagram to show.)

Cards in use:
Jabo Tender (diagonal type)
Ifrit (diagonal type)
Diablos (diagonal type)
Oil Shipper (left-right type)
Kid Morguri (up-down type)

Move #1:  Watch the situation by fortifying defense with the diagonal 
type (You:  place diagonal card in a corner to protect the weak sides).
Move #2:  The opponent takes another corner, but meantime just ignore 
it.
Move #3:  Establish base at another corner with another diagonal card, 
thus establishing a good pace.
Move #4:  The opponent too cannot attack, but there is still room on 
hand.
Move #5:  By securing another corner, it will be easier to place the 
remaining cards.  (third diagonal card)
Move #6:  The opponent provides a lure.  Do not pay attention to this.
Move #7:  Here too, spread your defense and do not allow an opening for 
attack.
Move #8:  The opponent, without sticking out his hand, has no chance but 
defend.
Move #9:  With the final card placed (between two of your own cards and 
thus protecting the two weak sides of the up-down type card)  , you win 
by turning over just one card.

NOTE:  ARRANGING A PATTERN FOR WINNING.  If you look at the sequence of 
the moves above, you will understand that in this strategy you are 
spreading your defense except for the final move.  It is a good point 
that there is no opportunity for your cards to be turned over by the 
opponent, and to some extent you can make this a pattern and advance 
your hand.  Now that you do not need to adapt to circumstances, there is 
no problem with using this strategy over and over again.
	However, with this strategy, if you become the play-second player, 
you will not be able to attack with your final card.  Furthermore, when 
you become the play-second player, it is better to not attack 
unreasonably and play for a draw (a tie).  If you want to attack even 
with being the play-second, in order to follow the smaller hand, it 
becomes necessary to use a technique in which you place a card without 
taking it back and then turn over two cards at once.  There are hands 
where you will press on with the strength of your cards, but I cannot 
recommend this much because there are situations where the opponent 
comes out with much stronger cards that you cannot defend against.

V.  SPECIAL RULES

	'Special Rule' is a general term for rules added to the basic rules 
when you satisfied specific conditions.  Special rules are essential for 
adding various accents to the card game's gameplay, and it can provide 
enjoyment in considering deep strategy, something that cannot be 
experienced with the basic rules.  Here, I will try to explain all 7 
types of special rules so that they are easy to understand.

Special Rules

SPECIAL RULE #1:  OPEN
     You can play in a situation where you can see the contents of the 
opponent's hand.  You will find this useful because it is easier to 
build a strategy, but when this rule is added, your opponent (computer) 
can also see your hand and will place its cards after first reading that 
information.


SPECIAL RULE #2:  SUDDEN DEATH
     Even when it becomes a draw, you will continue the game any number 
of times until a conclusion is reached.  However, for the play in the 
second round and thereafter, you are adviced that 1) it is decided that 
you will use the cards that have your color at the time of the draw, and 
2) everytime there is a draw, the play-first and play-second order is 
switched.  When victory or defeat is decidec, the cards will return to 
the initial situation, and then a trade will proceed.


SPECIAL RULE #3:  RANDOM HAND
     5 cards are randomly chosen from among all the cards you have, and 
it is decided that you will play with these cards.  (In the case that 
you have multiples of the same card, it is possible that two of the same 
card are chosen.)  Because you will be frequently unable to use a 
strategy, it can be seriously said that this is the most troublesome 
among the special rules.  As a counter-measure against this rule, you 
can use methods- by using the delivery rules for special rules, you can 
make that rule out of fashion.  Alternatively, you can change all the 
cards other than the ones you want to use into items by using the 
ability 'Card Change'.
     For all that, if you continue to play with this rule, you are sure 
to improve your card game ability.


SPECIAL RULE #4:  SAME
     In the case that, when you placed your card, the numbers on two or 
more sides are the same as those from adjacent cards, you have succeeded 
at 'Same'.  This way, you can turn all the opponent cards that have the 
same number.  If you use this, it is possible to turn over strong cards 
that you cannot win by their numbers.  Furthermore, you will want to 
play without giving up until the very end because a situation can cause 
a big change from a disadvantage situation by chain reaction.
     HOW  TO HAVE A KNACK FOR MAKING 'SAME' SUCCESSFUL:  When you select 
cards for your hand, you will choose a combination of cards so that you 
can make 'Same' occur with just your own cards.  And, you will place 
your cards to try to make a situation so that 'Same' can succeed with 
just your cards (in actuality, you will not establish it with just your 
own cards).  In addition, if the opponent over turns over one of these 
cards, you can establish 'Same' right afterwards.


SPECIAL RULE #5:  PLUS
     'Plus' forms in the event that, when you placed your card next to 
an opponent card, the sum of the adjoining number from two or more sides 
are the same.  You will turn over all opponent cards where the sums of 
the numbers were the same.  At this time, even if they are adjacent, you 
cannot turn over an opponent card if the sum of the numbers is not the 
same.  (There are occasions when you are allowed to because your card 
number is bigger.)  Because it is different from 'Same' in that it is 
better to look at the sum of the two sides, despite a difference in the 
size of number, 'Plus' has the advantage that it is easier to form.


SPECIAL RULE #6:  WALL SAME
     It is a modified version of 'Same' where you regard the battle area 
border as A.  The side of placed card with an 'A' is adjacent to the 
border, and one of the remaining sides has 'Same' with an adjoining 
card.  You will turn over all opponent cards that has the same number, 
and you will cause a chain the same as 'Same'.  Incidentally, 'Wall 
Same' does not exhibit its effects if the rule of 'Same' is added at the 
same time.


SPECIAL RULE #7:  ELEMENTAL
     When 'Elemental' is added to the special rules, right after you 
ended card selection, the mark of elemental randomly chosen is displayed 
on some squares in the battle area.  If you place a card with the same 
mark as the square, the numerical values (on all 4 sides) of the placed 
card will all increase by 1, respectively.  On the other hand, if you 
placed a card with a different mark or a card with no attribute, the 
numerical value on all 4 sides will decrease by 1.  The changed values 
will not return to normal until the game ends.
     NOTE:  THE INFLUENCE OF ELEMENTAL ON 'SAME' AND 'PLUS'.  In the 
case you are after 'Same' and 'Plus' against a card that has changed 
numbers because of elemental, which value is better to see, before or 
after the adjustment?
     The answer is before the adjustment.  After all, it is because it 
is better to aim for 'Same' and 'Plus' seeing just the numbers that the 
card has from the start.  When there is an elemental mark at the place 
where you place your card, remember that 'Same' and 'Plus' is determined 
according to the value before adjustment.


ABOUT CHAINS:  A card that is turned over when 'Same', 'Plus', or 'Wall 
Same' was formed is handled like a newly placed card.  This card can 
turn over adjacent cards if the number of the side in contact is bigger.  
In this way, the occurrence where turned over cards further turns over 
neighboring cards is called a 'Chain'.
	Incidentally, in case Elemental is added to special rules, and the 
card is under its influence, the decision of a 'Chain' proceeds with the 
numercial value after adjustment.

THE ARRANGEMENT FOR THE TRANSMISSION OF SPECIAL RULES

	The following describes the starting special rules for every area.
Area Name       Place Where Rule Applies        Initial Rule
------------------------------------------------------------
Balamb Area     Balamb, Balamb Garden	        Open
Galbadia Area   Timber, Galbadia Garden, Dering Same
                City, Galbadia Area D Camp	
Dollet Area     Dollet                          Random Hand, Elemental
Trabia Area     Trabia Garden, Shumi Village	Plus, Random Hand
Centra Area     Winhill, Edea's Home,           Same, Plus, Random Hand
                Chocobo Forest                  
F.H. Area       F. H. (Fisherman Horizon)       Sudden Death, Elemental
Esthar Area     Esthar                          Wall Same, Elemental
Space Area      Luna Side Base, Luna Gate       All Rules

Places where you can enjoy card games can be classified into 8 areas 
like in the table above.  The reasons behind the grouping are 1) the 
initial rules installed in each area, and 2) the card player from each 
area proceeds the play depending on the rules.
	However, there are exceptions.  "Traveler from F. H." who is in 
Galbadia uses F. H.'s rule, and "Exchange student from Trabia" who is in 
Galbadia Garden uses Trabia area's rule.  You will want to remember this 
because some card players uses rules from old, deep areas.

1.  CONDITIONS BY WHICH SPECIAL RULES ARE TRANSMITTED
	After you played a card game in some area (for convenience, we will 
call that area "old area"), when you play a card game in a new area 
(called "new area"), sometimes rules from the old area is introduced to 
the new area, and the new area's rule is out of use.  This situation 
occurs based on the flow chart described below, and if you understand 
these rules, you should be able to freely control the rules.
	Still, as an exception to the rule delivery system, in case where the 
new area used all the special rules, in a way unrelated to the flow 
chart, it is decided that a special rule (just one) will be out of use 
in a probability of 4 to 1 when the play ends.

(Flow Chart for Special Rule Transmission)

Line 1:  By playing a card game in an old area, you will remember the 
rules of the old area.

Line 2:  When you request a card game in a new area, there was a rule 
from the old area not found in the new area.  (Yes or No)
	If 'Yes':  Displays "I know a rule not from this area", followed by 
"Let's play a card game."
	If 'No':  Displays "Let's play a card game."

Line 3:  If 'Yes' from line 2, then you can choose to 'Play' or 'Not 
play'.  If you choose 'Not play', then the conversation will end with 
you still remembering the old area's rule, or forgetting the old area's 
rule and remembering the new area's rule.
	If you choose 'Play', then you will play with a mixture of rules from 
the old and new areas.  A rule that the computer selects with a 
probability of 1 out 7, and a rule not on the new area but was in the 
old area are agreed (if they are not merged, this decision is repeated - 
3 times)  (Agreed-  Yes or No)

Line 4:  If it is 'Yes' on agreement, then after the play, the new 
agreed new rule is given to the new area, and you will remember the new 
area's rule.
	If it is 'No' on agreement, then the rule that is chosen by the 
computer (1/7) and the rule in the new area are combined.  Again check 
for agreement with the old rule (Yes or No).

Line 5:  If the answer is 'Yes', then you will again remember the new 
area's rule after the play.
	If the answer if 'No', then there was a random divergence, and you 
will remember the old area's rule.

Line 6:  If on line 2 the answer was 'No' and you decide not to play, 
the the conversation ends with you still remembering the old area's 
rule, or forgetting the old area's rule and remembering the new area's 
rule.
	If you decide to 'Play', then the play ends with you remembering the 
new area's rule.

2. METHODS THAT QUICKLY MAKE RULES TRANSMITTED
	After the various rules were displayed in the game just before, even 
if you choose 'Game' or 'Stop', it is decided that you have played a 
card game, and you will enter a decision for special rule delivery.  In 
the case that the playing the card game is getting difficult, it is 
probably better that you choose to 'Stop'.

3.  METHODS TO FORGET THE OLD AREA'S RULE
	In case somehow you don't want to give the old area's rule to the new 
area, after you talked with the square button, you had better choose 
'No'.  If you continue until the contents of the lines ("I know rules 
not found in this area") does not comes out, then you can forget the 
rules from the old area.

VI.  TRADE RULES

	Trade rules are rules for the give-and-take of cards, and this goes 
on after the decision of victory or defeat is resolved.  There are 4 
types of trade rules:  One, Difference (Dif), Direct, and Full.  You 
will want to use the optional trade rule that is fitting to your own 
plan- One is the special rule for training purposes, and Full is used 
for earning cards.

Trade Rule

TRADE RULE #1:  ONE
     The winner selects one card from the five that the loser used, and 
he can make that card his own.  When the game starts, because all areas 
use this rule, if you want to play with other trade rules, you must 
change the rule.  (consult the note below on how to change the trade 
rule)


TRADE RULE #2:  DIFFERENCE or DIF
     When the game is decided, you will compare the number of cards 
having the respective colors, and the winner can select cards (number 
determined by their difference) that he/she want to make his/her own 
from the hand the loser used.  For example, if there are 6 cards with 
the winner's color and 4 with the loser's color, the winner can receive 
2 cards from among the 5 cards the loser used.


TRADE RULE #3:  DIRECT
     When a settlement is reached, the cards that have the respective 
colors will become the cards gained by the two players.  Because you can 
see the color of the words of the card's name even during play (you can 
somehow verify what you held), if you discover a card you don't have, it 
would be good to try to preferentially turn it over.


TRADE RULE #4:  FULL
     The winner can receive all 5 cards that the loser used.  This is an 
indispensible trade rule to gaining cards.  However, if you lost to your 
opponent, because all 5 cards you used will be taken, you will want to 
first establish some level of strategy that can get you at least a draw 
(a tie).


NOTE:  ARRANGEMENT THAT WILL CHANGE THE TRADE RULE
	In order to make the trade rule change, you must play a card game 
with the Card Queen who is located some where in the world (see Card 
Queen, later).  Everytime the game is played, the Queen will randomly 
make the trade rule change.  When the play ends, the Queen will 
introduce the trade rule that is used at that time with a probability of 
3 to 1 to the area where the Queen is.  If you practice the above 
procedure, it will become possible to play with trade rule other than 
'One'. 
	Again, the trade rule is introduced to other areas with the card 
successful area as the center.  The card successful area is determined 
by the internal parameter called 'Degree of Success", and that system 
works like this.

1.  "Success Degree = 1" is established in the area where you very first 
spoke to a card player with the square button.

2.  Inside the area where the Success Degree was establishedd, everytime 
you speak to a card player with the square button, the Success Degree in 
increased by 1.  (The maximum value for Success Degree is 10).

3.  If you speak to a card player with the square button in an area 
where the Success Degree is not established, the Success Degree in the 
old area decreases by 1.

4.  When the Success Degree becomes zero, then at that time "Success 
Degree = 1" is immediately established in the new area where you are in.

Incidentally, the rate that trade rule is intraduced to other areas is 
not the numerical value of Success Degree, and it is decided by the play 
number of card game.  Basically, the speed of introduction to other area 
increases slowly for number of play between 0-15 times, and when you 
pass 16 plays the speed drops.  When there are 30 plays, all area's 
trade rule are tied up toward "One".  This is because 30 times is one 
cycle- the trade rule repeats its expansion and decline with 30 plays.
	Still, if you "speak about the popularity of world's trade rules" 
with the Queen, you will come to understand the usual value of Success 
Degree. (consult chart below).  Because at the end of the conversation 
she will teach you which trade rule is going to be introduced and 
furthermore which one will be erased, it is good to consult the times to 
control the trade rules.

Standard for Determining Success Degree

Success Degree	Queen's Words
---------------------------------------
0 - 2           Trade is little, but...
3 - 5           Popular, this trade...
6 - 10          Rather popular, this trade...


The Card Queen plays with her own peculiar trade rule, and that trade 
rule will change by random, going left or right on the trade rule order 
by 1.

Trade Rule Order:  One <-> Difference <-> Direct <-> Full


SECTION 2:  I WANT TO SEE EVERY KIND OF CARDS.

	There are 4 types of cards.  I will not be going into the specifics 
of each card because it is something that can easily be discovered by 
playing.  I will simply describe the basic classification of the cards.

Type of Card	Brief Description
-------------------------------------
Monster Card    Level 1-5 cards
                You can get them from monsters in battle.
Boss Card       Level 6-7 cards
                They are special because of the illustrations.
G. F. Card      Level 8-9 cards
                They make up part of the rare cards that you cannot
                get more than one.
Player Card     Level 10 cards
                Same as G. F. Cards- They are all rare cards.


SECTION 3:  I WANT TO MEET ALL THE CARD PLAYERS.

	To play the card game, you must have card players to compete against.  
Here, I will introduce you to the names and locations of card players 
you will encounter throughout the world, all classified according to the 
map.  By the way, issues concerning the Card Club circle (CC) and Card 
Queen are handled in another section, and you should consult there.

I.  THINGS YOU WILL WANT TO KNOW BEFORE PLAYING
	First, I will try to give several things that you will want to 
remember before you start a card game.  Beginner players certainly 
should read this.

1.  Pay Attention to the Conditions for Appearance
	You will not be able to meet all the card players (as published in 
the next few pages' data file) right from the start.  You should check  
beforehand which conditions must be met in order to meet a card player.

2.  About Bearers of Rare Cards
	The rare cards that some opponents have are things you will want to 
seize as quickly as possible if you consider their useful value in 
FFVIII.  However, because whether an opponent uses a rare card is 
determined randomly, it is possible that, with bad luck, you cannot get 
a rare card no matter how many times you play.  Because all card players 
has set conditions, and some card players do not use rare cards, you 
will want to re-challenge them after fulfilling the requirements that 
are published under the list's remark column.

3.  Whereabouts of the Taken Cards?
	Basically, you will not get back cards that were taken by an 
opponent.  However, in case of rare cards above level 8, there is a 
possibility that (even if it was taken) your opponent will use it in the 
following play.  Therefore, you can recover it if you win that game.  
When you want to verify the location of the taken rare card, choose the 
item "Card" on the menu screen and try to place the cursor on the rare 
card you want to verify.  When you do this, the area (and the person) 
that has that card is displayed at the bottom of the screen.  A rare 
card that was changed for an item with "Card Change" will have a display 
"Nullified", and you will understand that you cannot get it back.  
However, until the end of Disc 3, there is an exception if you clear the 
Card Club circle event.

HOW TO READ THE CARD PLAYER DATA FILE

1.  Area Name-  Area name where that card player is, and the concerete 
place name.
2.  Starting Rule- The special rule used on that map in the beginning.
3.  Name (Distinctive Feature)- Name of that card player.  Basically, it 
conforms to the name in the game, and particularly in regard to nameless 
card players, they are given a name based on some distinctive feature in 
appearance and movement.
4.  Appearance Place-  The place where this card player appears.  Name 
conforms to the game.  In case the appearance condition is established, 
it is lined up together inside parenthesis.  Furthermore, I have also 
shared the condition for a card player disappearing from the map.
5.  Remark-  Entry for that card player's appearance pattern and rare 
cards that player may have.  For a card player who uses other area's 
special rules, that area's name is shown.  Furthermore, for card player 
whose appearance pattern is not set, it is noted as "Random".


Balamb Area/ Balamb Garden                   Starting Rule:  Open

Name/Distinctive Feature          Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
Dr. Kadowaki                      -health center                                            random
boy from youth group              -corridor B in front of health center
                                  -1F corridor (after clearing the MD floor)                random
Needa                             -corridor B in front of health center
                                  (during Balamb Garden internal dispute)
                                  -Bridge (after Balamb Garden repair)
woman who likes cards             -1F corridor (after clearing the MD floor)
                                  -1F hall                                                  random
running teenager                  -1F corridor
                                  -1F hall                                                  has Kid Morguri, random
male SeeD                         -1F hall                                                  random
female SeeD                       -1F hall                                                  random
shop lady                         -cafeteria
lady's son                        -cafeteria
Trepe FC member #1                -cafeteria                                                has Quistis
FC member #1's friend             -cafeteria
3 girls in student dormitory      -corridor in front of studen dormitory
                                  -1F corridor (after clearing the MD floor)                random
Mr. Brain                         -1F corridor                                              has Fat Chocobo, random
young girl trying hardd           -1F corridor
yawning girl                      -corridor in front of library
                                  -1F corrifor (after clearing the MD floor)                random
friendly black man                -corridor in front of library
                                  -2F corrifor (after fight w/ Norg)                        random
librarian with 3 books            -library                                                  random
boy in front of book shelf        -library
hot-blooded boy                   -library                                                  random
girl who likes mystery            -library
committee member #109             -in front of 2F elevator (after fight w/ Norg)            random
boy in front of 2F classroom      -2F corridor                                              random
brother-sister (brother)          -2F corridor                                              random
brother-sister (sister)           -2F corridor                                              random
girl with pony tail               -2F corridor                                              random
Trepe FC member #2                -2F classroom (after getting G.F. Ifrit)                  has Quistis
Trepe FC member #3                -2F classroom (after getting G.F. Ifrit)                  has Quistis
card reader manager               -in front of card reader
man with bandana                  -in front of card reader
                                  -2F deck (after Balamb Garden internal dispute)           random
Cid, the school principal         -school principal room (after the first job)              has Seifer
traveling man                     -Master room (after Disc 3)                               uses Trabia rule
vexed boy                         -school principal room
                                  (after Balamb Garden's repair)
Zell                              -1F corridor (after Balamb Garden's repair                random
                                  when he is not in your party)


Balamb Area/ Balamb               Starting Rule:  Open

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
band teenage girl                 -Balamb street
                                  -Balamb station (after Balamb blockade)                   random
station worker                    -Balamb station
hotel man's daughter*             -hotel man's house (after Balamb blockade)
                                  -in front of the blue Balamb hotel                        has Pandemonium, random
small raving boy                  -Dincht living room                                       random
Mrs. Dincht                       -Dincht living room
                                  (after the SeeD practical exam)                           has Zell
hotel man                         -in front of the blue Balamb hotel
                                  (after the Balamb blockade)                               has Pandemonium
teenage girl walking her dog      -Balamb port                                              random
Garden student                    -Balamb port                                              random, will erase rule
Galbadian soldier                 -Balamb port (during Balamb blockade)                     uses Galbadia area's rule
chef w/ red apron                 -Balamb port (after Balamb blockade)

* If you do not clear the small raving boy event during the Balamb blockade, she will not play

Galbadia Area/ Timber                        Starting Rule:  Same

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
lady at the gift shop             -Timber street
man who resemble Zorn             -Timber street                                            random
teenager who likes Rinoa          -Timber street                                            random
girl who likes cats               -Timber street
woman who likes models            -hotel front
guard                             -Timber street (after you successfully fought 2
                                  elite guards or after the Galbadian army retreated)
president of Watts fan club       -Timber street
Pamidore                          -Timber street
drunken man in the alley          -alley
guard in front of TV station      -footpath bridge(after the presidential address)
teenager on the bridge            -Timber street
girl with unrequited love         -civilian home
woman who knows trains well       -Timber street
bartender                         -pub (after drunken man event)                            has Grasharabolas

Dollet Area/ Dollet (after restoration)      Starting Rule:  Random Hand, Elemental

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
clerk of OK shop                  -Dollet entrance
teenage girl with shade           -Dollet port (when you enter from the Dollet
                                  entrance)
kid who falls into the ocean      -Dollet port (when you enter from Dollet street)
workman                           -Dollet street
teenage girl on sandy beach       -Lubutan Beach
artist's grand child              -artist's home                                            has rare card
concerns Card Queen
woman waiting                     -Dollet street
oldman on pub's 2F                -pub 2F
pub's owner                       -pub 2F
                                  -private room (after pub owner wins)                      has Celine
lady shopping                     -Dollet street
oldman at the plaza               -Dollet central plaza
bell girl                         -hotel front

Galbadia Area/ Galbadia Garden               Starting Rule:  Same

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
cute girl                         -front gate (very beginning)
                                  -in front of card reader                                  random
male student                      -front gate (very beginning)
                                  -1F classroom
                                  -student dormitory
                                  (during fight between the Gardens)
male student                      -front gate (very beginning)
                                  -1F classroom
                                  -1F classroom (during fight between Gardens)
grumbling boy                     -front door                                               random
boy from teen group               -1F corridor                                              random
female student                    -1F classroom (during fight between Gardens)
                                  -1F classroom
advisor to the ice skate          -gym
     department
exchange student from Trabia      -room                                                     uses rule from Trabia
                                                                                            area


Galbadia Area/ Dering City                   Starting Rule:  Same

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
station worker                    -Dering City station
old man                           -central passage
old woman                         -central passage
woman with fan letter             -central passage
traveler from F.H.                -in front of hotel                                        uses rule from F.H. area
woman in front of shop            -shopping mall
man in black suit                 -shopping mall                                            has Kilos
Captain Carway                    -Carway residence
                                  (after escape from Area D Camp)                           has Rinoa (hands it out if you allow 
Ifrit to be taken)
woman with friendly look          -bar

Galbadia Area/ Galbadia Area D Camp          Starting Rule:  Same

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
500 gil man                       -cell on 5F                                               must have 500 gil for 1
                                                                                            play. He will give you
                                                                                            an item if you win
300 gil man                       -cell on 10F                                              must have 300 gil for 1
                                                                                            play. He will give you
                                                                                            an item if you win
200 gil man                       -cell on 11F                                              must have 200 gil for 1
                                                                                            play. He will give you
                                                                                            an item if you win

Fisherman's Horizon Area/ F. H.              Starting Rule:  Sudden Death, Elemental

Name/ Distinctice Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
old man fishing                   -crane
man 3 who's got something good    -factory
stationmaster Dorp                -stationmaster's home, 2F                                 has Quetzalcoat
stationmaster Flo                 -stationmaster's home, 2F                                 has Irvine
Dodonna                           -mirror panel                                             has Trepe (after it was
                                                                                            taken by Captain Carway)
town children                     -plaza in front of F. H. station
man from work area                -civilian home

Centra Area/ Winhill                         Starting Rule:  Same, Plus, Random Hand

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
man on bench                      -Winhill village
boy stepping on shadow            -Winhill village
artist home                       -Laine's home, 2F
wealthy man                       -wealthy man's mansion
Winhill shop                      -Winhill village
mercenary soldier                 -Winhill village
old man                           -civilian home
wife at hotel                     -hotel front (at the information desk, you will
                                  ring the bell)

Trabia Area/ Shumi Village                   Starting Rule:  Plus, Random Hand

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
right                             -Shumi Village
center                            -Shumi Village
left                              -Shumi Village
Shumi in front of table           -Shumi Village
old man fishing                   -Shumi Village                                            uses F.H. area rule
elder                             -elder's home
elder's attendent                 -elder's home
Tsukurite                         -Tsukurite's home
Shumi who's busy                  -factory
Shumi making statue               -factory

Trabia Area/ Trabia Garden                   Starting Rule:  Plus, Random Hand

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
male student of Trabia            -front gate (after Selphie converses w/ kids)
Selphie's good friend             -front gate (after the reflection event)                  has Selphie
teacher from Trabia               -front gate
boy, day dreaming                 -garage
female student of Trabia          -garage (after Selphie converses w/ kids)
girl who found her book           -classroom
fat                               -classroom
basket man                        -school festival stage
vice-president                    -school festival stage
member of small chocobo           -ground (after reflection event)
     society
girl dreaming of being a          -ground (after reflection event)
     singer

Centra Area/ Edea's Home                     Starting Rule:  Same, Plus, Random Hand

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
Edea                              -Edea's home, backyard (Disc 3 and beyond)                has Edea
Cid                               -Edea's home, backyard (Disc 3 and beyond)                has Seifer

Esthar Area/ Esthar                          Starting Rule:  Wall Same, Elemental

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
Laguna                            -presidential room                                        has Squall
presidential assistant            -official residence hall
                                  -Esthar street                                            has Phoenix
Professor Odyne                   -official residence hall
                                  -research lab (after Lunatic Pandora's passage)           has Ward
bored guard                       -official residence corridor
guard of official residence       -entrance to official residence
                                  (after Moon Tear)
                                  -plaza in front of the official residence
woman with purple dress           -plaza in front of official residence
disturbed guard                   -plaza in front of official residence
                                  (after Moon Tear)
guard in a hurry                  -plaza in front of official residence
                                  (after Moon Tear)
man thinking of Esthar            -Y intersection
owner of Ricky                    -Esthar street
guard                             -Esthar street
terminator                        -Esthar station
man in front of the save point    -Esthar street
guard at magic research lab       -Esthar street
man in green outfit               -Esthar street
soldier                           -Esthar street
researcher                        -Y intersection
man shouldn't be waiting          -overhead pass
woman in water-colored dress      -Esthar street
guard at entrance                 -Esthar street
woman who is upset                -Esthar street (after Moon Tear)
man looking far away              -Esthar street
soldier, a little aged            -Esthar street
soldier in the shop               -shopping mall
research assistant                -entrance to magic research lab
                                  -research room (when Lunatic Pandora passes)

Space Area/ Luna Gate                        Starting Rule:  All

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
guard                             -entrance (talk 4 times with square button)
old Luna Side Base female crew    -concourse (after Moon Tear)

Space Area/ Luna Side Base                   Starting Rule:  All

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
medical office crew               -medical office
Piet                              -medical office
                                  -control room                                             has Alexander
operator                          -control room
Elleorne                          -control room
                                  -Elleorne's room                                          has Laguna

Centra Area/ Chocobo's Forest     Starting Rule:  Same, Plus, Random Hand

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
bustling boy                      -Chocobo's Forest (Forest of Isolation)

Others

Name/ Distinctive Feature         Appearance Place                                          Remark
---------------------------------------------------------------------------------------------------------------------
Watts                             -Hideout train
                                  -white SeeD ship, deck                                    has Angelo
                                                                                            uses Galbadia area rule
old man                           -seaside station                                          uses Esthar area rule
Laguna                            -spaceship Lagunarock, seats for guests                   has Squall
                                                                                            uses Esthar area rule
Piet                              -escape pod retrieval area                                has Alexander
                                                                                            uses Space area's rule
medical office crew               -escape pod retrieveal area                               uses Space area's rule

SECTION 4:  I WANT TO COMPLETE MY COLLECTION.

A GUIDE TO A COMPLETE COLLECTION
	What will embellish the very end of this chapter is a collection of 
top-secret information concerning cards.  I shall present to you all the 
information that are key to achieving a complete collection- such as 
secrets on ways to confront the Card Club circle (which can be described 
as the card game's biggest event) and on Card Queen who rule the world 
of cards.  Particularly, the showdown against the Card Club circle is 
promised to be shocking with the true identity of the King.

I.  CONFRONTING THE CARD CLUB CIRCLE

	The Card Club (CC) circle is a circle made up of card freaks from the 
Balamb Garden.  If they find a particular powerful player, the 7 members 
of CC will announce him/herself as a Card Club and challenge to a game.  
Furthermore, in order to have a card game against a card club, you must 
fulfill two conditions described below:  1) You must have completed to 
the Balamb Garden internal struggle event, and 2) you will have to win 
more than 15 card games inside the Balamb Garden, excluding ones in the 
library, cafeteria, and classroom.

Card Clubs

CARD CLUB #1:  JACK
     Card Club member who divulges his true identity first.  He will 
appear randomly in front of the whereabout panel, and then will 
challenge you to a game if you speak to him.  Because he uses cards as 
high as level 6, it may certainly be a hard and difficult fight if you 
did not collect cards up to then.


CARD CLUB #2:  CARD MAGICIAN/ JOKER
     If you beat Jack, a boy who sells items at the training facility 
will reveal his identity.  You can fight with the rest of the Club 
without playing with him, but because he has the Leviathan card, you 
will want to seize it early.


CARD CLUB #3:  CARD KNIGHT/ CLUB
     He is one of the 4 lords of the Card Club circle, and he will 
reveal his identity if you beat Jack.  He will appear randomly in the 1F 
corridor near the student dormitory.  The cards he uses are limited to 
less than level 6, so his strength is not different from that of Jack.


CARD CLUB #4:  CARD PRINCESS/ DIAMOND
     One of the 4 lords of the Card Club circle (2 person team) that 
will appear if you beat Club.  They are always grouped in front of the 
whereabout panel.  They tend to often use level 7 cards.  If you play 
with the feeling they are the same as the other CC members up to now, 
you should watch out because you will meet a hard experience.


CARD CLUB #5:  CARD PRINCE/ SPADE
     As usual, Spade is someone who conversess unconcerned, but if you 
beat Diamond he will reveal that he is one of the 4 lords of CC circle.  
Because he often uses level 7 cards like Diamondd, it will be wise to 
resist with rare cards.  Here, the man who gave you 7 cards at the 
beginning of the game is Spade.


CARD CLUB #6:  CARD QUEEN/ HEART
     The final of the 4 lords of the CC circle.  If I say she is a woman 
who stands on the bridge, you  will probably understand who she iss.  To 
meet her, you not only have to beat Spadee, but you also have to get 
past the restoration event of the Balamb Garden.  Because she has the 
Carbungle card, you should definitely confront her.


CARD CLUB #7:  CARD MASTER/ KING
     If you beat Heart, Dr. Kadowaki will tell you information about 
King (speak with the square button).  Afterwards, if you sleep in 
Squall's room, the King will randomly appear.  You must get the 
Gilgamesh card from her.  The moment King arrives is pitch black.  If 
you meet her, the CC event is over.



II. SECRETS OF THE CARD QUEEN

SECRET #1:  THE POWER CARD QUEEN HOLDS AND THE RULES GOVERNING HER 
MOVEMENT
	Everytime you pay 30000 gil to the Card Queen (hereafter referred to 
as "Queen"), a new rule is added to the area where the Queen is.  The 
order by which the rules are added goes like this:  Open -> Same -> Plus 
-> Random Hand -> Sudden Death -> Wall Same -> Elemental.  If the 
relevent rule was already added to that areaa, then the next rule on the 
order is added.  Furthermore, if you do a rare card trade with the 
Queen, right afterwards the Queen will definitely relocate.  At this 
time, right before she movess, the Queen will decidedd which area she 
will be next.

Card Queen's Movement Pattern

Present Area     Area She Will Move To
------------     ---------------------
Balamb           Dollet (37.5%), Galbadia (62.5%)
Galbadia         Balamb (12.5%), Dollet (12.5%), Centra (12.5 %), F.H. (62.5%)
Dollet           Balamb (37.5%), Galbadia (62.5%)
Trabia           Balamb (25%), Dollet (50%), Space (25%)
Centra           Galbadia (37.5%), Dollet (37.5%), F. H. (25%)
F. H.            Dollet (12.5%), Centra (25%), Esthar (62.5%)
Esthar           Dollet (12.5%), Trabia (25%), F. H. (12.5%), Space (50%)
Space            All areas including Space (she will not say where she is going).

* Note 1:  The number within the brackets are the probability she will 
move to that area.
**Note 2:  When the Queen says, "I will go on a journey to somewhere far 
away," she will move to Space.

The Whereabouts of the Card Queen in Every Area

Balamb Area     Balamb, Balamb station
Galbadia Area   Dering City, hotel front
Dollet Area     Dollet, pub 2F
Trabiaa Area    Shumi Village, hotel front
Centra Area     Winhill, hotel front
F. H. Area      F. H.
Esthar Area     Esthar, official residence lobby
Space Area      Luna Gate, concourse

SECRET #2:  AN EVENT/OCCURRENCE THAT LETS YOU GET RARE CARDS IN DOLLET
	Only in the case when the Queen is in Dollet, an item is added to the 
selection bars for conversing with her.  It says, "talk about your 
artist father".  If you choose this, after she talks about her father 
who is an artist, the Queen will want a rare card in the order on the 
chart below.  If you lose to her in a card game (and you can do this in 
any area) and let her take it in a trade, her artist father will draw a 
"New Rare Card".  To find out who in the world is circulating the "new 
rare card", it is okay to ask the Queen about "her artist father" while 
she is in Dollet.  Incidentally, the card that was taken by the Queen 
was passed on to the artist's grand child in Dollet, and you can get it 
back if you play a card game with him/her.

EVENT OCCURRENCE CONDITION:  AFTER YOU HANDED OVER A PREDETERMINED CARD 
TO THE QUEEN IN ANY AREA, GO TALK TO THE QUEEN ON PUB 2F IN DOLLET ABOUT 
"HER ARTIST FATHER".

Order Wanted Card   New Card      Player Who Will Have the Newly Arrived Card
-----------------------------------------------------------------------------------
1     Kid Morguri   Kilos         Dering City, shoppin mall- man in black suit
2     Secret        Irvine        F. H. stationmaster home, 2F- Flo
3     Kid Chocobo   Fat Chocobo   Balamb Garden, 1F corridor-  Mr. Brain
4     Alexander     Grasharaboras Timber, pub's bartender
5     Grasharaboras Phoenix       Esthar, presidential offical residence- assistant


III.  COMPLETING YOUR COLLECTION

(Rare Card Map)

Trabia Garden:  Selphie
Dollet:  Celine
Chocobo's Sacred Ground:  Kid Chocobo
Grave of Nameless King:  Secret, Minotauros
Balamb:  Pandemonium, Zell
Dering City:  Kilos, Rinoa
Cave of Flame:  Ifrit
Galbadia Garden:  Cereberos
Balamb Garden:  Fat Chocobo, Leviathan, Diablos (magic lamp), Gilgamesh, 
Quistis, Koyokoyo (Balamb Garden's old spot), Kid Morguri, Seifer, 
Carbungle.
Timber:  Grasharaboras, Angelo (Hideout train)
F. H.:  Quetzalcoat, Irvine
White SeeD ship:  Shiva
Centra ruin:  Odin
Esthar:  Phoenix, Ward, Squall
Edea's Home:  Edea
Luna Side Base:  Alexander, Laguna
Artificial Island for Oceanic Research:  Bahamoot, Eden

RESCUE MEASURES FOR GETTING RARE CARDS
	If you enter Disc 4, because you cannot meet any one holding rare 
cards, you may think that it is impossible to complete your collection 
if you have not collected all the rare cards by this point.  However, an 
event that becomes a rescue measure for this is especially prepared.
	First, the Queen arrives at the escape pod retrieval site, which is 
in the Abandon plains in Esthar.  If you play a card game with her, the 
Queen will use rare cards that you do not have.  Incidentally, at this 
time the Queen will use a combination of special rules not belonging to 
any area.
	Furthermore, if you completed the CC circle event before Disc 3 
ended, CC circle members are regaining strength about the spaceship 
Lagunarock in Disc  4.  At this point, they are not only using rare 
cards you don't have (The Queen peepss in), they are using rare cards 
that were destroyedd with "Card Change".  However, be aware that 
Koyokoyo cards cannot be obtained by this rescue measure.
	Incidentally, members of the CC circle are using rules that is 
different from various areas.  Again, among CC circle comrades, just 
like the transmission of rules among areas, you will be introduced to 
new rules and have old ones erased.  If you want to play a card game 
with the King, enter this person into your party, and you must speak 
using the square button inside the spaceship Lagunarock.

IF YOU COLLECTED ALL THE CARDS..?
	If you collected all the cards, a star mark is fixed to the right of 
the "Card" item on the menu screen.  Incidentally, as for card that you 
got once, it doesn't matter to the fact that you completed the 
collection if you had it taken or changed by using the "Card Change" 
function.  Essentially, if the requirements for "getting all the cards 
is fulfilled once", you will always have a star to show you've completed 
the collection!!

Copyright by Square
Copyright by Studio BentStuff
Copyright by DigiCube

All rights reserved.