========================================================================
IV. B A T T L E   T U T O R I A L
========================================================================

[Battle Basics]
At anytime on the Overworld (with the exception of paved roads and
railway tracks) or in a dungeon field screen, you run the risk of
encountering enemies.

It's essential you master the Battle System in ff 8; I'll start by
giving a diagram of the battle layout, and explaining some of the more
basic features. Here's what you usually see at the bottom of a battle
screen:

   -COMMAND-------------------------
   |Attack/Mug --> Limit Break     |       NAMES       HP      ACTIVE
   |Magic (or any other command)   |        OF       VALUES     TIME
   |Draw  (or any other command)   |       PARTY                BARS
   |Item  (or any other command)   |      MEMBERS
   ---------------------------------

The Active Time Battle System in ff 8 is based on the recognition that
time does not stop for a party member to enter his or her commands;
the enemy is likely to attack without conveniently waiting for you to
make your decision. The Active Time Bars you see in the lower-right
of the battle screen indicate the period of time left before a member
has a chance to act. A yellow pyramid mark over a character's head
signals that it is his or her turn to act.

During battles, numbers will pop out of your characters and enemies.
White numbers indicate damage, while green numbers indicate recovered
HP (Health or Hit Points).

The HP values represent a particular character's health; once this
number reaches zero, that party member is considered to be 'disabled'
(or KO'ed) and can no longer take part in battle. This condition can
be remedied by a variety of spells and items.

Tip:
In ff 8, the enemies increase their levels in tandem with yours. This
applies to both normal opponents and bosses. Thus, when I list down
a boss's statistics later on in the Walkthrough section, it's only a
rough estimate of what to expect.


The first command lets you attack (duh) and when a party member takes a
set amount of damage (having roughly 75% of their HPs depleted), they
will have an alternate way of attacking. This is indicated by a tiny
arrow by the side of the 'Attack' command. To access it, hit and hold
right on the d-pad, and following that, their respective Limit Break
will appear. Also, by switching to another character, the Limit Break
icon is lost. However, if that character still retains his/her
critical status, the icon can be recovered by tapping 'Circle' (U.S)
or 'Triangle' (Japanese) repeatedly.

Among the characters that join your party, Seifer's the only one who
is capable of activating his limit break without reaching critical
status. Generally, you have a chance of using his Fire Cross when
his HP is depleted by 30 to 40 percent.


New or improved Limit Breaks are learnt via magazines. These can be
found in pet stores or on book shelves. Not all characters require such
a method though; Squall's finishing blow to his Renzokuken is determined
by the type of Gunblade he's carrying.

The magnitude (and sometimes length) of Limit Breaks are also
dependent on factors such as the character's current HP (i.e. Zell
would have more time to input his button motions if his condition is
critical, and lesser time if you simply cast an 'Aura' spell on a
healthy Zell for him to use his 'Duel') and Luck parameter (i.e.
Squall seems to perform a finishing blow more regularly with a higher
Luck rating and when he's at critical status).


The R1 button is used to activate double damage for Squall's Gunblade.
The best time to do this is when Squall dashes across to the enemy,
lifts his sword, and you hear the swish of his blade. Press R1
immediately and Squall should connect for 2x damage.


Magic is a simple click-and-use procedure, and the amount of a
particular magic you can cast is limited by the number appearing beside
it. Press left or right on the d-pad to scroll if the character has
additional spells. MP (Magic Points) values are non-existent in ff 8.


The 'Draw' command is available to all junctioned characters. Clicking
on it, then an enemy will produce a sub-window showing the enemy's
magic list. Select the magic you want, and another sub-window appears.
The 1st is 'Stock', whereby the member absorbs that particular spell
from the enemy for later use. The absorbed spell, if any, will then be
usable in the character's magic list. The 2nd option is 'Cast', which
allows you to use the chosen spell on anyone.

The magnitude of the spell, plus the amount you get when you try to
stock a spell is determined by your character's 'Magic' parameter as
well as 'Luck'. Both options may sometimes result in failure; you can
try as many times as you wish, though.


'Guardian Force' is an ability that summons G.Fs under your command.
Surprisingly enough, there is no limit to its usage; just note that
whenever this command is used, the caster's HP will be converted to
that of the summon monster, and any attacks on him or her during this
period will be absorbed by the G.F. When this value falls to zero, the
character loses the ability to summon the G.F. for that particular
fight.

And as any summoner would tell you, G.Fs don't appear immediately when
they're called; the time it takes for them to come is shown by a blue
bar, which replaces the summoner's active time bar. G.Fs regain lost
HP via walking around or using G.F. items. Such items can be purchased
from shops. You'll also need items to revive fallen G.Fs, or simply
rest at a Hotel.


Items are pretty basic. Select an item and decide whom to use it on.

(note: Important!)
In addition to the above battle commands, others are made available as
you train up more Guardian Forces. I'll like to highlight 'Mug'
here, which allows you to attack, then steal from the enemy. Enemies
carry and drop (there IS a difference between these 2 terms) different
items at different levels. So, say if I steal from a Wendigo, I might
receive a Steel Pipe, but if I defeat it (without stealing from it
previously!), it might drop a Steel Orb instead. Also note that
once you've successfully stolen something from an enemy, don't expect
it to drop anymore items when you do defeat it, except for cards.

Another thing: what an enemy might drop can also be determined by G.F.
Bahamut's 'Rare Item' party ability. So if an enemy isn't dropping
what you're looking for, try equipping that ability if you have it.
Likewise, if you've 'Rare Item' equipped but the enemy doesn't give
up the item you want, try de-equipping that ability instead.

If you still have trouble acquiring the items you want, I suggest
using G.F. Quezacotl's 'Card' command ability on the enemy,
followed by 'Card Mod.' menu ability to get the items. However, this
tactic might not work on all enemies.


Escaping is done by holding down R2 and L2. You cannot run away from
boss encounters. The easiest method to escape is to start pressing
down the buttons as soon as the battle begins, since you can often
take advantage of the enemies' unpreparedness.

Just note that you will be penalised for running away; refer to the
SeeD Ranking section below for more details.


In a normal encounter, your party members start off with their Active
Time Bars partially filled. However, there exists 2 special battle
situations in ff 8:

First Strike -- Either the party or your enemies begin the fight with
                full time bars.
Back Attack -- Similar to 1st Strike attacks in the sense that either
               the party or your enemies begin the fight with full
               time bars. In addition, the side caught by surprise
               will start with their backs turned.
               Both your party members and enemies take twice as much
               damage if attacked while their backs are turned.

Your party's combined 'Luck' parameter seems to determine the
frequency of such special battle situations.


The battle ends when all of the members on either side are killed or
petrified, or if the enemy or your party runs away.

You receive EXP (Experience Points), AP (Ability Points) and Items
from defeated opponents. For methods to obtain Gil, the form of
currency in ff 8, refer to the SeeD Ranking section below.

Incidentally, you need only 1,000 EXP to go up a level in ff 8. Unlike
ff 7, characters not in your fighting party gain zero EXP... I'll
advise you practise rotating your squad members to make sure nobody's
too far ahead (or behind) in terms of levels.


[Battle Tips]
A majority of the enemies in ff 8 are weak against status ailments
attacks such as Sleep, Stop or even Death. This becomes all the more
apparent when you get to junction spells to Status Attack, so try
experimenting on enemies with different maladies -- some of them can
even work on bosses!

A lot of people don't seem to realise they can switch between
characters (provided their active time bars are full) using 'Circle'
for the U.S version, and 'Triangle' for the Japanese version. This
comes in handy when you want to use a specific party member either to
heal or to attack.

Using the target window in battle (hit L1) lets you accurately select
which enemy to attack; it's also a great way to check the name of a
particular monster.

A hit in the back results in double damage; this applies to both your
party members and enemies for physical attacks.

In ff 8, you actually gain EXP when you flee from battle, depending on
the amount of damage you did to your opponents. Any character that
finishes off an enemy gets more EXP as well, so be sure to let Squall
give up his easier kills to a weaker member. This situation also
applies to G.Fs.

Incidentally, if you think Squall is too far ahead in his levels, I
suggest petrifying him for a few battles, since characters affected by
petrifaction receive zero EXP and AP ^_^ Make sure to switch Squall's
junctioned G.Fs (if any) over beforehand! They won't receive any EXP
nor AP if Squall's petrified.

Towards the end of the game, you'll come to rely heavily on Squall's
Renzokuken to dish out the heavy damage. I've included a way to
exploit this to your maximum advantage:

1. Junction Ultima x 100 to Strength, and learn Strength +60% character
   ability. This should raise Squall's offense to 255. Learn Auto Haste
   party ability from G.F. Cerberus.

2. Obtain Aura magic (drawable from Heaven/Hell Islands and Seifer at
   the end), or Aura Stones via G.F Siren's Tools Refinement menu
   ability (each Power Wrist gives you 10 Aura Stones; they can be
   bought from the Pet Store in Esthar).
   Also draw Meltdown (U.S) or Merton (Japanese) magic from high
   level Gaylas (white flying creatures with black stripes on the
   Trabia continent) and Bombs (in a forest near to Kashkabald Desert,
   or in the Fire Caverns). You might want to have a few Haste spells
   on hand too.

3. During confrontation, cast Haste on Squall (optional, especially if
   he has Auto Haste on already). Follow this up with Meltdown (Merton)
   on the enemy; this reduces its defense rating to zero. Finally, use
   Aura (Stones) on Squall.

4. Repeatedly tap Circle (U.S) or Triangle (Japanese) for Squall's
   Limit Break to appear. Each cut, coupled with the R1 Trigger, should
   do over 9,000 damage. If Squall finishes with 'Lion Heart' (equip
   his 'Lion Heart' gunblade first), you should be able to do damage
   amounting to something like 234,000 in one Renzokuken.


[List of Elements]
Final Fantasy's VIII battle system does somewhat rely on other external
factors (apart from the Strength and Magic ratings of a character,
anyway) to calculate damage. Some enemies carry weaknesses against a
certain type of element; others may be protected from them instead.
Here's a list detailing the 11 types of elements found in ff 8:

NON-ELEMENTAL
Non-elemental attacks ignore the magical defense values (and sometimes
defense values) of an opponent; they'll be your most common form of
offense in ff 8.
Sources: All non-Elemental Attack junctioned weapon strikes, Flare,
         Meteor, Meltdown (Merton), Ultima spells, G.F Siren, G.F.
         Tonberry, G.F. Cactuar, G.F. Bahamut, G.F. Eden, Gatling
         Gun E. Skill, Ray-Bomb E. Skill, Shockwave Pulsar E. Skill,
         etc.

GRAVITY
Suprisingly, Gravity-typed attacks work well against a notable
percentage of opponents. Just take note that it's still useless on
mechanical monsters.
Sources: Demi (Gravite) spell, G.F. Diablos, Micro Missile E. Skill,
         etc.

HEAL
Most players will use heal-typed spells simply to recover their party's
HPs... unless they know undeads are weak against the healing elements
as well.
Sources: Cure spells, heal-typed items, Recover command ability, etc.

FIRE
Fire works best against ice, undeads, aquatic creatures, beasts and
vegetation.
Sources: Fire spells, G.F. Ifrit, G.F Phoenix, Fire Breath E. Skill,
         etc.

ICE
Use against fire-based creatures (i.e. Bombs).
Sources: Blizzard spells, G.F. Shiva, etc.

THUNDER
Mechanical and aquatic beasts are susceptible to lightning.
Sources: Thunder spells, G.F. Quezacotl, Electrocute E. Skill, etc.

EARTH
Earth-typed attacks are limited in their effectiveness. Never use them
on flying creatures.
Sources: Quake spell, G.F. Brothers, etc.

POISON
Human opponents are weak against Poison; useless against mechanical
beasts.
Sources: Bio spell, G.F. Doomtrain (Ghoulish), etc.

WIND
Flying creatures are at the mercy of wind-typed attacks.
Sources: Aero spell, Tornado spell, G.F. Pandemona (Pandemonium), etc.

WATER
Only a handful of fire-based enemies have a weakness to Water.
Sources: Water spell, G.F. Leviathan, Aqua Breath E. Skill, etc.

HOLY
Try using Holy-typed attacks on undeads.
Sources: Holy spell, G.F. Alexander, etc.

Enemies assaulted by an element they're weak against take twice as much
damage. On the other hand, if the enemy is resistant to an element, it
means that the damage they take from that element can either be halved,
void or even absorbed instead as HP.


[List of Status Conditions]
Status changes can occur both in and out of battle, and can affect both
your party members and enemies. A few disappear after battle or after a
set period of time, but most carry over their effects to the next fight
unless you remedy them. The various conditions include:

DISABLED (KO'ed)
Effect     Character lies on the ground, unable to take any further
           part in battle
Remedy     Life-typed magic, Phoenix-typed items, Revive command
           ability, spending the night at a Hotel
           (note: disabled characters at the end of a fight gain zero
                  EXP and AP)

DOOM
Effect     Character dies after red timer above his or her head
           expires
Remedy     Elixir-typed items, Remedy Plus, Treatment (Chiryou)
           command ability

CRITICAL
Effect     Character falls to his or her knees, HP value turns yellow
           and rate of Specials being made available increases
Remedy     Cure-typed magic and items, White Wind E. Skill

POISON
Effect     Green bubbles appear over a character; he or she takes a
           small amount of damage for every turn in battle
Remedy     Esuna magic, Antidote, Remedy-typed items, Elixir-typed
           items, Treatment command ability

PETRIFY
Effect     Character becomes cast in stone, unable to take any further
           part in battle
Remedy     Esuna magic, Soft (Gold Needle), Remedy-typed items, Elixir
           -typed items, Treatment command ability
           (note: petrified characters at the end of a fight gain zero
                  EXP and AP)

PETRIFYING
Effect     Character becomes cast in stone after white timer above his
           or her head expires
Remedy     Esuna magic, Soft (Gold Needle), Remedy-typed items, Elixir
           -typed items, Treatment command ability

DARKNESS
Effect     A cloud of smoke covers the character's eyes; Hit parameter
           is halved
Remedy     Esuna magic, Eye Drops, Remedy-typed items, Elixir-typed
           items, Treatment command ability

SILENCE
Effect     A "...." bubble appears over the character's head; Magic,
           Draw and G.F. command abilities are sealed off
Remedy     Esuna magic, Echo Screen, Remedy-typed items, Elixir-typed
           items, Treatment command ability

BERSERK
Effect     Character turns fuming-red; Attack power is raised, but
           character automatically attacks for every turn
Remedy     Esuna magic, Remedy-typed items, Elixir-typed items,
           Treatment command ability

ZOMBIE
Effect     Character takes on a greyish-green shade of colour; Attack
           power is raised, but character is now susceptible to Heal
           -typed spells and items; a single Phoenix Down instantly
           kills the affected character. Using Drain magic or an
           Absorb command ability on a zombified character results in
           damage to the caster instead
Remedy     Esuna magic, Holy Water, Remedy-typed items, Elixir-typed
           items, Treatment command ability

SLEEP
Effect     A "Zzzz" sign appears over the character's head; unable to
           enter any command abilities
Remedy     Physical attacks, Esuna magic, Remedy-typed items, Elixir
           -typed items, Treatment command ability

CONFUSE
Effect     Character spins around in circles; attacks both ally and
           enemy randomly
Remedy     Physical attacks, Esuna magic, Remedy-typed items, Elixir
           -typed items, Treatment command ability

VITALITY ZERO
Effect     Character takes on a shade of purple and Vitality parameter
           drops to zero; caused only by Meltdown (Merton) spell
Remedy     Esuna magic, Remedy Plus, Elixir-typed items, Treatment
           command ability

SLOW
Effect     Character's Active Time Bar turns blue and fills slower
Remedy     Dispell magic, Haste magic, Esuna magic, Elixir-typed items,
           Treatment command ability

STOP
Effect     Character's Active Time Bar stops filling; unable to act
Remedy     Dispell magic, Haste magic, Esuna magic, Elixir-typed items,
           Treatment command ability

HASTE
Effect     Character's Active Time Bar turns red and fills faster
Remedy     Dispell magic

REGEN
Effect     Character gradually recovers HP during the course of the
           fight
Remedy     Dispell magic

FLOAT
Effect     Character floats in mid-air; invulnerable to all Earth-typed
           attacks
Remedy     Dispell magic

PROTECT
Effect     A blue shield parries any physical attack on the character,
           reducing damage taken by half
Remedy     Dispell magic

SHELL
Effect     A purple shield parries any magical attack on the character,
           reducing damage taken by half
Remedy     Dispell magic

REFLECT
Effect     A yellowish-green shield reflects most magical spells cast
           on the character back to the caster; useless for some of the
           more powerful spells such as Meteor, Ultima and G.Fs
Remedy     Dispell magic

CURSE
Effect     Character falls to his or her knees and takes on a shade of
           black; unable to use Limit Breaks
Remedy     Esuna magic, Holy Water, Remedy-typed items, Elixir-typed
           items, Treatment command ability

AURA
Effect     Character takes on a shade of gold; rate of Limit Breaks
           being made available increases
Remedy     Dispell magic

DEFEND
Effect     Character assumes a defensive stance; invulnerable to all
           physical attacks and reduces all magical attacks by half
Remedy     Disappears after one active turn

DOUBLE, TRIPLE
Effect     Character has the ability to cast 2 or 3 spells of the same
           type in a single turn
Remedy     Dispell magic

INVINCIBLE
Effect     Character becomes translucent; all physical and magical
           attacks are useless on him or her
Remedy     None

Well, that's all for the battle tutorial.


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V. C A R D   B A T T L E
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[Triple Triad System]
When walking around town, you can engage other NPCs (Non-Playable
Characters) in card battles via the 'Square' button. Cards are obtained
through victories, special events or enemies, and some are very
difficult to find. Either way, here's the entire playing procedure:

1. Win a card, or turn an enemy into one via Quezacotl's 'Card'
   command ability. Look for a card player, and talk to him or her
   using 'Square'.

2. Select 5 cards from your deck (not applicable for Random rule).

3. The computer will randomly decide who gets to start first.

4. The game is played on a 3 by 3 tiled board, with the blue cards
   belonging to you; the pink ones, your opponent.

           ----------------
           |    |    |    |
           |    |    |    |
           ----------------
   PINK    |    |    |    |    BLUE
   DECK    |    |    |    |    DECK
           ----------------
           |    |    |    |
           |    |    |    |
           ----------------

5. You'll notice 4 sets of numbers on each card, the center row having
   2 numbers side by side. The maximum value for each side is A
   (equals 10).

6. When 2 opposing cards are placed adjacent to each other, 'Card
   Battle' commences.

7. The computer will compare these 4 sets of values, and victory is
   allotted to the card with the higher value. Here's an example,
   assuming the pink card is the attacking card.

   ---------       --------- 
   |   8   |       |   2   |
   |9     2|       |3     1| 
   |   7   |       |   4   |
   ---------       ---------
    (Blue)          (Pink)

   The values represent the attack power of the card on each of the 4
   sides. In the above diagram, the blue card (which has been placed on
   the left of the pink one) seems to have the upper hand, but the
   value on its right (2) is lower than the value on the left of the
   pink card (3). Thus, the winner here is the pink card (3>2), and
   the losing blue card is flipped to show a pink one.

8. Press 'Triangle' to view the Rules if you've forgotten what they
   were.

9. When all 9 tiles are filled, the player with the majority of the
   cards in their respective colour wins.


[Rules Details]
Rules vary from region to region, although you can abolish some of the
more troublesome ones via winning a game in that territory or paying
the Card Queen at Balamb City's train station 30,000 Gil. Special
rules include:

(Important: In all cases assume the blue card is the attacking card!)

SAME: When a card is placed adjacent to 2 or more cards, and the values
      on the sides of that particular card facing the rest are equal,
      the attacking card wins. 

   ---------       --------- 
   |   5   |       |   8   |
   |1     3|       |3     4| 
   |   7   |       |   9   |
   ---------       ---------
    (Blue)          (Pink)

   ---------   
   |   7   |
   |6     A|  
   |   A   |
   --------- 
    (Pink)  

      Look at the right and bottom values of the blue card, which are
      identical to the values of the pink cards directly facing them
      (3 & 3, 7 & 7). In this case both the pink cards are flipped.

PLUS: When a card is placed adjacent to 2 or more cards, and the values
      on 2 or more of the sides in contact add up to the same figure,
      the attacking card wins.

   ---------       --------- 
   |   5   |       |   2   |
   |1     4|       |5     A| 
   |   1   |       |   4   |
   ---------       ---------
    (Blue)          (Pink)

   ---------   
   |   8   |
   |9     3|  
   |   7   |
   --------- 
    (Pink)

      Take note of the right and bottom values of the blue one. When
      you add the values of the pink cards directly facing them, the
      numbers calculated are the same, i.e. 4+5=9 and 1+8=9. In this
      case both the pink cards are flipped.
  
SAME WALL: The vertical and horizontal sides of the playing field are
           taken as having a value of 'A'. Same Wall is extremely
           rare, and occurs in conjunction with the Same and Plus rule.

|  ---------   
|  |   7   |
A|  |1     6|  
|  |   1   |
|  --------- 
|   (Pink)
|
|  ---------   
|  |   1   |
A|  |A     3|  
|  |   5   |
|  --------- 
|   (Blue)
|
|  ---------   
|  |   5   |
A|  |7     4|  
|  |   7   |
|  --------- 
|   (Pink)


           Look at the left, upper and bottom values of the blue card.
           Under the 'Same Wall and 'Same' rule, the value of the
           playing field directly facing the blue card, bottom value
           of the pink card above the blue card and upper value of
           the pink card below the blue card are identical (A & A,
           1 & 1, 5 & 5 respectively). Both pink cards are thus
           flipped.

COMBO: When a card changes colour under the Same, Plus or Same Wall
       rules, its values now affect the cards with the opposing
       colour. Thus, one can actually set a card, flip the opponent's,
       and the flipped card will also act against those around it,
       flipping them as well within a single turn. You can set up
       multiple chains in this way.

   ---------       --------- 
   |   8   |       |   2   |
   |9     3|       |3     1| 
   |   7   |       |   4   |
   ---------       ---------
    (Blue)          (Pink)

   ---------       ---------
   |   7   |       |   2   |
   |1     4|       |5     A| 
   |   A   |       |   4   |
   ---------       ---------
    (Pink)          (Pink)

   ---------   
   |   8   |
   |9     3|  
   |   7   |
   --------- 
    (Pink)

       Under the Same rule, the blue card in the upper-left should flip
       both the pink cards to the right and bottom of it.
       Now look at the bottom value of the card to the right of the
       blue card. Having been flipped, the now blue card should act upon
       the pink card directly beneath it, flipping it in the process
       (4>2).
       The same also applies to the (now blue) card to the bottom of
       the initial attacking blue card, thus the pink card in the
       lower-left is flipped (A>8). Chains are set up in this way, and
       can often turn near-defeats into victories in Card Battles.

ELEMENTAL: Some cards such as Ifrit's have an elemental to them (in
           this case Fire). When placed on a tile with the 'Fire'
           element symbol on it, the values of the card increase by 1
           on all 4 sides.
           Other than that, if the element symbol on the tile does not
           correspond to the card's elemental, the values of the card
           on all 4 sides will decrease by 1 instead.
           However, the Same, Plus and Same Wall rules ignore the
           added or decreased (if any) values of a card; keep that in
           mind the next time you want to activate such rules.

Open: All cards can be seen.
Random: All cards are randomly picked.
Sudden Death: The game goes on in the event of a Draw. Players retain
              only the cards in their respective colour from the end
              of the previous Card Battle.
Trade Rules: These range from being able to pick and keep zero to all
             cards from the loser.

Cards are useful via Quezacotl's 'Card Mod.' menu ability; many of them
grant the items required to upgrade your weapons, characters or G.Fs.
There's a total of 110 different cards to collect, btw.

If you've completed your collection of cards, a star will appear next
to the Card command in the menu screen. And even if you destroy one of
your cards using 'Card Mod.', the star will still remain there.


[Card Tips]
Try to prevent some of the more cumbersome rules from spreading, i.e
'Random' or 'Sudden Death'. Rules that you want to spread are 'Open'
(Balamb region has it), or even 'Same' if you're an experienced player.
To prevent rules from spreading, just keep saying 'No' when an NPC
suggests combining rules. He or she will eventually play you with the
particular region's rules alone.

Initially, you won't have much good cards to begin with, so Card Battle
on Disc One should be kept to a minimum. However, by the end of Disc
One, you should have amassed 4 rare cards: Ifrit, Sacred, Minotaur and
Diablos. Disc Two should be when you start trashing people in Card
Battle with the above cards. As always, try to win the rare cards in
regions with friendlier rules first, then go for the difficult to obtain
cards such as Edea, which is played under the Random rule.

You can usually tell a good card player apart from the rest when he or
she takes their time deciding which card to play. Inexperienced players
(i.e. most townspeople) simply rashly place their cards without much
thought. You can over-power such players using a good deck of cards,
but defeating a seasoned card player requires some strategy.

When playing with the 'Same', 'Plus' or 'Same Wall' rules, always
check to see if your opponent has the chance to use such rules on you.
You can usually tell when an experienced player places a card in a
seemingly strange position, when he/she could have used that card
to flip over one of yours. However, playing these rules to your
advantage requires a lot on planning ahead, or just plain luck. There's
really no easy way about it; your best bet is experience.