Tetra Master - Basic Rules
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Story You begin each round by selecting five of your cards. A coin is then tossed automatically to determine who will go first. Both players take turns in placing one card at a time. The cards not yet placed by your opponent remain face down, so you cannot see which aces he/she might have up their sleeve. At the end of the round, the player with the most cards on the grid wins the game. The victor's reward is to select one of the cards lost by his/her opponent. I may sound very simple, but the underlying principle is quite complex. You need to observe the following rules to win a round :
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For the sake of convenience, the player whose turn it is to place a card is called the attacker, while the opponent is called the defender. Each player takes turns in placing one of the cards they initially selected onto the grid. The player whose colour is displayed on the tossed coin goes first.
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If the attacker places a card next to a defender's card, and if an arrow on the attacker's card points to a defender's card edge or corner that is not marked by an arrow, the attacker takes over that card without meeting any resistance.
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However, the arrow on the attacker's card generally points to an edge or corner of the defender's card that also bears an arrow - with the result that a battle commences. The strength of the attacker's card is of particular importance here : the higher the parameter, the more likely a victory becomes.
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If the arrow-bearing edges of the attacker's card touch more than one defender's card with arrows to meet them, the attacker can then decide which of the defender's cards to do battle with. In this case, the word "select" is desplayed on the defender's cards in question. If, however, only one of the defender's adjacent cards bears an opposing arrow, that card is automatically chosen.
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Once the attacker succeeds in taking over a card, the defender's other adjoining cards are analysed. If an arrow on the card just taken over points at one or more of the defender's cards bearing arrows on the adjacent corners or edges, a combo may occur. This means that the attack and defensive properties of the cards are again analysed, and one or more of the defender's remaining cards may also be taken over. Maximising the combo options is an important strategic weapon, but remember : your opponent is also aware of the combo's multiple takeover potential, and will exploit them ruthlessly...
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At the end of the match, the victor is the player that managed to gain the most cards. The current score is displayed on the left hand side of the screen during play. At the end, the vicor can choose one of the cards that his/her opponent lost during the game. The top score is 10:0, meaning that all the cards bear the winners colour at the end of the round. The vicor then recieves all the cards, not just one - a perfect score!
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