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Anonymous
Making a meld will prompt you with two options: Blue (Wait) or Red (Attack). Choosing Wait causes your TP to rise by 100%. A reprompt is simply the prompt coming up again for adding one card to an exsisting meld.
IMPORTANT NOTE: Multiple melds on a single draw (for example, you have Worm and 2 AAs down, drawing a 3 AA procs both AAs and the Worm) do not increase your TP faster, you will still only get 100TP. However, every meld you make adds to TP and is held till you decide to attack, so if you attacked next turn with five crystals, your AA + Worm damage would also aid in the assault.
Meanwhile, your opponent is attempting to do the same. If nobody attacks by the time both hands are empty, the cards are reshuffled and the next round begins, with TP carrying over. If a card flipped over matches the element of a card spread out, the last person who's turn it was gets the match, for example:
I make a meld of 5 crystals and choose to wait (TP Rises to 100) I turn over the next card and it is a Dark crystal...there is also a Dark Crystal displayed already. Both are matched up and sent with my other crystals, giving me a meld of 7 crystals.
Special Cards: The worm, Prishe, Carbuncle, and Fenrir. Carbuncle enhances light damage (or fire/thunder/wind) by 50% (adding 50% to your damage) while Fenrir does the same for dark damage (water/ice/earth).
Prishe acts as a sixth Ark Angel, however she can only work with three other AA's. 3 AA + Prishe is 400, 4 AAs is 600, and all 5 AAs is 1000
The worm acts as a damage multiplier, albiet a weak one. For every AA, you get +50 damage. The worm is also the SINGLE BEST way to stack a TP modifier. If you have AA Galka and the Worm is down, grab the worm and try to grab two more AA's. You'll have a guarenteed 200%TP bonus + AA damage + Bonus worm damage.
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