Here you can find an explanation of the various gameplay rules of Dark Wind
Random - Cards are randomly drawn. You will not be able to pick your cards.
Open - Both players can see each other cards.
No Dupes - Can’t use 2 of the same card during a game
No CCs (Corner Cards) - Cannot use corner cards in the game. A Corner card is a card with 2 As next to each other.
Traditional - Original FF8 Card Set.
Same - If you have a card that has the same value as two adjacent opponent cards.
Plus - Same as the Same Rule however instead of being the same, the values will add up to each other.
Order - Play the cards in the order they were picked.
Reverse - Lower value wins. It is the reverse of the normal flipping rule where 8 > 6. Now 6 beats 8. This will not work with combo.
Wall - Combines the same and plus rule except that the wall will act as a card with a value of 10 wherever the card is touching it.
Combo - This rule can make the difference in a game. When a Same or a Plus is initiated, if the card can turn over any other cards, it will.
Elemental - Random elements are placed on the game board, such as fire and ice. Some cards are associated with that element. It will be labelled on the card. If the card element is the same as the element on the board, all values of the card are raised 1pt. If it isn’t, then it is lowered 1pt (-1).
Wager - You can gamble with your GP. However both players need to have that amount of GP. If you lose, you lose that GP.
Max. Level - Maximum level at which a card can be played.
Min. Level - Minimum level at which a card can be played.
Mirror - This is a wall rule. The wall acts as a mirror by doubling whatever value is touching it. This also uses the same and plus rule. One bad part about this rule is that it is easy to encounter especially with the Mirror/Same.
Neutral - This is also a wall rule. The wall acts as a neutralizer and has the value of 0. So, the total value is just the side of the card. This is also a same and plus wall rule.
Minus - This is opposite of plus. It takes the absolute value of the difference of values of the touching sides.
Set Wall - This challenging player can set the value of the wall between 1 and 9.
Sudden Death - Sudden death is activated in the case of a draw. Whatever cards are captured become yours for the next round and will continue like this until a player wins. The winning player, if in a trade rule other than none, can only take the cards he/she originally began with.
Immune - Takes out the ability to flip a card based on the power rule (9 > 6 or in reverse 6 > 9).
Starter - Choose who goes first.
Cross - This rule can flip cards on the opposite side of the board. It flips cards based on the power rule and will check the values adjacent to the board both horizontally and vertically (if applicable).
Skip - This rule can flip cards on the opposite side of the board. It flips cards based on the power rule and will check the values facing the placed card just as if it were next to the card. It can flip both horizontally and vertically (if applicable).
Here you can find an explanation of the various trading rules of Dark Wind.
None - No Keeps Rule. No cards change hands.
All - The All Rule. The loser will lose all his cards.
Difference - The Difference Rule. The winner gets to pick the number of cards by the difference in score divided by 2. (ie. 7-3 game, 2 cards).
One - Basic trade rule. One card is exchanged.
Two - 2 cards exchanged.
Three - 3 cards exchanged.
Four - 4 cards exchanged.
Direct - The Direct Rule. Both players get to keep the cards that they captured.
Rule Combonations
ToC (Tournament of Champion) - Random, Combo, Immunity, Same, Plus