Fia [i] | |
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Developer(s) | Team Fourwings Typyl Tropics |
Director(s) | fiaKaiera |
Producer(s) | fiaKaiera |
Designer(s) | fiaKaiera SnowQuilava |
Programmer(s) | fiaKaiera Wishdream LevienSavis |
Artist(s) | fiaKaiera |
Composer(s) | JoTamaXIII |
Series | Furria (Sub Series) |
Engine | GameMaker Studio Tabletopia (for Prototype) |
Platforms | Microsoft Windows, Linux, macOS, iOS, Android |
Release | TBA |
Genre(s) | Card game |
Mode(s) | Single-player, multiplayer |
Fia [i] (フィア 「i」 Fia 「i」, lit. Fia 「i」) is a digital card game made by Team Fourwings. It combines the gameplay of Uno with RPG battle mechanics. The game is however, in the prototype phase being played on Tabletop by the developers and is not available for public play.
The “[i]” means imaginary number in terms of mathematics.
The aim of Fia [i] is to reduce your opponent's LP(Life Points) to 0 or emptying out their deck, achieved by playing different cards that can reduce it. Each player must have a deck of 90 or 72 depending of the “[i] Spread” in order to play.
There are two modes of gameplay, named as “[i] spreads”: Palette [i] Spread, the original planned ruleset for the game, and Free [i] Spread, which is an accidental additional ruleset thanks to experimentation of the flow of the game.
Palette [i] Spread is the main version of the game, which similarly mimics the card game Uno, where players must play a card matching any flipped up card's number or color outside each players discard piles that is not “stockpiled”.
The game is played in a turn-by-turn order, where the two players must take turns in order to play the game.
Before a player starts the first turn of the game, the player going first must be determined by any means safely. (rock-paper-scissors, coin flip, first card on deck) Afterwards, both players must draw 7 cards. The first player must now play the first turn, starting with the player either playing any card from their hand or playing whatever is on the top of their deck. After playing the card, their turn ends, then the game will proceed normally.
Step-by-step proceedure: (tl;dr)
When a player starts their turn, they must put all of their face up cards that is not stockpiled in their side of the board to the discard pile first then draw a card. This proceedure is called a “Drop & Draw”. Then, the player can choose to either play a card from their hand or not play a card and draw a card instead.
When playing a card, the card being played must either match the color or number of any card present on the field that is not stockpiled or present on the discard pile. Should the players find themselves with no cards on the field that is not stockpiled or on the discard pile, the top card of their opponents' discard pile is considered instead.
Step-by-step proceedure: (tl;dr)
Cards have different functions based on their symbol. When playing a card, the function of each card must be played.
Non-special cards are normally played cards and can be chained by using a special card.
Symbol | Name | Function |
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Attack | • If their opponent does not use , or cards during their turn, they take take damage based on the value of the card. | |
Defend | • If the opponent attacks, damage taken is lessened based on the value of the card. Effective upon play. • If the opponent does not attack, the card is stockpiled instead. |
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Heal | This card is effective upon play. • Heals the user based on the value of the card. |
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Counter | This card is effective upon play. • If the values of > , the opponent will take damage based on while the user takes the rest by - . • If the values of < , the user will take no damage but the opponent will take damage by - . • If the values of = , nothing happens. • Otherwise, it will serve as an immeditate attack to the opponent. |
Special cards in addition to doing their function, can be chained with any card ignoring color and value with the special card fulfilling normal conditions. When chaining, place the chained card in any of the chain spots marked by a on the board. All of these cards are effective upon play. You can only chain up to a maximum of 2 cards.
Symbol | Name | Function |
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Double (Times 2) | This card is treated as a “2” value card. • The card being chained has its value doubled. • Chaining to another card is allowed, making the card chained afterwards quadroupled instead. • Chaining to a card is not allowed. • If played first, this goes on top of the discard pile when dropped. |
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Draw (Draw 2) | This card is treated as a “2” value card. • This allows the player to draw two cards from their deck to their hand. • If this is chained from a card, they draw four cards instead. • If this is chained from two cards, they draw eight cards instead. • This the only card that you cannot chain to another card. • If played first, this goes on top of the discard pile when dropped. |
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Dual (Play 2) | This card is treated as a “2” value card. • This allows the user to play two cards instead of one by chaining both cards. • Any stockpiled cards are dropped. • Cannot be played if a card is played before this card. • If played first, this goes on top of the discard pile when dropped. |
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Shift (Wild) | • This allows the user to play any color card by chaining a card. • Cannot be played if a card is played before this card. • If played, the non-stockpiled card played last goes on top of the discard pile when dropped. |
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4-Shift (Wild Draw 4) | • This allows the user to play any color card by chaining a card. • Additionally, they can also draw four cards from their deck to their hand. • Cannot be played if a card that is not a card is played before this card. • Cannot be chained from two cards. • If played, the non-stockpiled card played last goes on top of the discard pile when dropped. |
Stockpiling is the act of playing a defend card with the opponent not attacking beforehand, allowing the defense card to be stockpiled and reserved for additional defense later. When the card is going to be stockpiled, it is placed in either of the chain spots marked by a on the board.
When the opponent attacks during their turn, (either through a counter or an attack card) damage is reduced based on the value of the defend card. The player can optionally another defend card to increase its defense during their turn. Then, the stockpiled card is dropped afterwards after being attacked no matter the value of the other card. This effect is immediate.
Step-by-step proceedure: (tl;dr)
There are only two conditions for a player to win:
If any of these conditions are met, the player wins the battle. Should both players fulfill any of these conditions at the same time, they go into a tie-breaker.
If both players fulfill the losing conditions, a tie-breaker is held. Only one player can win a tie breaker. For this, both players get all of their cards present both on the board and discard pile, place them back to the deck and shuffle afterwards. Then both players draw 7 cards and then play them at the same time.
If a repeat is held, drop the played cards, including the player's hand and then draw another 7.
Which player wins is decided on the following:
Side A | Side B | Condition |
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/ | / | Highest value wins. |
/ | / | If the / is higher, repeat. Otherwise, the one attacking wins. |
NON-SPECIAL | SPECIAL | If the special card is 6 or lower, repeat. Otherwise, non-special wins. |
SPECIAL | SPECIAL | Repeat. |
Free [i] Spread is an accidental alternative version of the game which throws most of the rules of Palette [i] Spread out and replaces it with a somewhat similar playstyle of a western quick draw than switching turns.
Each player in Fia [i] must have a deck that is composed of 90 cards. The decks can compose of different cards depending on the user's preference but will always have a fixed set of 30 cards included. For Free [i] Spread, each player should only have 72 with 12 fixed cards included.
For Palette [i], a deck must have the following:
For Free [i], a deck must have the following: