Table of Contents

Fia [i]
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
SeriesFurria (Sub Series)
EngineGameMaker Studio
Tabletopia (for Prototype)
PlatformsMicrosoft Windows, Linux, macOS, iOS, Android
ReleaseTBA
Genre(s)Card game
Mode(s)Single-player, multiplayer

Fia [i]

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.

Official Rules

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

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.

First Turn

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)

  1. Determine who gets the first turn
  2. Both players draw 7 cards
  3. Player with the first turn can either:
    • Play any card from their hand
    • Play the top card of their deck
  4. Play the game normally

Turn Proceedure

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)

  1. Drop all face up cards to the discard pile
    • Only in your side of the board
    • Does not count stockpiled cards
  2. Draw a card
  3. Player can either:
    • Not play a card and draw
    • Play a card
  4. When playing a card:
    1. It must either match:
      • The color of any face-up card
      • The number of any face-up card
    2. But not considering the discard pile
    3. If the field does not have any face-up cards outside the discard pile:
      • The top card of the opponents' discard pile is considered
  5. End turn

Cards

Cards have different functions based on their symbol. When playing a card, the function of each card must be played.

Non-Special Cards

Non-special cards are normally played cards and can be chained by using a special card.

Symbol Name Function
Attack • If their opponent does not use Defend, Counter or Heal 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.
HealThis card is effective upon play.
• Heals the user based on the value of the card.
CounterThis card is effective upon play.
• If the values of Attack > Counter, the opponent will take damage based on Counter while the user takes the rest by Attack - Counter.
• If the values of Attack < Counter, the user will take no damage but the opponent will take damage by Attack - Counter.
• If the values of Attack = Counter, nothing happens.
• Otherwise, it will serve as an immeditate attack to the opponent.


Special Cards & Chaining

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 Dual 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
Double
(Times 2)
This card is treated as a “2” value card.
• The card being chained has its value doubled.
• Chaining to another Double card is allowed, making the card chained afterwards quadroupled instead.
• Chaining to a Counter card is not allowed.
• If played first, this goes on top of the discard pile when dropped.
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 Double card, they draw four cards instead.
• If this is chained from two Double 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.
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.
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.
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 Double card is played before this card.
• Cannot be chained from two Double cards.
• If played, the non-stockpiled card played last goes on top of the discard pile when dropped.

Stockpiling

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 Dual 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)

  1. Play a defend card when the opponent is not attacking, stockpiling it.
  2. Place the played card in either chain spots. (Dual mark on the board)
  3. End turn.
  4. When the opponent attacks on their turn: (Either attack or counter)
    1. The effect of the defend card is activated, decreasing damage.
    2. The player can add another defense card to add defense during the player's turn.
    3. The stockpiled card is now dropped to the discard pile no matter the attacking value.

Win Conditions

There are only two conditions for a player to win:

  1. Their opponent reaches 0 or less LP
  2. Their opponent runs out of cards of their deck and ended their turn

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.

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
Attack / Counter Attack / Counter Highest value wins.
Attack / Counter / 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

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.

Deckbuilding

Deck Composition

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: