EXCERPT 1-7: RIGHT COMBINATION

Any player can achieve minor and major skills, but what truly distinguishes both is the more than just the type of cards that can be drawn, but also the ability to combine them. Combinations of minor skills can only be combined if both hands are successful, but when a major skill combines a skill of equal lesser value it becomes a successful combination. With the right levels and compatibility, someone can successfully draw three, two, three or even five skills at once to create feats of amazing ability never thought before.

Some minor skills are compatible with one another such as heaters and coolers, which both involve fighting but in different styles. Major skills however, are limited by this restraint and could possibly combine all 7 skills together as one to create a grand display. The only drawback is that since skills are combined more successfully, full costs of KP, LP or G$ are wholly applied. That is why many plays find it necessary and even costly to cooperate with one another in a team display.

A team or group of players creates a unique opportunity to not only share resources and costs of performing major feats of ability, but to also create unexpected outcomes that many players could unlike achieve on their own accord. To do this, each player must have acquired at least the first level of cooperation, which can automatically be acquired by two people with major skill sets, and perform one successful act. Once a team forms the group can combine all their available skills with one another regardless if they themselves hold the skill. For example, if no does not hold the magician's skill to re-shuffle another does, the other player may use his skill on the first player, but will lose his chance to do so during his turn. Incidentally if both have the same skill, only one may use this skill leaving the other unable to do so.

For this reason, team players require not only synergy and compatibility, but also the will to know when to play and how to play things at the right moment. When one leads a party there are two ways to control the hand of fate, either as one person calling the shots or a group voting on actions together. Many choose to select the former, for as inert time can slow things down, the ability of confrontation can often delay the outcome for hours or even days without realizing it. Fortuna Sands monitors caution players to be careful on the player you wish to team up with if you don't want to spend too much time arguing over the right move.