FINAL FANTASY VIII Remastered
34 Achievements
1,000
20-25h
Xbox One
Xbox Series
CC Group Master
Defeat every member of the CC group
30
4.93%
How to unlock the CC Group Master achievement in FINAL FANTASY VIII Remastered - Definitive Guide
####reports of achievements not unlocking. Save your game first before attempting to meet the criteria and please comment before continuing and please comment before voting negative if it struggles to unlock####
This is best to tackle when you have done a fair bit of progress after the garden is mobile. As I was writing a guide I found the following below from a FFVIII site, and it words better than mine (link below of source). Hope it helps guys.
Note: complete all before the start of ultamicas castle (disk 4, after the final fight with Seifer in the Lunatic Pandora). Can be done after the garden docks at fisherman’s horizon. You can take the ragnork back to FH and walk back into the garden
Jack
The CC Group’s Jack in the entrance of Balamb Garden
In order to begin the CC-Group Quest you need to first find and challenge card players around Balamb Garden. Once you have won 15 card games you will be able to find and challenge the CC-Group’s Jack. Jack is located in the front entranceway of Balamb Garden. Make sure you play 15+ games with other ransoms in Balamb Garden first. He will then appear. He is the guy who informs you about the CC Group
Magician Joker
The Card Magician Joker in the Training Center
The Joker can be found in the Training Center of Balamb Garden. When you reach the fork in the road head to the right. The Joker is not always there each time you enter this part of the training area, so if the platform is empty just exit the area and re-enter until he shows up. If you beat him he will upgrade your Battle Meter to also give you a GF Report function.
The Joker holds the Leviathan Card, so play him until he uses it and until you win it off of him.
Knight Club
The CC Knight Club running around Balamb Garden
Go to the northern side of Balamb Garden and look for a SeeD member patrolling this part of the walkway. He patrols from the left side of the screen to right. You do not get anything notable from defeating him.
Princess Diamond
Card Princess Diamond twins at the entrance to Balamb Garden
Card Princess Diamond (both of them) are two twins that can be found in the front hall of Balamb Garden in the same place you found Jack. You will have to wait until they stop moving before you can challenge them.
This concludes the first portion of the CC-Group side quest.
You can only complete the second portion of the CC-Group side quest after you have landed in Fisherman’s Horizon (FH) and completed that portion of the game.
(Part 2 of the side quest)
Prince Spade
Princess Spade on the second floor of Balamb Garden
After Balamb Garden becomes mobile (click on the link to go to that section of the game) you will be able to find Spade on the second floor balcony – he is the guy who gave you your original Triple Triad cards at the start of the game.
Similar to with some of the previous CC-Group members, if he is not there when you pass just move over to the next screen and come back until he shows up.
Queen Heart
The bridge of Balamb Garden
Xu being revealed as Card Queen Heart
The Queen Heart is Xu and she can be found on the Bridge of Balamb Garden - she is one of the easier CC Group members to find.
CC Group King, Dr. Kadowaki
Speak to her in the infirmary
Master King
In order to initiate a game against the Master King (revealed to be Quistis) you will have to head back to your dormitory room and take a nap. Keep resting if needed until she appears. Each time you defeat Xu, followed by taking a nap in your dorm room, Quistis will be there when you awake to challenge you.
Quistis holds the Gilgamesh Card, so keep playing her until you win that one. After you defeat her the first time in your dorm room you can now start challenging her at the top of the bridge.
This is best to tackle when you have done a fair bit of progress after the garden is mobile. As I was writing a guide I found the following below from a FFVIII site, and it words better than mine (link below of source). Hope it helps guys.
Note: complete all before the start of ultamicas castle (disk 4, after the final fight with Seifer in the Lunatic Pandora). Can be done after the garden docks at fisherman’s horizon. You can take the ragnork back to FH and walk back into the garden
Jack
The CC Group’s Jack in the entrance of Balamb Garden
In order to begin the CC-Group Quest you need to first find and challenge card players around Balamb Garden. Once you have won 15 card games you will be able to find and challenge the CC-Group’s Jack. Jack is located in the front entranceway of Balamb Garden. Make sure you play 15+ games with other ransoms in Balamb Garden first. He will then appear. He is the guy who informs you about the CC Group
Magician Joker
The Card Magician Joker in the Training Center
The Joker can be found in the Training Center of Balamb Garden. When you reach the fork in the road head to the right. The Joker is not always there each time you enter this part of the training area, so if the platform is empty just exit the area and re-enter until he shows up. If you beat him he will upgrade your Battle Meter to also give you a GF Report function.
The Joker holds the Leviathan Card, so play him until he uses it and until you win it off of him.
Knight Club
The CC Knight Club running around Balamb Garden
Go to the northern side of Balamb Garden and look for a SeeD member patrolling this part of the walkway. He patrols from the left side of the screen to right. You do not get anything notable from defeating him.
Princess Diamond
Card Princess Diamond twins at the entrance to Balamb Garden
Card Princess Diamond (both of them) are two twins that can be found in the front hall of Balamb Garden in the same place you found Jack. You will have to wait until they stop moving before you can challenge them.
This concludes the first portion of the CC-Group side quest.
You can only complete the second portion of the CC-Group side quest after you have landed in Fisherman’s Horizon (FH) and completed that portion of the game.
(Part 2 of the side quest)
Prince Spade
Princess Spade on the second floor of Balamb Garden
After Balamb Garden becomes mobile (click on the link to go to that section of the game) you will be able to find Spade on the second floor balcony – he is the guy who gave you your original Triple Triad cards at the start of the game.
Similar to with some of the previous CC-Group members, if he is not there when you pass just move over to the next screen and come back until he shows up.
Queen Heart
The bridge of Balamb Garden
Xu being revealed as Card Queen Heart
The Queen Heart is Xu and she can be found on the Bridge of Balamb Garden - she is one of the easier CC Group members to find.
CC Group King, Dr. Kadowaki
Speak to her in the infirmary
Master King
In order to initiate a game against the Master King (revealed to be Quistis) you will have to head back to your dormitory room and take a nap. Keep resting if needed until she appears. Each time you defeat Xu, followed by taking a nap in your dorm room, Quistis will be there when you awake to challenge you.
Quistis holds the Gilgamesh Card, so keep playing her until you win that one. After you defeat her the first time in your dorm room you can now start challenging her at the top of the bridge.
23 Comments
Give it another go. Should work after a few more wins.
By SlightlyErotic on 08 Sep 2019 15:53
I got the achievement now thanks for the help
By Goggs25 on 08 Sep 2019 16:50
Finding the Players itself is not the problem, but having Rules like Random often drives player crazy. I recommend you all this guide that includes abolishing Rules you don´t want.
https://gamefaqs.gamespot.com/ps/197343-final-fantasy-viii/f...
from Sister
This guide clears really good out how to get ride of rules, but it also is a guide about how to get rare cards. so its really long. That´s a part from that guide far way down so you can get an idea how abolishing Rules work:
Enter Winhill from the end closest to the Desert Prison. You'll see two
mercenaries standing there. We're going to start abolishing Centra's
rules now. In case I haven't been clear enough before, I'll go
step-by-step.
Go to the first mercenary and press the square button to challenge him to
a game.
He'll say, "You seem to know rules unfamiliar to this region. Let's play
a game with Lunar's rules and ours."
Choose Yes.
The rules will appear:
Open
Sudden Death
Random
Same/Plus/Same Wall
Elemental
Trade Rule: One
Choose Quit.
The guy tells me, "The Same Wall rule has spread to this region." That's
not what I want, so I reset.
I go back and try again. Mix? Yes. Rules. Quit. This time, he tells me,
"The Open rule has spread to this region." Great. I go outside and save.
I am now carrying Centra's rules. I abolished Random at Lunar Station, so
I must use Centra's rules at Lunar Gate because I've already gotten rid
of Random everywhere else. If you abolished Plus in space, you'll need
Centra's rules, too. If you abolished Same in space, go to Timber and
pick that up. If you abolished Elemental, go see Martine in FH to pick
that up. Just keep saying No to mixing rules so that you will carry the
rules of that region. Now that I'm carrying Random, I'll fly to Lunar
Gate.
At Lunar Gate, save outside then go in and challenge the girl standing on
the right to cards.
She'll say, "I don't think those rules exist in this region. Let's play a
game with Centra's rules and ours, O.K.?"
Say Yes.
When the rules appear, choose Quit.
On the first hand, she said, "The Random rule has spread throughout this
region." No, no, no. Reset and go back in.
Challenge. Centra's rules and ours? Yes. Quit. This time, I get "The
Elemental rule was abolished from this region." Yes, yes, yes. Go
outside and save.
Fly back to Winhill. Save outside. Go back to the same man.
Lunar's rules and ours? Yes. Quit. "Same Wall has spread..." Reset.
Lunar's rules and ours? Yes. Quit. "Same Wall has spread." Reset.
Lunar's rules and ours? Yes. Quit. "Sudden Death has spread." Reset.
Lunar's rules and ours? Yes. Quit. "Sudden Death has spread." Reset.
At this point, I'm seeing a pattern I don't like, so I'm going to try a
different rule. Often, your chances of knocking out a rule at a certain
place are better if you're carrying only one different rule (just
Elemental instead of Same Wall and Sudden Death). Sometimes you get lucky
and knock one out right off, but it's not working, so I'll head to FH. If
you've already abolished Sudden Death in FH, you're all set. Just
challenge Martine when you land in FH. When he asks to play with Centra's
rules and ours, say No. He asked me five times (though I have had players
ask me as many as twenty times) - say no EVERY TIME. Eventually, he'll
just say, "A game of cards you say?" Choose Yes and you've set FH as the
rules you're carrying. Play or quit then head back to Winhill.
If you haven't abolished Sudden Death in FH yet, go to Timber and pick up
Same. Now go to FH. Save your game at the railroad track first (you don't
want to risk spreading Same). Now challenge Familiar Face #3 (the guy who
doesn't like Squall) until you abolish Sudden Death. Timber's rules and
ours? Yes. Quit. If you abolish Elemental, do it over. Keep on until
Sudden Death is gone. Now you'll be carrying Open and Elemental. Head
back to Winhill.
You know the drill. Save outside. Challenge the mercenary. FH's rules and
ours? Yes. Quit. Nothing happened (no message), so I challenge him again.
If he doesn't ask to mix rules this time, the rules remained unchanged,
so you'll need to reset. If he does ask to mix, continue. Mix? Yes. Quit.
Nothing happened. Mix? Yes. Quit. "Random was abolished from this
region." Yes!! Go outside and save.
Return to FH and pick up Elemental from Martine (no, no, no to mixing).
Back to Winhill. DO NOT abolish Open and DO NOT spread Elemental. Reset
if you get either of those messages. After several resets, I abolished
Same this time. Now I can either get Elemental from Martine or Same from
the guard in Timber to use for abolishing Plus (the last rule left in
Centra). Once Plus is gone, Centra's rules have been reduced to Open. All
right!
With Open as Centra's only rule, you're now ready to play Edea (she uses
Centra's rules) if you didn't previously. You won't have any trouble
winning her card from her. If you missed Seifer previously, you can get
him from Cid here, too.
https://gamefaqs.gamespot.com/ps/197343-final-fantasy-viii/f...
from Sister
This guide clears really good out how to get ride of rules, but it also is a guide about how to get rare cards. so its really long. That´s a part from that guide far way down so you can get an idea how abolishing Rules work:
Enter Winhill from the end closest to the Desert Prison. You'll see two
mercenaries standing there. We're going to start abolishing Centra's
rules now. In case I haven't been clear enough before, I'll go
step-by-step.
Go to the first mercenary and press the square button to challenge him to
a game.
He'll say, "You seem to know rules unfamiliar to this region. Let's play
a game with Lunar's rules and ours."
Choose Yes.
The rules will appear:
Open
Sudden Death
Random
Same/Plus/Same Wall
Elemental
Trade Rule: One
Choose Quit.
The guy tells me, "The Same Wall rule has spread to this region." That's
not what I want, so I reset.
I go back and try again. Mix? Yes. Rules. Quit. This time, he tells me,
"The Open rule has spread to this region." Great. I go outside and save.
I am now carrying Centra's rules. I abolished Random at Lunar Station, so
I must use Centra's rules at Lunar Gate because I've already gotten rid
of Random everywhere else. If you abolished Plus in space, you'll need
Centra's rules, too. If you abolished Same in space, go to Timber and
pick that up. If you abolished Elemental, go see Martine in FH to pick
that up. Just keep saying No to mixing rules so that you will carry the
rules of that region. Now that I'm carrying Random, I'll fly to Lunar
Gate.
At Lunar Gate, save outside then go in and challenge the girl standing on
the right to cards.
She'll say, "I don't think those rules exist in this region. Let's play a
game with Centra's rules and ours, O.K.?"
Say Yes.
When the rules appear, choose Quit.
On the first hand, she said, "The Random rule has spread throughout this
region." No, no, no. Reset and go back in.
Challenge. Centra's rules and ours? Yes. Quit. This time, I get "The
Elemental rule was abolished from this region." Yes, yes, yes. Go
outside and save.
Fly back to Winhill. Save outside. Go back to the same man.
Lunar's rules and ours? Yes. Quit. "Same Wall has spread..." Reset.
Lunar's rules and ours? Yes. Quit. "Same Wall has spread." Reset.
Lunar's rules and ours? Yes. Quit. "Sudden Death has spread." Reset.
Lunar's rules and ours? Yes. Quit. "Sudden Death has spread." Reset.
At this point, I'm seeing a pattern I don't like, so I'm going to try a
different rule. Often, your chances of knocking out a rule at a certain
place are better if you're carrying only one different rule (just
Elemental instead of Same Wall and Sudden Death). Sometimes you get lucky
and knock one out right off, but it's not working, so I'll head to FH. If
you've already abolished Sudden Death in FH, you're all set. Just
challenge Martine when you land in FH. When he asks to play with Centra's
rules and ours, say No. He asked me five times (though I have had players
ask me as many as twenty times) - say no EVERY TIME. Eventually, he'll
just say, "A game of cards you say?" Choose Yes and you've set FH as the
rules you're carrying. Play or quit then head back to Winhill.
If you haven't abolished Sudden Death in FH yet, go to Timber and pick up
Same. Now go to FH. Save your game at the railroad track first (you don't
want to risk spreading Same). Now challenge Familiar Face #3 (the guy who
doesn't like Squall) until you abolish Sudden Death. Timber's rules and
ours? Yes. Quit. If you abolish Elemental, do it over. Keep on until
Sudden Death is gone. Now you'll be carrying Open and Elemental. Head
back to Winhill.
You know the drill. Save outside. Challenge the mercenary. FH's rules and
ours? Yes. Quit. Nothing happened (no message), so I challenge him again.
If he doesn't ask to mix rules this time, the rules remained unchanged,
so you'll need to reset. If he does ask to mix, continue. Mix? Yes. Quit.
Nothing happened. Mix? Yes. Quit. "Random was abolished from this
region." Yes!! Go outside and save.
Return to FH and pick up Elemental from Martine (no, no, no to mixing).
Back to Winhill. DO NOT abolish Open and DO NOT spread Elemental. Reset
if you get either of those messages. After several resets, I abolished
Same this time. Now I can either get Elemental from Martine or Same from
the guard in Timber to use for abolishing Plus (the last rule left in
Centra). Once Plus is gone, Centra's rules have been reduced to Open. All
right!
With Open as Centra's only rule, you're now ready to play Edea (she uses
Centra's rules) if you didn't previously. You won't have any trouble
winning her card from her. If you missed Seifer previously, you can get
him from Cid here, too.
3 Comments
Thanks so much for recommending my FAQ! (I'm Sister at Gamefaqs) :)
There's a great thread on the FFVIII board about manipulating RNG for the remastered version.
There's a great thread on the FFVIII board about manipulating RNG for the remastered version.
By B1ueSeptember on 19 Sep 2019 15:06
You're welcome.
By o O XAERO O o on 01 Nov 2019 14:09
I did this immediatley after doing the story events in FH, on Disc 2. If you're looking for where each of the 7 members are, I suggest looking at SlightlyErotic's guide, as they already do a good job of telling you how to get to everyone. I just wanted to lay out the rules of the game.
Prep
Beforehand, get the "Ifrit" card (which you should have already, from the starting boss of the game), and the "Sacred" and "Minotaur" cards (found in the Tomb of the Unknown King; you'll get both of these after beating the Brothers and getting the Brothers summon, which is another achievement you'll need to do anyway). You'll only get to use 5 cards in a game, and these 3 are great cards.
In my game everyone I faced had "Open" as the ruleset, meaning you don't have to worry too much about rules. Everyone I faced was in Balamb Garden, and although I tried to face unique playes, I think you can do rematches if you want. To start facing the CC members, you'll need to win 15 games around Balamb Garden (apparently games in the Cafeteria, Library and 2F Classroom do not count, according to the Wiki page for the Card Club). To challenge a player, press "X" while facing them. Some NPC's might not play with you; they might not play cards, or you might have to face them later!
Save before you start playing! You don't want to lose your good cards (unless, you still need to lose a rare card for that achievement. If so, just lose a game with Ifrit or the Brother cards, and the opponent will always take those. Once that's done, reload the save and get your card back). And save after wins too, so you don't have to play more than needed.
The Rules
This game is called Triple Triad. The goal is to have more points than your opponent by the end of the game. You have a card deck from the beginning of the game, and hopefully you have the 3 cards suggested beforehand.
Every card has 4 numbers positioned like this:
1
23
4
I was confused at first because I thought the 2nd row was 1 number (in this case, 23), but it's really 2 numbers (2 & 3 in this case). Some cards have an element, but I didn't pay attention to those that much as elements never came into play in my games.
You'll start off by selecting 5 cards from your deck. In short, bigger numbers=better cards, so make sure you pick some good ones. One person is randomly selected to go first. This game will feel a lot like Tic Tac Toe. You can play a card anywhere on the 3x3 grid to start. But, let's say your opponent goes first, and they play this card in the top left:
Here's our grid example (R=red, the opponent controls this card, B=blue, you have it) (Author's Note: this was a pain to format, but it's important to see what's going on)
4 R l l
3 3 l l
2 l l
____________________________
l l
l l
l l
____________________________
l l
l l
l l
Now it's your turn. Notice the adjacent spaces of the card played are to the Right, and on the Bottom. Your objective is to turn the card blue by playing a card that will beat the number closest to the adjacent space. The number on your card will also have to be directly across from the number you're going against (think of it as making the numbers "fight" each other. So, if you plan on playing to the right of the card, you'll need to have a card where the number in the left spot is higher than 3. If playing below this card, you'll need to have a card where the number in the top spot is higher than 2. Let's use that Ifrit card! It's pretty good. Let's say you play here:
4 B l 9 Bl
3 3 l 8 6 l
2 l 2 l
____________________________
l l
l l
l l
____________________________
l l
l l
l l
Your 8 "fights" the 3, and you turn the card blue! But, now you've left your Ifrit card open. Your opponent can play below it and only need a 3 to change it, and sure enough . . .
4 B l 9 Rl
3 3 l 8 6 l
2 l 2 l
____________________________
l 3 Rl
l 7 7 l
l 9 l
____________________________
l l
l l
l l
Your opponent flips the top middle card back to red, as their 3 beat your 2. And to make matters worse, the new card will be hard to turn, as you'll have to play something with an 8 or 9, regardless of where you play. You still have the top left card in your control. You've also got an ace up your sleeve (you'll play the "Sacred card" in the example). Note that if you wanted to, you can play anywhere on the board. You don't have to play right next to a card every time. But let's say you do anyways:
4 B l 9 Bl 5 B
3 3 l 8 6 l 9 1
2 l 2 l 9
____________________________
l 3 Rl
l 7 7 l
l 9 l
____________________________
l l
l l
l l
The 9 beats the 6, so you regain control of the top middle card. Now you have control of 3 cards; one of which is safe (the top middle card has no adjacent spots available to play off of), and another which is very hard to turn now (to beat the top right card, a card would have to have an "A" in it's top position, which you're more or less guaranteed not to see while going for this achievement. I only saw 1 "A" stat on a card, but you will likely see some 8's/9's).
You'll continue back and forth until there are no spaces left to play on. Points will be tallied based on what color the cards are (again, your cards are blue, their cards are red). In the example, you went second, so you would only get to play 4 cards, but you get one point for the card that's left in your hand. If you have 6 or more cards in your control, you win! 5 cards will draw the game, and any less is a loss. If you lose, reload your save as you don't want to lose your good cards. If you win, you get to take a card from your opponent, so be sure to take one you like. Continue winning until you're able to challenge Jack (the one near the Balamb Garden entrance), and then just follow the other guide from there.
Hopefully you understand the game now! The in-game tutorial isn't the best, so I wanted to make my own!
Prep
Beforehand, get the "Ifrit" card (which you should have already, from the starting boss of the game), and the "Sacred" and "Minotaur" cards (found in the Tomb of the Unknown King; you'll get both of these after beating the Brothers and getting the Brothers summon, which is another achievement you'll need to do anyway). You'll only get to use 5 cards in a game, and these 3 are great cards.
In my game everyone I faced had "Open" as the ruleset, meaning you don't have to worry too much about rules. Everyone I faced was in Balamb Garden, and although I tried to face unique playes, I think you can do rematches if you want. To start facing the CC members, you'll need to win 15 games around Balamb Garden (apparently games in the Cafeteria, Library and 2F Classroom do not count, according to the Wiki page for the Card Club). To challenge a player, press "X" while facing them. Some NPC's might not play with you; they might not play cards, or you might have to face them later!
Save before you start playing! You don't want to lose your good cards (unless, you still need to lose a rare card for that achievement. If so, just lose a game with Ifrit or the Brother cards, and the opponent will always take those. Once that's done, reload the save and get your card back). And save after wins too, so you don't have to play more than needed.
The Rules
This game is called Triple Triad. The goal is to have more points than your opponent by the end of the game. You have a card deck from the beginning of the game, and hopefully you have the 3 cards suggested beforehand.
Every card has 4 numbers positioned like this:
1
23
4
I was confused at first because I thought the 2nd row was 1 number (in this case, 23), but it's really 2 numbers (2 & 3 in this case). Some cards have an element, but I didn't pay attention to those that much as elements never came into play in my games.
You'll start off by selecting 5 cards from your deck. In short, bigger numbers=better cards, so make sure you pick some good ones. One person is randomly selected to go first. This game will feel a lot like Tic Tac Toe. You can play a card anywhere on the 3x3 grid to start. But, let's say your opponent goes first, and they play this card in the top left:
Here's our grid example (R=red, the opponent controls this card, B=blue, you have it) (Author's Note: this was a pain to format, but it's important to see what's going on)
4 R l l
3 3 l l
2 l l
____________________________
l l
l l
l l
____________________________
l l
l l
l l
Now it's your turn. Notice the adjacent spaces of the card played are to the Right, and on the Bottom. Your objective is to turn the card blue by playing a card that will beat the number closest to the adjacent space. The number on your card will also have to be directly across from the number you're going against (think of it as making the numbers "fight" each other. So, if you plan on playing to the right of the card, you'll need to have a card where the number in the left spot is higher than 3. If playing below this card, you'll need to have a card where the number in the top spot is higher than 2. Let's use that Ifrit card! It's pretty good. Let's say you play here:
4 B l 9 Bl
3 3 l 8 6 l
2 l 2 l
____________________________
l l
l l
l l
____________________________
l l
l l
l l
Your 8 "fights" the 3, and you turn the card blue! But, now you've left your Ifrit card open. Your opponent can play below it and only need a 3 to change it, and sure enough . . .
4 B l 9 Rl
3 3 l 8 6 l
2 l 2 l
____________________________
l 3 Rl
l 7 7 l
l 9 l
____________________________
l l
l l
l l
Your opponent flips the top middle card back to red, as their 3 beat your 2. And to make matters worse, the new card will be hard to turn, as you'll have to play something with an 8 or 9, regardless of where you play. You still have the top left card in your control. You've also got an ace up your sleeve (you'll play the "Sacred card" in the example). Note that if you wanted to, you can play anywhere on the board. You don't have to play right next to a card every time. But let's say you do anyways:
4 B l 9 Bl 5 B
3 3 l 8 6 l 9 1
2 l 2 l 9
____________________________
l 3 Rl
l 7 7 l
l 9 l
____________________________
l l
l l
l l
The 9 beats the 6, so you regain control of the top middle card. Now you have control of 3 cards; one of which is safe (the top middle card has no adjacent spots available to play off of), and another which is very hard to turn now (to beat the top right card, a card would have to have an "A" in it's top position, which you're more or less guaranteed not to see while going for this achievement. I only saw 1 "A" stat on a card, but you will likely see some 8's/9's).
You'll continue back and forth until there are no spaces left to play on. Points will be tallied based on what color the cards are (again, your cards are blue, their cards are red). In the example, you went second, so you would only get to play 4 cards, but you get one point for the card that's left in your hand. If you have 6 or more cards in your control, you win! 5 cards will draw the game, and any less is a loss. If you lose, reload your save as you don't want to lose your good cards. If you win, you get to take a card from your opponent, so be sure to take one you like. Continue winning until you're able to challenge Jack (the one near the Balamb Garden entrance), and then just follow the other guide from there.
Hopefully you understand the game now! The in-game tutorial isn't the best, so I wanted to make my own!
To begin this side-quest, you must first wait for Balamb Garden to become mobile (page 18 of the Jegged walkthrough), as well as win 15 total card games against people in Balamb region (can be the same person 15 times). Once you do that, your first opponent will be Jack right at the entrance. Follow this page for the rest of the opponents.
To begin this side-quest, you must first wait for Balamb Garden to become mobile (page 18 of the Jegged walkthrough), as well as win 15 total card games against people in Balamb region (can be the same person 15 times). Once you do that, your first opponent will be Jack right at the entrance. Follow this page for the rest of the opponents.