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Ender's Quest has a card game system heavily (and I mean, very heavily) inspired by Tetra Master from Final Fantasy 9. The game pretty much works exactly the same way, so you may find strategies or other guides for that game helpful here. The goal of this game is to end with the majority of the placed cards under your control, and the game ends when both players have 0 cards left to place down.


A card with arrows facing NW, W, SW and E.
Wolf is able to see and interact with the Orc Peon due to the arrow pointing east, but the Orc Peon cannot see the Wolf as there is no arrow facing west.

All of the Monsters in the game have a card associated with them, with a 10% chance to drop any time you defeat a monster in battle.


  1. Power: A value from 0-15 that determines the base attack power of the card.
  2. Class: This can be P (physical), M (magical), X (flexible) or A (assault). The latter 2 are rarer and only happen through upgrades during a battle.
  3. Physical Defense: A value from 0-15 that determines the base physical defense of the card.
  4. Magical Defense: A value from 0-15 that determines the base magical defense of the card.

An example of a card would be the common Wolf, which displays its stats as 1P10. Knowing the stat list above, you can determine that it is a physical attacking card with 1 power, 1 physical defense and 0 magical defense.


Every card you collect has a set number of directions to face. These appear as arrows, as shown on the card image to the side.

Arrows can face 8 different directions, and there's no limit on how many directions can be assigned to a single card (one can have all 8!). When placing a card on the board, it can only see other cards that it is pointing at.


Each player in the game has 5 cards in their deck, set up before the battle begins. In the case of an AI player, the cards are typically randomly chosen out of the pool of all cards. Neither player can see the other's cards before they're played.

The Game Board

An empty game board, showing the patterns that can be made with unusable tiles.
The left board shows the opponent's turn. After placing the Snake card on tile 3 and defeating it in battle, the user was able to capture every connecting card.

There are 16 tiles in the game board. When a new card battle starts, 6 of those tiles are made unusable, and any arrows facing an unusable tile will do nothing. For the usable tiles, a number is assigned from 1 to 10 clockwise that is the tile's 'ID'. You will use this when placing cards.

This can lead to interesting board formations where some may be fairly open, and some can be very narrow with tiles completely blocked off from the rest of the board. Placing a card on these islands will ensure its always under your control, as there is no way for the enemy to capture them. On the other hand, it means you have less room to set up combo chains.

Placing a Card

Every turn, a card is placed down at any unoccupied space on the board, removing that tile from play permanently. After the first card is placed, the opponent places a card, and it continues until every card is placed.

Neutral Play

Cards interact with adjacent cards, but if the placed card has no arrows pointing at an adjacent card, no interaction happens.

Neutral Capture

If the placed card has an arrow facing an adjacent card, but the adjacent card has no arrow facing the placed card, the adjacent card is captured. If there are multiple adjacent cards meeting this criteria, the user is asked to choose which one they want to capture.

Card Battles

A Battle Can Happen

If an adjacent card does have arrows facing the placed card (they point at eachother) and it belongs to the opponent, a battle will start between the cards. If there are multiple adjacent cards meeting this criteria, the user is asked to choose which one they want to battle, which can influence combo chains. These battles are automated and you will only see the result of the battle after it is finished.

Before the battle commences, various stats are stored from both the attacking and defending cards:

  • First two values (power and class) are taken from the attacking card.
  • Last two values (physical and magical defenses) are taken from the defending card.

Physical Battle

If the attacking card's class is physical (P), the power of this card is challenged against the physical defense of the defending card. For example:

Attacking Card Defending Card
1P21 2M02

In this example, the attacking card is physical with a power value of 1. Even though the defending card has more power and magical defense, only the physical defense matters. The attacking card has a high chance of capturing the defending card in this scenario.

Magical Battle

This works the same way as a physical battle, with the defending card's magical defense being used instead of the physical defense.

Flexible Battle

Is the attacking card's class is X, the defending card's defense stat is the weaker of the two.

Assault Battle

If the attacking card's class is A, the attacker's strongest stat is set as the card's power, and the defender's weakest stat is the card's defense.

The Battle Ends

If the attacker wins the battle, that card, and every card its connected to will be captured. This can allow for some large chain reactions, where winning a battle against a single card can lead to the entire board being captured. If the attacker loses the battle, then that card and every card attached will be captured by the opponent. Battles must be chosen carefully in this regard.

Cards have a rare chance to upgrade their class upon winning a battle - a 1/64 chance to upgrade from P/M to X, and a 1/28 chance to upgrade from X to A.

Winning and Losing

Once both players have placed all of their available cards, the player with the most cards on the board wins. The winner is then able to choose a single card that they captured from their opponent to add permanently to their card collection.