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Godori

Godori Information
Click to play Godori! World:
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Neopoint Ratio:
Neopoints
1.00 Points =
1 NP
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Difficulty
50%
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Introduction

You find yourself high in the mist-carved mountains of Shenkuu, wandering along its curved bridges and exotic architecture. Wanting to take a piece of this amazing landscape back to Neopia Central with you, you duck into the shop known as Wondrous Weaponry. There, among the gleaming sai and chakrams, you find a small deck of cards, hidden on a high shelf and covered with a thick layer of dust. The cards are beautifully painted, depicting various lands and beings from Neopia.

This is the opening paragraph that greets you upon your arrival to the Godori play page. Seems so benign, doesn't it? And yet, when you read the rules and first begin playing, you may feel a little overwhelmed. This guide hopes to deconfusify things for you :).

The Cards

The first thing you'll need to understand is the deck of cards. There are 48 cards in a Godori deck, and each card represents a Neopian world. There are four cards for each of the 12 worlds: Altador, Faerieland, Haunted Woods, Krawk Island, Lost Desert, Meridell, Mystery Island, Roo Island, Shenkuu, Terror Mountain, Tyrannia, and Virtupets Space Station.

Neopets Cards

These are the most valuable cards in the deck, and are marked as such by a Neopets star. You want to get at least three of these cards in each hand. The tricky thing is, you get an extra point if the three do not include the Haunted Woods card. But more on scoring later.


Haunted Woods, Shenkuu, Space Station, Terror Mountain, Lost Desert

Petpet Cards

These cards aren't overly valuable as a group, but a subset of them - the flying petpets - are fairly valuable.


Haunted Woods, Krawk Island, Meridell, Mystery Island, Roo Island, Tyrannia


the flying petpets - Altador, Faerieland, Space Station

Altador Cup

These, like the petpet cards, are not particularly valuable as a group, but there are three subsets, worth five points each. They're hard to remember, but here are two ways:
1) The classification given by Neopets: waving flags, hanging flags (not including the Haunted Woods one), and ribbon flags
2) The following acronyms


SAT = Shenkuu, Altador, Terror Mountain


This is the hardest one, but it looks like "raft": RFT = Roo Island, Faerieland, Tyrannia


MMK = Meridell, Mystery Island, Krawk Island

Basic Gameplay

You play against your active Neopet, and the goal is to win. To accomplish your goal, you have to get to 50 points before your Neopet does. Don't fret if you get behind after a couple of hands; it's definitely possible to catch up, even when you're far behind, if you can manage to get a lot of Neopets cards and keep your Neopet from getting any of the valuable groups of three (the flying petpets and the specific Altador Cup groups shown above).

When you click "Play Godori," a straw mat covered in cards greets you. Your Neopet's cards are shown at the top and yours at the bottom. Cards you collect are displayed from left to right above your hand in the following order: Neopets cards, petpet cards, Altador Cup flag cards, Neopian world cards.


When it's your turn, simply click on a card in your hand and click in the play area to use it.

Gameplay is organized by hands. Each hand consists of twenty plays, ten each by you and your Neopet. During your turn, you must choose a card from your hand to play, either on a card already present on the table or in a new stack. You can only put cards in stacks by world. That means if you decide to play the Roo Island card in the picture above, you have to start a separate stack on the table. If you decide to play a Shenkuu card to capture that Neopets card, you must put the card on the Shenkuu stack. (Of course, this decision makes sense for the particular play, but it's actually not possible to have two different stacks of the same world on the table at the same time. In fact, if you look closely, you'll notice that there are 12 spaces on the table-enough to accommodate one stack for each world.)

To capture cards, you must match either 2 or 4 cards. Most of the time you'll only make pairs, but if you get a pair or three at the beginning of the game or if the deck produces a card from the same world as the match you just tried to make, you'll end up with an opportunity to get all four cards in a world at the same time.

Once you've played your card, the top card of the deck is placed on the table. Each and every card you choose is key to the outcome of the game, and there are plenty of tips in the strategy section below. Of course, you are always encouraged to develop your own strategy - whatever works for you. If you can win with your own strategy, congratulations and let us know how you did it! ;)

The goal is to capture as many cards as you can... sort of. To some extent this is true as a simple statement, but, as you'll see in the strategy section, exactly which cards you get a lot of is key. You want to get as many cards as possible in the right groupings. Of course, this is remarkably vague and confusing, but hopefully the next two sections will help.

When you first begin play, it'll be a bit confusing. I suggest putting the game play speed on the slow setting so you can watch what's happening step-by-step. Even if you're an expert who hasn't played in a while, you may want to set the game to medium speed once so you can refresh your memory. As you gain experience, you'll be able to play at a faster speed without a worry, but you'll start to learn the strategy as well as just the mechanics of the game a little faster if you play for a while on slow or medium.

Strategy

Know well which worlds contain Neopets cards, and scan your hand for cards in these five worlds when the game begins. Also, scan the playing area for cards in these worlds. If you have the Neopets card in your hand, you can afford to wait. If the Neopets card is in the playing area, capture it as soon as possible because if you don't, your Neopet may do so.

If there is a card from the world of a Neopets card in the playing area, go ahead and capture it if you can't make a better opening play. If your Neopet has that Neopets card in their hand, they will not be able to play it. While this doesn't guarantee that you'll take the card in the end, it gives you a chance of doing so in two ways: the first is that your Neopet doesn't have the card at all (which was a possibility to begin with), and the second is that your Neopet will be forced to play it at some point (usually they wait until the end) and you can rely on the 50-50 chance that you'll capture the card from the deck.

The first player in each hand alternates, but it's best when your Neopet goes first because you can count on receiving the last card in the deck. This probably doesn't seem that important, but you'll find it extremely helpful when you have a Neopets card in your hand and no Neopian world card on which to play it. If you desperately need a match for that key card, you can afford to wait because your Neopet will play all of their cards before your last play, and you'll get the last card in the deck (the last two if your Neopet doesn't make a match).

If you have a Neopets card in your hand and another card from that world, wait. You know that you can match the cards no matter what, and there's no chance of the deck stealing one card of the pair if you wait until the other two cards in the world have been captured. Once the first pair from that world has been matched, you can play either card at any time. So if you don't have a good play to make and need to start a new stack one turn, you can put either card on the table and still be assured that you'll capture the Neopets card because you still have the only other card left in that world in your hand.

This tip is a bit strange and often uncontrollable, but it helps on a few occasions: Neopets cards are worthless when you capture less than three in a hand. This means that if you can't get at least three in one hand, make sure your Neopet gets the Haunted Woods card because it takes away one point from the set. (Of course, if giving them the Haunted Woods card gives them 4 Neopets cards, you'll want to capture it instead.) Conversely, if you can only get three Neopets cards, try not to get the Haunted Woods card. (If you can only get 2 cards without the Haunted Woods card, make sure you get it anyway since you get no points at all for only two cards.)


This collection is worth an extra point because it doesn't contain the Haunted Woods card.

When you can't make all three of any of the three-card sets (the flying petpets and the various Altador Cup sets), try to break them up so that your Neopet doesn't get them either. Also, when this is the case (i.e. when your Neopet gets a card in one of the sets before you can complete it), try to get as many of the petpet cards or Altador Cup cards in general as possible, regardless of type. While they're not as valuable this way, they are still somewhat valuable in large groups.

Of course, when all else fails, get as many Neopian world cards (anything not in the other three sets) as possible. Beginning with the tenth card, each card is worth a point.

Scoring

Last, but not least, scoring. This is really complicated when you first look at it, so don't worry if you don't get everything right away...it's very easy forget some of it while in the middle of a game.

At any point during the game you may click on your or your Neopet's score to see a breakdown of the cards you have captured and their point values for the current game. You may find this helpful in learning the scoring system.

Neopian World Cards

These are the simplest cards to score... mostly. There are 24 of them in total. (They're half the deck!) You must capture 10 of them before they will begin to count for points. That set of 10 is worth 1 point. Each additional card beyond 10 is worth 1 point. Thus, if you have 14 Neopian world cards, you have a set of 10 - 1 point - plus 4 extra - 4 points. So you'll have 5 points.

The following cards count as two cards for scoring purposes, meaning that if you have 6 regular cards and then these two, you get the points for 10 cards even though you only have 8 in your hand.

The easiest way to remember them is thus: the Lost Desert card with the sun and the only Haunted Woods world card. (Haunted Woods has a Neopets card, Altador Cup card, and petpet card.)
A tip: Always try to capture these because they'll boost your score (though not instead of a Neopets card). If you already have 10 Neopian world cards, these two are very valuable because they are worth two points each.

Altador Cup Cards

These are scored the same way as the Neopian world cards, but you don't have to get as many to start scoring points. For this group, a set of 5 cards is worth 1 point, and each card after 5 is worth 1 point. If you have 7 Altador Cup cards, you'll have 3 points.

If you complete any of the special sets of three (the waving flags, hanging flags or ribbon flags), you'll get 3 points. The best thing about getting these sets is that they still count toward the base set. That is, if you have the set of waving flags and 2 other Altador Cup cards, for example, you'll get 4 points.

Petpet Cards

These cards are scored exactly the same way that the Altador Cup cards are scored - 1 point for a set of 5 and 1 point for each card beyond that. The flying petpets set is worth 5 points. Just as with the Altador Cup subsets, the flying petpets cards count in your petpet card total as well as in the set. Thus, if you have 3 petpet cards alongside the flying petpet set, you'll have 7 points.


We're worth five points together!

Neopets Cards

If you can somehow manage to capture all 5 Neopets cards, you'll receive 15 points. For four cards, you'll get 4 points. The scoring gets complicated when you get to 3 cards. If you get a set of 3 Neopets cards that does not include the Haunted Woods card, you'll receive 3 points. If your set of 3 cards includes the Haunted Woods card, you'll receive 2 points.

The Special Card

The following card may be used as either a Neopian world card or a petpet card for scoring. Note that this is either, not both.

Winnings

The calculation of your winnings is, like the rest of the game, somewhat complicated. The number to remember is 200. If you win, you get 200 NP plus 5 more Neopoints for every point you have more than your Neopet. Thus, if you have 52 points and your Neopet has 37, you'll reap a reward of 275 NP. Conversely, if you lose, you'll lose 200 NP plus 5 more for every point your Neopet has more than you. Note that you must have at least 250 NP on hand to play at all.

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This game guide was written by: Zelda