

There is also a super-strong Slow ailment in effect on players throughout their time in this region, limiting the player's actions to 4 per turn regardless of Abilities or Boons. Playing with other, more normal Ability Cards can be done, but the Flans have such a high break defense that it's almost always easier to use the blitzball cards instead. Players are expected to make use of these cards during the event.
/cdn.vox-cdn.com/uploads/chorus_asset/file/22651512/comic_time_keepers.png)

He just sailed through the game and everyone loved him, much to Tidus' annoyance. While they're at it, Tidus reflects on his father, Jecht: a man with a natural talent for the game. Wol is a quick study, and is able to make a goal against Tidus fairly swiftly, so Tidus steps up the effort. Don't be so sure about that, says Tidus! To even things out, Echo decides to give Tidus a hand by conjuring extra fiends for Wol to fight. Tidus gives a basic explanation of the rules, which Wol translates in typical style: stronger player wins. Wol is challenging him to his own game! That certainly perks him right up. Tidus is on the beach, and still seems glum.
