Law system ( Tactics Advance ) In " Final Fantasy Tactics Advance " , the law system denotes the " rules " for battle on whichever day the player engages . To enforce the laws , Judges will arrive at the start of every engagement and supervise as the opposing forces engage . Forbidden actions . Every day a certain action , element , weapon type , job skill , and / or status effect is forbidden to be used during that day during a standard engagement . If a fighter performs an action that involves the forbidden action , the Judge will issue the offender with a card . The type of card received will depend on the effect of the action . By breaking the law the first time , and as long as it does not result in a KO , the Judge will run to the offending player and issue a Yellow Card . Yellow Cards still allow the unit to continue fighting . By breaking the law , and scoring a KO in the process , the Judge will issue a Red Card . Red Cards remove the unit from battle . As clan leader , if Marche ever gets a Red Card , it is instantly Game Over . Breaking the law twice in one battle ( and it does not have to be the same law ) will have the Judge issuing a Yellow and Red Card , one after another . Reactions are not bound by the law , which includes Dmg2 and Weapon Type laws . There are characters in the game that have " Boss Medals " ( also known as " Hero Medals " ) on them . Boss Medals prevent the bearer from receiving a Red Card and being removed from battle . Characters who have a Boss Medal will have a medal icon in their information box . The practical reason why medals are given to bosses is to prevent players from attempting to remove them from battle by having them break the law . Characters without one of these medals , and are controlled by the game , will never break the law . Characters that have a medal can ( and will ) violate the law freely , acquiring an infinite amount of Yellow Cards in the process . " Boss Medals " are not available to Marche or his team at any time , even after the game . The types of forbidden actions are better detailed below : Recommended actions . To counter the forbidden laws , there are recommended moves that will grant the user one Judge Point whether the player scores a KO or not . For most laws , the recommended action is the opposite of the forbidden law , for others the recommend action relates to the forbidden law . For example , if Fire actions are banned , Ice actions are recommended . Recommended Actions are not found in the Japanese version of the game . Punishments . When an offender is issued a card , they are subjected to a punishment that the player will receive after the battle . For most cases , the punishment is determined at random . Punishments will be increasingly harsh as cards build up overtime . The list of possible punishments are as followed : Sprohm Prison . The Sprohm Prison serves two purposes . First , as the player will see in the first mission , it is a holding place for offenders of the law . When someone breaks the law and receives a Red Card , they are taken to jail during battle and begin serving their time . Units who are imprisoned are unable to participate in Dispatch missions , Engagements , Captures , etc . and the player cannot manage any items equipped to them . The player can post bail and get them out of jail early . Whether the player posts bail or lets them sit it out , the cards will not be cleared . The second purpose from the prison is a place to seek a pardon for clearing a unit ' s record . Clearing a record will eliminate all of the Yellow and Red Cards on the unit ' s record . The player will have to pay a fee to pardon the character and will have to wait out the sentence . The farther the player is into the game , the longer they will have to wait . The time they spend is measured in battles , not days . The only exception to this is Marche , who serves out his sentence in days because he is clan leader . During the time Marche is in jail for a pardon , all clan activities ( Dispatch missions primarily ) stop , meaning that dispatch missions that are measured in days will not benefit from the days spent in jail . Events such as turf attacks and timed missions will still lose days as Marche is in jail . Law Ranks . Playing no special role other than for the following , Law Ranks denote what level a law is . Laws are ranked on a scale from 1 to 6 ( with only two Rank 7 laws in existence , and the player will only see that during specific battles ) . Law Ranks are determined by how stiff the law is and which laws will be removed with an R # Anti - Law card , but otherwise serve no significant purpose . Rank 7 : NoLawCrds . During engagements at Bervenia Palace , there is a special Rank 7 law that forbids the use of law cards to influence the laws during battle . This is because if the laws can be influenced , the purpose of the tourney is defeated . The following missions take place at Bervenia Palace and have the Rank 7 law : # 040 Battle Tourney , # 041 Mage Tourney ( also has the ' NoClrMgc ' Rank 7 law ) , # 042 Swimming Meet ( also has the Target All law ) , and # 043 Clan League . Rank 7 : NoClrMgc . During mission # 041 Mage Tourney , this law is in effect to prevent the use of any physical attack or other types of magic . Any attack other than one that is Black , White , Red , or Blue Magic is punishable by a card . Law Cards . After Mission # 006 Antilaws , the player can start collecting special cards that allow anyone on the team to influence the law during an engagement . There are four different type of cards : The player can gain cards by completing missions , or can trade for them at Ezel Berbier ' s underground card shop . To use them during battle , the player must wait for a character ' s turn and then back out of the menu by pressing . Pressing and selecting " Laws " lets one review the current laws . The player can bring up the list of all their cards by pressing . Cards that can be used are white in text , cards that can ' t are black . After selecting a card , the player will see an overview of the effects of the law card and then ask for confirmation . Lawless zone and battles . After the mission # 011 Pale Company , the player places the first Jagd ( Dorsa ) on the world map . Jagds are special zones in Ivalice that are law - free . During battle , there will not be a Judge to supervise the battle and the player is unable to use law cards . Another consequence of a lawless fight is that team members who are still KO ' d after battle pass away , and are lost forever . Lawshifts and increase in laws . At the beginning of the game , the player is only restricted by one law at a time . As they progress through the missions , the player will have to suffer stricter laws and in greater quantities . Lawshifts are a change in the 20 laws that cycle through . New laws appear every time a Totema is defeated , seeing as each Totema is a " milestone " of sorts in the game . Laws list . The laws for each different set are as follows : # 000 Lizard Men ? ! through # 005 Twisted Flow . One law in effect per day . After # 005 Twisted Flow through # 008 Hot Awakening . Two laws in effect at once . The laws in a given day is the one listed , and the law that precedes ( e . g . on Day 4 , Shell & Chivalry ) are forbidden . After # 008 Hot Awakening through # 011 Pale Company . Two laws in effect at once . The laws active on a given day is the one listed for that day , and the law that follows ( e . g . on Day 1 , Missile & Protect are forbidden ) . After # 011 Pale Company through # 015 Scouring Time . Two laws are in effect at once . The laws active on a given day is the one listed for that day , and the law that follows ( e . g . on Day 1 , Lightning and Stop are forbidden ) . After # 015 Scouring Time through # 018 Quiet Sands . Three laws in effect at once . The laws active on a given day is the one listed for that day , and the two laws that follow ( e . g . on Day 1 , Knightswords , Haste and Soul are forbidden ) . After # 018 Quiet Sands through # 024 Royal Valley . Three laws in effect at once . The laws active on a given day is the one listed for that day , and the two laws that follow . ( e . g . on Day 1 , Katana , Skills , and Dmg2 : Animal are forbidden ) . After # 024 Royal Valley . Three laws in effect at once . The laws on a given day is the one listed , and the two laws that follow ( e . g . on Day 1 , Color Magic , Dmg2 : Animal , and Stealing are forbidden ) . Laws That Do Not Show Up . The following laws are never used in the twenty law rotation . They are awarded in Law Card form for defeating a prerequisite match for the mission # 043 Clan League or that mission itself .