Gambits Gambits are functionality of the " Final Fantasy XII " and " " battle systems . During the game , combat can be controlled manually and programmed via the use of gambits ; manually entered commands take precedence and their immediate execution will interrupt gambit programming . The gambit system is similar to the Macro system found in " Final Fantasy XI " . Hiroyuki Ito was in charge of creating the battle system for " Final Fantasy XII " and his motivation for the gambit system was to create a " single - player online game " where the player would have independently acting party members who would still act the way the player wanted them to . The gambit system works on the same basic programming algorithms used for the monsters in the SNES " Final Fantasy " games . Appearances . " Final Fantasy XII " . Like simple computers , the player can create a list of commands and dependencies to be carried out automatically by the characters to simplify the combat system . All commands relate to ( are targeted on ) the character , the character ' s allies , or the enemies on - screen . Gambits are a targeted " if A , then X " conditional statement / expression ; each gambit on the list is evaluated and the first gambit that has a true , actionable condition , will be executed . Each time the character gets a new turn the list is reevaluated , starting with the first gambit . Functionality . Gambits are composed of a target , a condition and an action to be performed on the target , only if the condition is true . If the condition is not true , the next gambit in the list is checked , and so on . The list is not in order of which action is taken ; for example , a gambit with the " Enemy = Flying " condition at the top of the gambit list will only activate when the party encounters a flying enemy . Actions can be either the use of items or the casting of magick and Technicks . There is no action for Quickenings and summons , which must be activated manually . In or out of battle , each character can have have each individual gambit in their list turned on or off , at the gambit screen . Also , at the gambit screen or in the manual control menu , the current state of the gambit list as a whole can be turned off and back on . Gambits can be changed at any moment during a battle , and gambits can always be interrupted by manual input of actions . The characters start with no list of gambits , gain two automatically through the course of the early game , and can buy licenses for an additional 10 gambit slots in the Augments section of the License Board . Action : No redundant actions . Gambits contain certain hidden conditions to be intuitive and functional . Enemies immediately cease to be targets once they die , and the gambit mechanism will not revive a character who is not KO ' d or recast a status buffer if the character still has it , e . g . a gambit for Haste will not be activated if the character already has the Haste status . As well , the gambit mechanism will not have two characters simultaneously cast a status buffer or revive a KO ' d character twice ; i . e . if two characters have a gambit set - up to revive a fallen party member , either with a Phoenix Down or Raise spell , and a party member is KO ' d , only one of the characters will have their gambit to revive them executed . The exceptions to the above rules are are : Steal , Poach , Drain and Syphon , which will be re - activated at every turn , even if the foe is immune or has no more items / MP to steal . Foe : HP = 100 % attached to Steal , and one blow from a manually controlled character , will ensure that the other characters with the same gambit set will look further down the list for something to do . Enemy immunity requires the offending gambits be turned off or commands be issued to the characters to override their gambits with manual control . Action : Constraints . Another type of hidden condition , but one that generally works against the player , is that a gambit may not be executed , even if its condition is true , if its action cannot be performed because of the normal game rules . For example , a gambit with the action to cast the spell Haste will only be done if the character has enough MP to cast it and is not under a restrictive status such as Silence , Disable , or other that prohibits the use of magick . A similar constraint applies to the use of items , i . e . a gambit calling for the use of a Hi - Potion will only be performed if there is at least one in the party ' s inventory . Steal , Poach , Drain and Syphon are not exempt from this condition as they are from the other . Condition : Self , Ally or Foe . Conditions for gambits need to be purchased at Gambit Shops and are for Self , Ally or Foe . They can also occasionally be found in treasure urns . Canceling . A character may cancel an action enacted by a gambit if a higher - priority gambit ' s conditions are fulfilled . For example , the character has a gambit , high on the list , to Attack the nearest foe , and one below that to poach foes with < 10 % HP . If the party is attempting to poach a foe , and a higher HP foe comes near , the character will abandon their poaching , and rush off to Attack the new foe . This is also a good example of the difference between order of execution and order of listing ( and therefore priority ) . If the order of these gambits is reversed , canceling will not happen ; characters will attack when enemies are first sighted , even though Attack is second on the list , the " Foe : HP < 10 % - Poach " gambit cannot get in the way , because of its condition , and Poach will be activated instead of Attack as soon as and for as long as there is an appropriate target in range . The exceptions to canceling an action due to priority are all commands the player inputs manually . Any command the player gives to the character will be executed if possible , regardless of gambits . Character movement is not considered a command for the purposes of interrupting actions ; spell casting in particular will root characters in place , and the only way to avoid characters beginning a spellcast is to turn off their gambits temporarily or to hold down the R2 button to escape . This does not halt spellcasting already in progress . List of Gambits . There are several gambits in the game . Initially , the party starts with very few gambits to work with , but as the game progresses , the party can find or buy more . New gambits are available for purchase after the following events : In the " International Zodiac Job System " version , all gambits are available for purchase after the player gets trapped in the Nalbina Dungeons . Also , players can no longer find gambits in treasure chests . However , gambits are only sold at Yamoora ' s Gambits , Jajim Bazaar , Bashketi ' s Gambits , Lebleu ' s Gambits , and Waterfront Gambits . Additionally , Burrough ' s shop inside Barheim Passage - The Lightworks carries a limited number of Gambits marked with an asterisk ( * ) in the tables below . Ally Gambits . These Gambits are under the Blue tab of the gambit menu . All conditions require a party member to be under a certain condition . Foe Gambits . These Gambits are under the Red tab of the Gambit menu . All conditions require an enemy to be under a certain condition . Self Gambits . These Gambits are under the Yellow tab of the Gambit menu . All conditions require the user to be under a certain condition . Gambits return , but the system is heavily simplified . The player is able to set one Gambit per group leader , and once this is done the character will keep using the skill unless they are being directly controlled by the player . Gambits can be set in the Equip screen any time during battle . Creation and development . Hiroyuki Ito was in charge of creating the battle system and his motivation for the gambit system was to create a " single - player online game " where the player would have independently acting party members who would still act the way the player wanted them to . The gambit system works on the same basic programming algorithms used for the monsters in the SNES " Final Fantasy " games . Producer Hiroaki Kato has lamented that the gambit system is complex , and thus difficult to implement in other titles . Regardless , he would want to use the mechanics somehow , maybe in a different form , even if the system is difficult to develop around . Etymology . A gambit is a device , action , or opening remark , typically one entailing a degree of risk , that is calculated to gain an advantage .