Okay so from my art link (http://www.bgdf.com/node/17272), you can see a sample "Wizard" from the Order Clan.
The RPS diagram is in the Top-Right hand corner.
Let's take a look at HOW this simple diagram gives you the ENTIRE information you need to make a RPS decision.
- Middle: "beats", this card trumps that clan: in our case Order beats Chaos.
- Top: "attacks", this card attacks those clans: in our case Life and Storm.
- Bottom: "duels", this card duels those clans: in our case Frost and Earth.
- Self: "duels", this card duels itself: in our case Order.
So that is SIX (6) out of nine (9). What about the three (3) remaining ones? Again easy as pie:
- Is "beaten" by Tech.
- Is "attacked" by Fire and Death.
And VOILA, all the RPS-9 rules easily decoded with the mini chart!
Pretty cool, eh?
That means that there are three (3) remaining.
One is super-bad for the Wizard (as you say), because he gets beaten. For that all you need is to remember the "beats" logic:
Order->Chaos->Fire->Frost->Life->Death->Earth->Storm->Tech->Order
It's super easy to remember this with a little practice.
So therefore you KNOW of the three (3) remaining, one is your "beats". In the case of the Wizard, it's "Tech".
Now all that remains is two (2), again knowing all nine (9) Clans helps you to identify that Fire and Death are missing. Logically it follows that these two (2) "attack" the Wizard!
I know it's not so "obvious" but remember you are dealing with a very complicated RPS-9. Any way I present it to players, it looks difficult to remember. That mini chart goes a LONG way in explaining HOW the RPS-9 works...
Note: "Duels" means that both players get to attack each other, the weakest player goes first (according to their levels).