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Signed in as:
filler@godaddy.com

Pick Up 2 Fire Card: This card can be played over a Fire card or an Earth card in the discard pile. It also can be stacked on another Pick-up card forcing the next player to draw.

Duel Fire Card: can be played on any Fire card or Earth card. This card allows you to pick your opponent and duel them from your hand of element cards.

Pick-Up 1 Water Card (Draw & Skip): can be played on Any fire card forcing the next player to draw and skip. It also can be stacked with other Pick up cards.

Pick- Up 1 Air Card (Draw & Skip): This card can be played on an Air card or a Water card. This card can also be stacked on another pick up card.

Balance Earth Card: This card forces all players to pick up 2 cards, but no one gets skipped.

Echo Water Card: This card skips everyone, allowing the player to go again.

Be the first player to empty your hand (Competition Mode adds scoring) by outsmarting opponents through elemental dominance, wild twists, and duels.
You may discard a card if it dominates the last card played in the discard pile.
A card is valid if:
1️⃣ It matches the same element with a higher number, OR
2️⃣ It uses a more dominant element (see chart), OR
3️⃣ It is a Havoc Card whose element dominates the previous one.
This loop is continuous.
Skip everyone and play again with the same element.
Challenge any player to a 1v1 showdown.
How a Duel works:
Tie again?
Discard all Duel cards used to the bottom of the discard pile.
Play resumes with the player after the challenger.
Switch seats with any player.
If you want to play again, choose the next player in rotation to skip them and continue your turn.
All players except the one who played it must draw 2 cards.
Blocks the next Havoc attack against you.
After Shield resolves, the next player may start the turn with any element.
Side Note: If a Shield is played to prevent being attacked by a (balance card) out of turn, game continues with the person who was next in the original order and the shield is just a buffer to prevent having to draw to cards.
Force the next player in rotation to draw cards and skip their turn.
You may play sequential runs of the same element:
Pick-Up 1 and Pick-Up 2 may be stacked.
Example:
If you reach 1 card, you must immediately take a YELLOW SIGNAL CARD.
If you forget and someone calls “CL4SH!” → you must pick up 4 cards.
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