Elemental Duels
Bid your tricks, then go win them.
Deduction
Cards
2+ players
Objective
An escalating trick-taking bidding game. Each round, secretly guess exactly how many tricks you'll win out of that round's hand — then play your cards to make that number come true. Winning too many tricks costs you, just like winning too few.
How to play
- Round 1 deals 1 card to everyone, round 2 deals 2, and so on. Before anyone plays, every player secretly bids exactly how many of that round's tricks they think they'll win. Bidding 0 is fine, and nothing stops two players from bidding the same number.
- Once every bid is locked in, play begins in turn order — one card per player per trick. Whoever wins a trick leads the next one, so winning a trick too early can be a trap if you bid low.
- Water, Earth, and Air are ordinary suits, ranked 1–14. Whichever of the three is played first in a trick sets that trick's lead suit, and only cards of that suit compete for the win by rank — a huge card in a different ordinary suit still can't win it, since it simply isn't the suit that got led.
- Power order, from strongest to weakest: Dragon > Spirit > Fire > Water/Earth/Air (ranked 1–14, but only if their suit was led) > Mist. The Unicorn sits outside that ladder — worthless against everything else, but the one card that beats a Dragon: if both land in the same trick, the first Unicorn played wins it outright. The Chameleon has no fixed place either — play it as an Escape (as weak as Mist) or as a Spirit (as strong as one), your choice each time.
- Once every card has been played, the round ends and each player's bid is scored against the tricks they actually won — see Scoring below. The host can also enable optional rules before the game starts: Volcano, Eclipse, Confluence, Capture Bonuses, and Attuned scoring. All off by default.
Scoring
Hitting your bid exactly scores well — the bigger the bid you make, the bigger the reward. Missing it, over or under, costs you, scaled by how far off you were. Exact point values: