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Elemental Passives

Choose your element, shape your strategy

Fire
Fire

Blazing Start

Deploy tokens from home on a 5 or 6

Aggressive early game — flood the track and pressure opponents with extra deploys.

Counter: Strike early before they flood the board with tokens — Fire is most dangerous with 3+ tokens active.

Water
Water

Flow State

Auto-reroll once when rolling a 1

You choose whether to reroll a 1 or keep it — sometimes a 1 lets you make a key capture. Very consistent in any game state.

Counter: Force a DoubleDown card onto them — it disables the reroll entirely on that turn.

Air
Air

Featherweight

No exact roll needed to finish — overshoot OK

Strong late-game. No precision needed to finish — overshoot into the center. Focus on advancing tokens through the main track.

Counter: Captures on the main track still hurt Air. Blockade the finish lane approach — Air can overshoot blockades, but they still stop the token.

Earth
Earth

Fortified Base

Your start tile is a safe zone — tokens there cannot be captured

Each token deployed from home starts with a shield — opponents need to hit it twice to send it home. Park shielded tokens aggressively; they're hard to remove.

Counter: Wait for the shield to break before committing to a capture. Avoid their start tile — tokens parked there are completely immune.

Lightning
Lightning

Surge

Chaos fields give a card AND an extra dice roll

Chaos-focused powerhouse. Prioritize landing on chaos fields for a card AND an extra roll. Save Reverse or Swap for game-deciding moments.

Counter: Blockade chaos fields ahead of them to deny the card + extra roll advantage.

Nature
Nature

Regrowth

Draw a chaos card when your token is captured

Opponents hand you a free chaos card every time they capture you. Bait captures when your card hand isn't full. Build up a powerful saved hand.

Counter: Only capture Nature when you must. If you do, wait until their card hand is full (5 saved cards) — any new card drawn is discarded.