Elemental Passives
Choose your element, shape your strategy

Blazing Start
Deploy on a 5 or 6 to get your first token out
Aggressive opener — get your first token out on a 5 or 6, then apply pressure. Later deploys still need a 6.
Counter: Fire only gets the fast deploy for its FIRST token — once it's on the board it needs a 6 like everyone. Pressure it before it establishes.

Flow State
Reroll a 1 — up to 3 times per game
You choose whether to reroll a 1 or keep it — keep a 1 that captures or finishes. Up to 3 rerolls per game; very consistent.
Counter: Force a DoubleDown card onto them — it disables the reroll entirely on that turn.

Featherweight
Finish without exact rolls, and reach home a step sooner
Strong late-game. No precision needed to finish — overshoot into the center — and a slightly shorter lap home. Push your lead token.
Counter: Captures on the main track still hurt Air. Blockade the finish lane approach — Air can overshoot blockades, but they still stop the token.

Fortified Base
Your first token out deploys with a shield that blocks one capture
Your first token out deploys with a shield — it takes two hits to send that token home. Push it aggressively while the shield holds.
Counter: Only Earth's first token out is shielded — pop the shield with a throwaway hit, then capture freely. No tile is safe anymore.

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.

Regrowth
Draw a card when captured; once per game, respawn instead of going home
Opponents hand you a free chaos card when they capture you, and once a game a captured token respawns at your start instead of going home. Bait captures when your hand isn't full.
Counter: Only capture Nature when you must, and remember its first captured token respawns at its start (a second hit on that token sends it home). Best when their card hand is full (5 saved) so the drawn card is discarded.