FIRE IT CAN SWITCH PLACES WITH A CAPTURED CARD AND ATTACK AGAIN
A card with tide-turning potential; its skill might create chain reactions that can ravage the entire board. FIRE can swap places with a card it captures and then attack again until no further captures are possible (or you choose to stop). Position carefully FIRE at the game’s start, so its strong sides face most opportunities to capture. FIRE SPREADS
CLOUD IT CAN MOVE OVER OTHER CARDS UNTIL REACHES AN EMPTY SQUARE
Impossible to trap, the most mobile card of POKT is able to move over any number of other cards, as long as it doesn’t step over an empty square (but remember, cards don’t move diagonally). Once it steps over an empty square, the movement stops and CLOUD attacks, just as any other card moving into an empty square. When the game starts, look how enemy cards are rotated and rotate CLOUD accordingly to catch them later in the game. CLOUD FLIES
ROCK [+1] WHEN ATTACKING
Mild while still, but dangerous on all sides it and becomes stronger. ROCK usually maintains a wide range of possible attack flanks, and is able to start up and hold the upper hand of a player. Keep ROCK active and aggressive, or waiting safely during defensive stances for surprise comebacks. ROCK CRUSHES
SUN [+1] WHEN IS IN THE CENTER OF THE BOARD
Ruler of the battlefield, shines as the center of the fight, conditioning the moves of all other cards, who have no options other than orbiting around SUN and its player's choices. SUN gets [+1] when it is over any of the 4 center squares of the board. The moment it leaves them, loses the bonus. You'll probably want to save this card to put it last during the setup. Keep SUN's weak sides covered and it will probably stick under your control the whole game, restricting heavily your opponent's options. SUN DOMINATES
MOON [+1] WHEN IS ON THE EDGE OF THE BOARD
Where SUN can't rule, MOON does. As long as it stays away from the 4 center squares, MOON becomes empowered. Usually the strong sides of the card will only make it retain control in two of the four edges of the board, so choose carefully at the game setup. MOON ORBITS
TORNADO BEFORE MOVING, IT CAN ROTATE ONE OTHER CARD FROM EACH TEAM
An extremely resourceful card that lets its player mold the game to their needs. Able to freely rotate two cards in the game, one for each player, TORNADO is both an incredible attacker, exposing weak sides before attacking, and an excellent defensive card, covering up other cards and unexposing possible enemy attacks. The only card out of TORNADO’s power is itself, an eye of the storm that calls for caution when moving it. TORNADO SPINS
BOLT CARDS IT CAPTURES ATTACK JUST AFTERWARDS
A complex card with game overturning potential. With its power, BOLT “electrifies” cards it captures, making them attack too (in place, without moving). A common good use case is effectively undoing opponent's captures, as the involved cards are already in a double capture situation. At its peak, BOLT may cause chained multicapture impacts, heavily influencing any game's fate. BOLT SHOCKS
TURTLE [+1] WHEN ATTACKED
The card with highest defensive capacity of them all. No other card can attack TURTLE without making it harder to capture, usually turning it the last card standing. Use it to block and slow down your opponent's advances, hold your ground and strike back. TURTLE RESISTS
HAND TO MOVE, IT CAN SWITCH PLACES WITH A CARD NEXT TO IT
A card of endless possibilities, impossible to pin down in one place, forcing moves where no other card could. Mind that even when HAND swaps its place with another card, only hand attacks, the other card won't capture (but can be captured by HAND). Keep always an eye on HAND, yours or not, so as not to miss its surprise tricks. HAND GRABS
JAR WHEN CAPTURED CHANGE IT FOR A NEW CARD, ITS TEAM IS RANDOMLY CHOSEN
It has three strong sides, but any card stepping on the fourth side will capture JAR undefended, and that's when its skill pops in. Pick randomly from the card deck a new card, and put it in the same rotation as JAR was. Flip a coin to see who is the owner of the new card. As JAR was captured, the attacking player won't have to discard a card of their own, but depending on luck the defending player may lose no card either! JAR CONTAINS
DINOSAUR IT CAN ROTATE BEFORE MOVING
Brandishing the higher side number of the game, this card ravages through the board rotating towards and capturing any card it wishes. The low tail side is the only weakness to leverage DINOSAUR, so try not to expose it. DINOSAUR TRAMPLES
FLOWER AT THE END OF TURN, YOU CAN REMOVE IT AND TAKE AN EXTRA TURN
An apparently weak card that hides a game breaking capability. Right before finishing your turn, no matter which card you moved, you can remove FLOWER from the board and take another turn. Those two turns work exactly the same as any other, the important difference being you have time to capture more cards or to execute a complex strategy. Any way you want to spend this marvelous opportunity, you'll have room to take or ensure the upper hand of the game. FLOWER BLOOMS
SHADOW SET ASIDE 3 CARDS, COPIES ONE OF THEM. CAN CHANGE WHICH BEFORE MOVING
probably the strangest and more versatile card of the game. Right after you put SHADOW on the board, take randomly 3 cards from the deck. Set them aside, then pick one: SHADOW becomes that card until you decide to change it right before moving SHADOW. You can put the selected copied card over SHADOW to make it easier to read the board, and the copy is always rotated in the same manner as SHADOW is. Three possible cards at the same time and place, with the power to pick the most useful one before using it, that's SHADOW's incredible power. SHADOW COPIES
When captured, SHADOW keeps copying the same card, but now the other player decides which one it becomes when moving, and the three copyable cards remain the same
If it copies FLOWER and is sacrificed, SHADOW is discarded too
If it copies JAR and is captured, SHADOW is discarded too (and replaced with the new card)
SKULL IF CAPTURED, THE ATTACKING CARD SWITCHES TEAM
A real pain for its enemies, capturing SKULL always comes at a high price. Its uneven sides make it dangerous both on the strong sides and in the weak ones, turned poisonous by its skill. SKULL SACRIFICES
If FIRE captures it, it may still swap places with SKULL, but the attack ends up right away as FIRE changes owner
If BOLT captures it, BOLT changes player and then SKULL
If JAR captures it, JAR is captured by SKULL and JAR's power is activated
VISITOR IT CAN SWITCH PLACES WITH ANY OTHER CARD TO MOVE
Able to switch places with any other card, this card is impossible to pin and so hard to capture if its player is careful. On the other hand, VISITOR is not very powerful and only has a strong side so its possible prey have to be correctly rotated to be vulnerable. VISITOR TELEPORTS
When VISITOR teleports, only itself attacks, the other card just takes VISITOR’s former place
VISITOR may move normally too
SNAKE CAN MOVE DIAGONALLY
As the only card allowed to move diagonally, SNAKE has a gift for entering and fleeing crowds unexpectedly, and also covering distances other cards would take two turns to cover. This simple but sneaky power will bring some neat surprises to watchful players! SNAKE CREEPS
BULL IF THERE'S PLACE, WHEN MOVING, IT CAN PUSH A ROW OF CARDS
This card may change all the board status quo in a blink. “If there's place”, as written in the card, means that there must be an empty square ahead the 1 or 2 cards BULL will push in the direction it moves, so the card(s) pushed have room to be displaced by BULL. After pushing, resolve the attack as normally, comparing the numbers of the cards after having been moved. BULL CHARGES
GOAT CAN MOVE 2 SQUARES IN THE SAME DIRECTION, EVEN JUMPING OVER
A strong attacker with high mobility, this card will capture many others for you. GOAT is even able to leap over other cards to fall like a bomb in surrounded empty spots of the board. GOAT JUMPS
RAINBOW [+1] TO SAME TEAM CARDS ON ITS SIDES
Friendly cards in the four sides of it get instant +1 to all their numbers, making RAINBOW a mobile powerhouse. Place it carefully during the setup and you'll be able to take advantage of its skill right from the first turn! RAINBOW INSPIRES
CRAB CAN ROTATE AFTER MOVING
Its power and its numbers together make CRAB a formidable attacker and defender, able to hit really hard and then guard itself rotating to expose the claws against possible attackers. As an extra, CRAB will rotate automatically when captured, keep that in mind! CRAB PINCHES
COIN WHEN MOVING OR DEFENDING FLIP A COIN TO SET THE NUMBERS
As the embodiment of randomness and luck, it's hard to tell if this card will do a good or bad job. But there is at least one way to play COIN safely: look for situations where both possible outcomes will favor you when attacking (and pray when defending). COIN FLIPS
COIN WHEN MOVING OR DEFENDING FLIP A COIN TO SET THE NUMBERS
As the embodiment of randomness and luck, it's hard to tell if this card will do a good or bad job. But there is at least one way to play COIN safely: look for situations where both possible outcomes will favor you when attacking (and pray when defending). COIN FLIPS
BAT CAN ROTATE HALF TURN BEFORE MOVING
An evenly strong card that is also able to choose between two rotations to make the best of its attacks. DINOSAUR is able to freely rotate and has a super strong side, but BAT is harder to get captured back, and has possibilities to make a multi-capture, making them very different strategically. BAT HANGS
CACTUS CAN ATTACK WITHOUT MOVING
It may choose to move as any other card or just attack from its place. This power makes CACTUS very dangerous, enforcing a tough control over the cards that surround it, and a very hard to assault bastion when its weak side is protected. CACTUS STINGS
GHOST CAN MOVE FROM A SQUARE AT THE EDGE TO THE OPPOSITE SQUARE
Numerically, the strongest card in the deck, and unbounded by the board limits. It's not frequent to use GHOST's skill, but that makes it even more unexpected: keep looking for rogue possibilities of surprise attacks!
Examples, if we set the board coordinates as A-B-C-D for columns and 1-2-3-4 for rows, GHOST may move:
from A1 left to D1
from A1 up to A4
from C4 down to C1
… and so on, just imagine the board wraps itself for GHOST, and it never moves diagonally. It may also move normally as any other card. GHOST APPEARS
Copyright ©2024-2025 Alvaro Gutiérrez Lorenzo (DBA Campavento), All rights reserved.