Learn about frequently asked questions about the Elements rules
No, players cannot heal over 20 health, including from Greatspells.
Countered spells and finished spells go to the discard pile.
No, currently countered and overpowered spells cannot be interacted with or brought back to your hand, or combined with. They are untouchable.
Yes, you can technically combine two electric spells! There is nothing in the rules preventing this. However, 0+0=0, so you would effectively just discard an electric spell. There is no reason to do this (unless you want less cards in your hand so players don't expect you to have a certain card).
Yes, yes, and yes. Electric spells and overpowering spells are no different from any other spell. Same as combined spells, and even Greatspells.
No, combined spells count as one spell.
Yes, yes, and yes. Greatspells, although very great, and very powerful, are just like other spells, except they can be purchased between rounds once per game per player, and they are revealed and not in your hand.
If a player plays a Greatspell, it stays with them, face down (it is still revealed to other players if they want to know which spell it is, and is only face down to denote it has been used). If a player loses and has a Greatspell (regardless of if it has been cast or not), that spell returns to the center.
Games with 6 or less players should use 1 of each Greatspell (4 total) and games with 7 or 8 players should use 2 of each Greatspell (8 total). The game includes 8 Greatspells. The game includes 16 tracker clips so up to 8 players can track both life and gems on their tracker cards.
No, the 4 cards dealt at the start of the game to start the round count as the cards dealt for the round.
Players that lost the game no longer count as in the game and aren't used in "adjacent" logic. After the player(s) lose the game and after the spell's effect is finished, then future spells will target adjacent players without those players.
Yes, if all remaining players reach 0 life at the same time, they tie. Players do not go negative and this cannot be used to break the tie (unless you want to make up your own variant for this). Players can also tie by reaching 20 gems at the same time. Players cannot go above 20 gems and this cannot be used to break the tie (once again, unless you want to play with these rules unofficial yourself).
If multiple players reach 20 gems at the same time, the player with the greatest gem total wins. If there is a tie, the player with the most life wins, if there is a tie, the active player wins. If multiple players reach 0 life at the same time, players lose clockwise starting with the caster (the caster of the fire spell dealing the damage loses first).
No, if there are no more Greatspells available, then you cannot purchase one. If one becomes available in the future (because a player was eliminated), then you will be able to purchase it at the next opportunity (between rounds, as defined in the rules).
No, your life, gems, and number of cards in hand are public information. Also, if you have a Greatspell or not, which Greatspell it is, and if it has been cast already are also public knowledge.
No, you can only combine with your own spells.
Yes, you can counter any spell that you are legally able to, even if you are not a target.
TL;DR: When the deck runs out, shuffle the discard pile and it becomes the new deck.
Official rules: Cards are dealt starting with the player that will begin the next round
and going in turn order (clockwise). Each player is dealt one card at a time, so in an 8 player game, the player that
will begin the round gets the 1st, 9th, 17th, and 25th cards. If the deck will run out of cards in the middle of dealing,
it still runs out, and only then do the discarded cards get shuffled and then dealt to remaining players. In simpler
terms, rather than be expected to predict if the deck will run out, some players will have more or fewer cards from the
discard pile. Feel free to play any way you want, this is just the technical ruling since we need one 😄
Yes, all discarded cards are revealed. Players may look at the discard pile at any time.
It moves clockwise from the caster. If a player at higher priority has already declined to respond, they cannot undo this. If a new spell is cast (for example, countering or overpowering), then priority resets starting at the player who cast the new spell.
It moves clockwise from the player who will start the next round (the player who passed first).
Only the topmost spell can finish. For example, if Alice deals 4 damage, Bob overpowers Alice's spell with 6 damage, and Cam overpowers Bob's spell with 8 damage, then only Bob's spell finishes and 8 damage is dealt. If Alice deals 4 damage, Bob counters Alice's spell, and Cam counters Bob's counter, then Alice's spell finishes, because Cam's countered Bob's and Alice's is the top most spell that can finish. If Alice deals 4 damage, Bob overpowers Alice's spell with 6 damage, and Cam counters Bob's spell, then Alice's spell finishes. If Derek were to counter Cam's counter, then Bob's spell would counter Alice's spell, which would not finish, so no spell would finish.