Fire, wood and water: understanding the cycle

At the heart of Three Seals is a circle of three elements. It is the first rule you learn and the one you will still be using in your hundredth duel.

The circle

  • Fire burns wood. In the game, the wood card curls and chars.
  • Wood drinks water. The water card is soaked up by the wood, which swells with it.
  • Water puts out fire. The fire card is doused and steams.

No element is stronger overall. Each one wins against exactly one other and loses against exactly one other. That balance is what makes every hand a real decision.

Elements beat numbers

New players often reach for their highest number. But when the elements are different, numbers are ignored completely. A water 2 puts out a fire 12. The number only matters when both cards share an element.

When elements differ, ask which element wins. When elements match, ask which number wins.

When elements match

Two fires, two woods or two waters are decided by number, from 2 to 12. The Power move adds +3 for a single round, which is often exactly enough to turn a close loss into a win. Equal numbers on the same element are a tie, and nobody takes a card.

Using the cycle to plan

Because every element loses to one other, every card you hold tells you something about risk. If your shelf needs a wood card, you are hoping to play wood, and wood loses to fire. A master who reads your shelf, like Tosby or Huma, will reach for fire.

Good players keep that in mind and sometimes play the element their shelf needs a turn later, when the master has used up the card that would beat it.

Try it yourself

On the How to play page you can tap each element and watch it attack, then play a real round where every clash is explained in one sentence.

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