Peek, Redraw and Power: when to use your special moves
Every duel gives you three special moves, and each one can be used exactly once. Used at the right moment, a single move decides the duel. Used on the first turn out of impatience, it is simply gone.
Peek: see the master's hand
Peek shows you the master's hand for the current round. It does not tell you which card the master will choose, but it tells you what is possible.
- Best moment: when the master is one card away from a winning shelf. If you can see that the master holds the element that would finish, you know which element to play against it.
- Weak moment: the first round, when neither shelf has anything to protect.
Redraw: a new hand
Redraw throws away your hand and draws five new cards. It is your answer to a hand that cannot help your shelf.
- Best moment: when every card you hold either repeats a seal colour you already have or plays into the element the master is likely to use.
- Weak moment: when you hold even one card that clearly moves your shelf forward. A new hand is not guaranteed to be better.
Power: +3 for one round
Power adds +3 to your card for the current round. Because different elements ignore numbers, Power only matters when both cards share an element.
- Best moment: a same-element clash you expect to lose by one, two or three.
- Weak moment: any clash of different elements, where +3 changes nothing.
Keep your moves for the round that matters. There is always a round that matters.
The masters use them too
The masters have the same three moves. Peanut uses what he sees only some of the time, while Huma tends to use her moves exactly when they hurt most. When a master peeks, assume your hand is known and let the cycle, not habit, choose your card.
