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CO

Clash of the Elementals

2025

2 players
10 - 30 min

From BoardGameGeek

Clash of the Elementals is a competitive card game built on a 54card deck. The deck contains twelve classes across four elements (Earth, Water, Air, Fire), two Wild Cards, and four Rules Cards. Players build four armies of five cards each, with the fifth card hidden until the endgame. On each turn, players draw one card and play one card into any incomplete army. Armies are compared headtohead using defined formations (e.g., Pentacle, Phalanx, Battle Line), ranked by strength and resolved with tiebreaker rules based on class hierarchy, element order, and Wild Card effects. The objective is to win the majority of 4 army battles. If the overall result is tied, players resolve with singlecard duels using unplayed cards until one achieves three victories. Wild Cards (Wizard and Sorceress) can assume any class and element, providing flexible but decisive power. Winning requires assembling stronger formations than your opponent and managing card placement to maximize hierarchy and elemental advantages. -description from the designer

CO

All videos

Clash of the Elementals Game DemoHow to play12:06

Clash of the Elementals Game Demo

Excelsior Diversions

Excelsior Diversions

Creators who cover this

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Excelsior Diversions
Excelsior Diversions
1 video of this game

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About Clash of the Elementals

From BoardGameGeek:

Clash of the Elementals is a competitive card game built on a 54card deck. The deck contains twelve classes across four elements (Earth, Water, Air, Fire), two Wild Cards, and four Rules Cards. Players build four armies of five cards each, with the fifth card hidden until the endgame. On each turn, players draw one card and play one card into any incomplete army. Armies are compared headtohead using defined formations (e.g., Pentacle, Phalanx, Battle Line), ranked by strength and resolved with tiebreaker rules based on class hierarchy, element order, and Wild Card effects. The objective is to win the majority of 4 army battles. If the overall result is tied, players resolve with singlecard duels using unplayed cards until one achieves three victories. Wild Cards (Wizard and Sorceress) can assume any class and element, providing flexible but decisive power. Winning requires assembling stronger formations than your opponent and managing card placement to maximize hierarchy and elemental advantages. -description from the designer

Publisher

Excelsior Diversions

Categories

Card GameFantasyMythology

Mechanics

Combat ResolutionHand Management
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