Card Encyclopedia

Four card types. Same goal. Wildly different behaviour.

Gold

Gold

gold

Design

The classic fruit slot. Gold is the warm, stable, always-on card. The Gold spirit shines like a small sun - unchanging, dependable, the kind of card you can build a plan around.

Rule

A Gold card’s value (1 through 5) is printed once and never changes while it sits on the field. Sum every Gold on the field and ring the bell when the total is exactly five.

Strategy

Anchor your mental running total on Gold. Because the values never shift, you only need to recompute Gold when a player replaces their slot card. Trade-off: this is also the sum every other player watches, so winning a Gold bell is mostly a reflex race.

Pitfall

Tunnel-visioning on Gold. If you only watch Gold, you will lose every Gem, Ice, and Prism bell to a player who watches more symbols.

Gem

Gem

gem

Design

A flash of green. The Gem spirit is a droplet that vanishes before you can hold onto it. Visually fleeting, mathematically permanent.

Rule

Gem cards appear face-up for a short window (the server controls the exact timing), then turn into a placeholder. The numeric value still contributes to the Gem sum until the slot is overwritten. Hidden visually, present in the math.

Strategy

Treat Gem as memory work. The instant a Gem flashes, name the number to yourself. Gems are the most rewarding bells because fewer players track them - the visual disappears and so does casual attention.

Pitfall

Assuming a vanished Gem no longer counts. It does. Players who forget this miss winning bells over and over without ever noticing why.

Ice

Ice

ice

Design

A cool blue card that fades visibly between turns. The Ice spirit is a small cloud, drifting and slowly thinning. The design signals decay so even new players intuit the rule before reading it.

Rule

An Ice card loses one value at every turn boundary. A 3 becomes a 2 next turn, then a 1, then a 0. At 0 it no longer contributes to the Ice sum, even if it is still visible on the field.

Strategy

Ice creates predictable future bells. A sum that is one short of five today might hit five exactly when an Ice melts to the right value. Watching the melt clock is a quieter skill that rewards patience.

Pitfall

Counting the Ice value you saw last turn instead of the current one. Always re-add Ice after the turn advances; the off-by-one error here is the single most common cause of wrong bells.

Prism

Prism

prism

Design

A soft pink card with a starlight motif. The Prism spirit gestures at the whole field rather than itself - this is a card about everything else.

Rule

Prism is a wildcard. Its value is added to a symbol’s sum only when that symbol already has a card on the field - it lifts an existing Gold, Gem, or Ice, but cannot complete an empty symbol on its own. A Prism 2 with a Gold 3 makes Gold = 5 (a bell). When the field is all Prism, the Prism total counts by itself.

Strategy

When Prism is on the field, recheck each symbol that already has a card - the Prism may have lifted it to five. A second Prism stacks, and an all-Prism field can ring on the Prism total alone.

Pitfall

Expecting a Prism to complete an empty symbol, or to rescue a Gold 5 - a Prism forced onto a Gold 5 makes it 8, not a bell. Prism only helps symbols that already have cards.