Battle Cards — how a battle is resolved
This is the reference for every rule a Suikamon battle runs on: the four moves you can commit to each round, the hand of 5 you back them with, how an exchange is decided, and what each card in the deck does.
A round, step by step
- Both trainers commit to a move: attack, magic, dodge or recover
- Each may play a meld of up to 4 copies of one card of that move — or play bare
- Only cards of the committed move count towards the exchange
- The exchange resolves into damage, a heal, or an evasion
What the page covers
The live matchup table, the full card list with each card's value and chance, and the hand rules — all rendered from the battle engine's own code, so the reference cannot drift from the game.