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Combo Rule

Combo can be your best friend and your worst enemy. Combo can only be initiated by four different ways: Same, Plus, Same Wall and PlusWall. When one of the other rules (Same, Plus, Same Wall or PlusWall) has occurred it plays Combo into action. The cards flipped by the rule can consequently flip other opponent's cards in connecting places if the card just flipped has higher side value than the adjacent card's value. Consequently this card can also Combo connecting cards…and so on until there are no opponent cards left connecting that have lower values.

Here is an example:

This is before somebody has done Same , Plus, Samewall or Pluswall.
This is the "Opening Stage".



Then the player places a card in spot 3 causing the plus rule to take the card beside it. This is now where combo comes into effect. Note how the A value on the upper middle card is larger than the 4 value on the card beside it in spot 1 as indicated by the arrow.



Then combo is activated and causes the card in spot 1 to flip and become the same color as the player who initiated the Combo. Combo will then check any adjacent cards that may the opponents and continue if possible. Note the A down is larger than the 9 facing up.



The combo now continues down and again checks the adjacent cards around it.



The combo now continues down again and again checks the adjacent cards around it.



Since 7 is greater than 2 combo now travels to the right taking the card in spot 8.



Lastly combo will travel up to Sephiroth thus overtaking the entire board with one move.



Now naturally when the page loads or refreshes we won't see the
"Middle Stages" and will go directly to the "End Stage".
Tip: Combo is mainly about luck in closed games but as your develop your skills more you may learn ways to "Combo Safely", think about the Same rule or Plus Wall.



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