Gacha TriadAlpha
THE RULEBOOK

Battle manual

Basic captures, special rules, and chain reactions.

01

Taking turns

You and your opponent each start with five cards. Take turns placing one card in any empty cell. A randomly chosen player goes first.

02

Capturing cards

Each card has a top, right, bottom, and left value. When you place a card, its sides challenge the touching sides of adjacent cards. A strictly higher value captures an enemy card. Equal values do not capture under the basic rules. A means 10.

YOUR CARD 7 →beats← 4 OPPONENT
03

Scoring

The match ends after nine placements. Every card you control counts for one point, including the unplayed card in hand. The scores always add up to 10. More points wins; 5–5 is a draw.

Rules

◎

All Open

Both five-card hands are visible. Closed hands hide unplayed cards; Three Open reveals three randomly chosen cards in each hand at the start and keeps the other two hidden.

All Open
Your hand
3◆7
4◆6
5◆5
6◆4
7◆3
Opponent’s hand
3◆7
4◆6
5◆5
6◆4
7◆3

Both players can see every card in both hands.

Your hand remains visible to you in every mode.
=

Same

Match the touching values on at least two adjacent cards to capture the matching enemy cards. Friendly cards can help make the match.

Example: 4 meets 4, and 7 meets 7.
■ You■ Opponent
·
1141◇
·
·
↓
1187◇
1111◆
1111◆
·

Blue to play. Place your card in the center.

+

Plus

Add each touching pair. If at least two pairs have equal sums, capture the matching enemy cards. Friendly cards count here, too.

Example: 3 + 6 = 5 + 4.
■ You■ Opponent
·
1161◇
·
·
↓
1184◇
1111◆
1111◆
·

Blue to play. Place your card in the center.

⤳

Combo

Cards captured by Same or Plus attack adjacent enemy cards using the normal higher-value rule. Each new combo capture can continue the chain. Ordinary captures do not start combos.

■ You■ Opponent
1111◆
1161◇
·
·
↓
1184◇
1111◆
1111◆
2111◇

Blue to play. Place your card in the center.

Same and Plus check the board before any cards change ownership. Special captures resolve first, then ordinary captures, then Combo chains.

Modes and card transfers

Elemental

Marked cells match one of eight elements. A matching card gains +1 on every side; a different element or no affinity loses 1. Neutral cells do nothing. Same, Plus, ordinary and Combo comparisons all use the adjusted values displayed on the cards. Cell and card icons show each element, with a +1 or −1 badge for the active modifier.

Custom Trade One requires Closed visibility with Same, Plus and Combo enabled. Extra rules may be added.

Unranked

Three Open, Same, Plus and Combo. No card trade or rating change. Start matchmaking from Play; you can meet another player or a populated bot.

Ranked

Closed hands, Same, Plus, Combo and Trade One. The winner selects one card from the loser’s original five-card deck, including its unplayed card. A draw trades nothing. Forfeiting still loses a card.

The queue searches for humans. While waiting, you can choose a practice bot. Practice games never change Elo.

Draft

Three temporary boosters open automatically. Each contains three random cards, one 3★+ and one 4★+, with 5% Holo per card. Choose five of the fifteen cards within three minutes; remaining picks are completed automatically at the deadline. Three Open, Same, Plus and Combo; no trade. These cards never enter your collection.

The queue searches for humans. While waiting, you can choose a practice bot. Practice games never change Elo.

Roulette & custom

Roulette has its own queue and draws a compatible set of rules at match start. Custom tables combine visibility, Same, Plus, Combo, Elemental and Random. Random draws a legal deck from your available owned cards. Custom tables appear together in the filterable lobby list.

Decks and timers

  • A deck contains five different characters: at most one 5★ and one 4★, or two 4★ without a 5★.
  • Each Holographic copy has one permanent +1 side bonus, assigned when acquired. No side can exceed A.
  • Turns last 60 seconds. Your first missed turn auto-plays a card. Miss your next turn too and you forfeit. A manual move resets this warning.
  • Disconnecting for 120 seconds forfeits. During Draft, 120 seconds without revealing or choosing cards also forfeits.
  • Trade One selection lasts two minutes. If the winner does not choose, a losing card is selected automatically. Both players must wait for this transfer before another match.

Ranked and Draft use separate Season 0 ratings. Only games between human players change Elo. Practice bots are labeled [BOT].

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Game server

Use the HTTPS address of the game server. Your accounts and progress belong to that server.