ClapOut

The four elements: the Clash and the Surge

Tide douses Ember, Ember lights Dusk, Dusk sets Sol, Sol dries Tide. One line to learn, and every change of suit becomes a decision.

By the ClapOut team · Updated 28 September 2026 · 7 min read

In most shedding games a suit is just a colour to match. In ClapOut the four suits are elements, and they act on each other. Whenever a card changes the pile's element, the two elements meet — and one of them wins. That single idea turns every suit change into a decision, and it is the part of ClapOut you will not find anywhere else.

This guide covers the whole system: the cycle, the Clash and its outcomes, the Surge, and the order in which everything happens on a play. If you are new to the game, the basics are in How to play.

The cycle

There is one line to learn:

Tide douses Ember, Ember lights Dusk, Dusk sets Sol, Sol dries Tide.

Water puts out a flame. A flame lights up the dark. Night sets the sun. The sun dries up the water. Each element beats exactly one other and loses to exactly one other, and the ring closes on itself. The pairs across the ring — Tide and Dusk, Ember and Sol — are neutral: nothing passes between them.

ElementBeatsLoses toNeutral with
Tide (a wave)EmberSolDusk
Ember (a flame)DuskTideSol
Dusk (a moon)SolEmberTide
Sol (a sun)TideDuskEmber

The Clash

A Clash happens only when a card changes the pile's element. That means a number or action match that brings a different element in: your Tide 7 on an Ember 7, or your Dusk Hush on a Sol Hush. Playing the same element is nothing. Playing across a neutral pair is nothing. And a wild is nothing, as you will see below.

When a clash does happen, it goes one of two ways.

Overpower

If the new element beats the old one, you overpower it. Each of the four has a name: a Douse (Tide on Ember), a Kindle (Ember on Dusk), an Eclipse (Dusk on Sol) and a Scorch (Sol on Tide).

On an overpower, the card's victim draws one card at once. The victim is the seat the card hits: normally the next seat, but on a Rewind it is the seat play comes back to. With two players, it is the other player either way. On a Toss the draw simply adds: one card now, and two more when the victim's turn begins.

Fizzle

If the new element loses to the old one, it fizzles, and you draw one card. You still shed the card you played, so a switch you were forced into costs you nothing overall: one card out, one card in. A switch you chose, when you had another legal card, is a real decision — you are paying a card for whatever that switch gets you.

The outcomes

New card on old pileThe outcomeWho draws one
Tide on EmberDouse — overpowerThe victim
Ember on DuskKindle — overpowerThe victim
Dusk on SolEclipse — overpowerThe victim
Sol on TideScorch — overpowerThe victim
Ember on Tide, Dusk on Ember, Sol on Dusk, Tide on SolFizzleYou
Tide on Dusk, Dusk on Tide, Ember on Sol, Sol on EmberNothing — a neutral pairNobody
The same elementNothingNobody
A wild, or the element it namesNothingNobody

The clash settles the moment the card lands — before the clap window, before anyone can go out, and before the card's own effect.

A fizzle on a last card never wins

Because the clash comes first, a fizzle's draw lands before the table checks whether you have gone out. Your hand goes from none back to one, and your clap window opens again — so clap again. An overpower on a last card wins as usual: its draw has already landed on the victim, not on you.

Remember

Down to one card and it would fizzle? It will not take you out. But it still sheds a card, so if it is your only legal play it leaves you at one card rather than two — play it, and clap.

Wilds are above the weather

A Prism or a Storm never clashes, and neither does the element it names: the pile simply takes it. That makes the wilds your safe way out of a bad element. The card after a wild has to follow the named element (or be another wild), so it cannot clash either. The same goes for a card shed as a bonus inside a Surge or a Double: it never clashes.

The Surge

When the same element lands three times in a row on the pile, it surges — the rulebook calls it a flood, a blaze, a nightfall, a scorch. It does not matter whose cards they were. Whoever lands the third card may at once shed one more number card of that element from their hand, or pass.

3 8 5 9

Three Tides in a row, so the player who landed the Tide 5 may shed a Tide 9 straight away.

The fine print:

The order, on every play

  1. The card lands.
  2. The clash, and its draw.
  3. The clap window.
  4. The card's own effect (a Hush's skip, a Toss's debt, and so on).
  5. The surge, last.

Most of the time you will never think about the order. It matters at the edges: it is why a fizzle cannot win, and why an overpowering Toss costs its victim three cards in total.

Four worked examples

1. A Douse on a number

7 7

The pile shows an Ember 7 and you play a Tide 7. Same number, new element: a clash. Tide douses Ember, so it is an overpower, and the next player draws one card at once. A Dusk 7 would have fizzled instead — Ember lights Dusk, so Dusk on Ember loses — and you would have drawn the card yourself. A Sol 7 would have been nothing at all: Ember and Sol are a neutral pair.

2. A Kindle on a Toss

TOSS TOSS

A Dusk Toss is on the pile and you play an Ember Toss. Ember lights Dusk: a Kindle. The clash settles first, so your victim draws one card now; then the Toss's own debt is paid when their turn begins — two more, and the turn is lost. Three cards in all.

3. An Eclipse on a Rewind

REWIND REWIND

A Sol Rewind is on top and you play a Dusk Rewind. Dusk sets Sol: an Eclipse. But who is the victim? Your Rewind turns play around, so the seat play comes back to — the player who played just before you — draws the card. In a two-player game it is simply the other player.

4. Riding a Surge to the finish

2 6 4 1

Two Sols have landed in a row and you hold a Sol 4 and a Sol 1. You play the Sol 4, the third Sol in a row: a surge. You shed the Sol 1 as your bonus — your last card — and you have gone out. Had you instead been left holding one card after the bonus, your clap window would have opened, and you would clap.

Why the elements exist

The match-a-colour-or-number core is old and everyone knows it. On its own it asks very little of you: when you have a playable card, you usually just play it. The elements add a question every time you change suit. Do you switch into an overpower to hit the player about to go out? Do you accept a fizzle to dump an awkward card? Do you hold your Prism so you can escape a bad element later without paying for it?

The Surge pulls the other way: it rewards you for riding one element rather than hoarding wilds, and it speeds a game up instead of padding it with draws. Between the two, even a hand with plenty of legal plays gives you something to think about. There is more on playing them well in the strategy tips.

Switching the elements off

The Elements rule is on by default. The host can switch it off in the lobby, under House rules, and then an element is only a colour to match: no Clash, no Surge, and nothing in this guide applies. It is a good choice for a first game with young children — see Family game night — but most tables put it straight back on once everyone has the basics.

Tip

Look at who is next before you change the element. An overpower always lands on the card's victim, so the same Tide 7 is a gift if the next player is on two cards and a waste if they are on twelve.

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