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Understanding the 12 classes in Versus Mode

Updated: Sep 2, 2025


If players decide on playing King of Bridges mode with Versus Mode, players will need to understand the Good and Evil Cards and how the 12 classes work.


Example of a Good Card
Example of a Good Card

For more information about how Good and Evil Cards work, click here:



Different classes have different effects on the board, they are as follows:



Water:

  • With a Good Deck with four or more Water types, players can add additional Diamonds to their Main Deck before play.

  • With an Evil Deck with four or more Water types, players can discard Diamonds from their opponents deck before play.


To find out more about the Water Power-ups, click this button to learn more:



Earth:

  • With a Good Deck with four or more Earth types, players can add additional Clubs to their Main Deck before play.

  • With an Evil Deck with four or more Earth types, players can discard Clubs from their opponents deck before play.


To find out more about the Earth Power-Ups, click this button to learn more:



Fire:

  • With a Good Deck with four or more Fire types, players can add additional Hearts to their Main Deck before play.

  • With an Evil Deck with four or more Fire types, players can discard Hearts from their opponents deck before play.


To find out more about the Fire Power-Ups, click this button to learn more:



Wind:

  • With a Good Deck with four more Wind types, players can add additional Spades to their Main Deck before play.

  • With an Evil Deck with four or more Wind types, players can discard Spades from their opponents deck before play.


To find out more about the Wind Power-Ups, click this button to learn more:




Creature:

  • With a Good Deck with four or more Creature types, players can draw additional Good Cards free of charge before play.

  • With an Evil Deck with four or more Creature types, players can discard additional Good Cards from your opponents card before play. Note: If your opponent doesn't have a Good Card at the start of the game, the Power-Up remains in play until your opponent draws a Good Card, then you may sent it to the Good Discard Pile.


To learn more about Creature Power-Ups, click this button to learn more:



Element:

  • With a Good Deck with four or more Element types, players can draw additional Shards to your pile before play.

  • With an Evil Deck with four or more Element types, players can discard additional Shards from your opponents pile before play. Note: If your opponents don't have a collection of Shards, the Power-Up remains in play until your opponent adds Shards to their Shard pile before discarding them.


To learn more about Element Power-Ups, click this button to learn more:



Machine:

  • With a Good Deck with four or more Machine types, players can draw additional Evil Cards free of charge before play.

  • With an Evil Deck with four or more Machine types, players can discard additional Good Cards from your opponents card before play. Note: If your opponent doesn't have a Good Card at the start of the game, the Power-Up remains in play until your opponent draws a Good Card, then you may sent it to the Good Discard Pile.


To learn more about Machine Power-Ups, click this button to learn more:



Object:

  • With a Good Deck with four or more Object types, players can draw additional Orbs to your pile before play.

  • With an Evil Deck with four or more Object types, players can discard additional Orbs from your opponents pile before play. Note: If your opponents don't have a collection of Orbs, the Power-Up remains in play until your opponent adds Orbs to their Orb pile before discarding them.


To learn more about Element Power-Ups, click this button to learn more:




Fairytale:

  • With a Good Deck with four more Fairytale types, players can add a corresponding Heart from their Main Deck into their Hearts lane.

  • With an Evil Deck with four or more Fairytale types, players can discard Hearts from their opponents Hearts lane before play. Note: Players can't discard Ace of Hearts. If your opponent doesn't have any Hearts in their lanes, the Power-Ups remains in play until your opponents places Hearts into their lane.


To learn more about Fairytale Power-Ups, click this button to learn more:



Day:

  • With a Good Deck with four more Day types, players can add a corresponding Spade from their Main Deck into their Spades lane.

  • With an Evil Deck with four or more Day types, players can discard Spades from their opponents Spades lane before play. Note: Players can't discard Ace of Spades. If your opponent doesn't have any Spades in their lanes, the Power-Ups remains in play until your opponents places Spades into their lane.


To learn more about Day Power-Ups, click this button to learn more:



Night:

  • With a Good Deck with four more Night types, players can add a corresponding Diamond from their Main Deck into their Diamonds lane.

  • With an Evil Deck with four or more Night types, players can discard Diamonds from their opponents Diamonds lane before play. Note: Players can't discard Ace of Diamonds. If your opponent doesn't have any Diamonds in their lanes, the Power-Ups remains in play until your opponents places Diamonds into their lane.


To learn more about Night Power-Ups, click this button to learn more:



Nature:

  • With a Good Deck with four more Nature types, players can add a corresponding Club from their Main Deck into their Clubs lane.

  • With an Evil Deck with four or more Night types, players can discard Clubs from their opponents Clubs lane before play. Note: Players can't discard Ace of Clubs. If your opponent doesn't have any Clubs in their lanes, the Power-Ups remains in play until your opponents places Clubs into their lane.


To learn more about Nature Power-Ups, click this button to learn more:



To learn more about Class Power-Ups Table, click here:



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