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Card Descriptions
A detailed guide to all 11 card types in SILVA and their strategic abilities.
Young Kukunochi
No.0 1 card (Rebirth Card)Ability: Photosynthesis
Normally has no ability. This special card is placed sideways next to the draw pile at the start of the game.
It only enters a player's hand when Kukunochi (No.10) uses its Regeneration ability. In the final number comparison (when the draw pile is empty), it has a special rule where it beats Spirit (No.8) only.
It only enters a player's hand when Kukunochi (No.10) uses its Regeneration ability. In the final number comparison (when the draw pile is empty), it has a special rule where it beats Spirit (No.8) only.
Boy
No.1 2 cardsAbility: Revolution
1st card played: No effect.
2nd card played: When the 2nd Boy appears in play, it activates the same ability as Sword Maiden (No.9) — force an opponent to draw 1 card, reveal both cards in their hand, and choose 1 to discard.
The lowest number in the game, but becomes a powerful late-game finisher when both appear.
2nd card played: When the 2nd Boy appears in play, it activates the same ability as Sword Maiden (No.9) — force an opponent to draw 1 card, reveal both cards in their hand, and choose 1 to discard.
The lowest number in the game, but becomes a powerful late-game finisher when both appear.
Trainee
No.2 2 cardsAbility: Charge
Choose an opponent and declare a card name. If correct, the opponent is eliminated. If wrong, nothing happens.
A high-risk, high-reward card. When combined with prior reconnaissance from Scout, it becomes deadly accurate.
A high-risk, high-reward card. When combined with prior reconnaissance from Scout, it becomes deadly accurate.
Scout
No.3 2 cardsAbility: Reconnaissance
Choose an opponent and secretly view their hand. You are prohibited from sharing this information with other players.
The intelligence specialist. Use the gathered information to plan your next move strategically.
The intelligence specialist. Use the gathered information to plan your next move strategically.
Warrior
No.4 2 cardsAbility: Combat
Choose an opponent and force them to draw 1 card from the draw pile. Without seeing their hand, name a card and force them to discard it if they have it.
Requires guesswork without information, but combining with Scout greatly improves accuracy.
Requires guesswork without information, but combining with Scout greatly improves accuracy.
Brewer
No.5 1 cardAbility: Brewing
Choose an opponent and both reveal your hands. The player with the lower number is eliminated. If tied, both are eliminated.
A direct duel card. Most effective when you're confident your hand is stronger than your opponent's.
A direct duel card. Most effective when you're confident your hand is stronger than your opponent's.
Masu Craftsman
No.6 2 cardsAbility: Craft / Guardian
1st card (Craft): No effect.
2nd card (Guardian): Declare "FOMUS" to summon the Guardian Masu. Gain a barrier that negates elimination once.
Serves as insurance. Reaches its full potential when both cards are played.
2nd card (Guardian): Declare "FOMUS" to summon the Guardian Masu. Gain a barrier that negates elimination once.
Serves as insurance. Reaches its full potential when both cards are played.
Farmer
No.7 2 cardsAbility: Cultivate / Harvest
1st card (Cultivate): On your next turn, look at the top 2 cards of the draw pile and choose 1. Return the other.
2nd card (Harvest): Look at the top 3 cards and choose 1. Return the rest.
The deck manipulation specialist. Efficiently acquire the cards you need.
2nd card (Harvest): Look at the top 3 cards and choose 1. Return the rest.
The deck manipulation specialist. Efficiently acquire the cards you need.
Spirit
No.8 2 cardsAbility: Telepathy
Choose an opponent and swap hands with them.
Can be used to steal a strong card when your hand is weak, or to force an unwanted card onto an opponent. Situational awareness is key.
Can be used to steal a strong card when your hand is weak, or to force an unwanted card onto an opponent. Situational awareness is key.
Sword Maiden
No.9 1 cardAbility: Flash Strike
Choose an opponent, force them to draw 1 card, then reveal both cards in their hand. Choose 1 card for them to discard.
The only card capable of permanently defeating Kukunochi (No.10). It negates Kukunochi's Regeneration ability, resulting in a true elimination.
The only card capable of permanently defeating Kukunochi (No.10). It negates Kukunochi's Regeneration ability, resulting in a true elimination.
Kukunochi
No.10 1 cardAbility: Regeneration
Cannot be played from your hand. Can only be discarded through opponents' card abilities.
When eliminated by any card other than Sword Maiden (No.9), discard your entire hand and draw the Rebirth Card (Young Kukunochi) to revive.
As the highest number in the game, keeping it in your hand gives an overwhelming advantage in the final number comparison when the draw pile runs out.
When eliminated by any card other than Sword Maiden (No.9), discard your entire hand and draw the Rebirth Card (Young Kukunochi) to revive.
As the highest number in the game, keeping it in your hand gives an overwhelming advantage in the final number comparison when the draw pile runs out.
Now that you know the card abilities, give SILVA a try!
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