Pop - up Duel Pop - up duels are a gameplay element from the " Chocobo " series . Playing much like a game of Rock - Paper - Scissors , the player will choose cards from his / her hand to combat the cards the opponent possesses . Each player has a Health Point ( HP ) gauge showing the player ' s remaining health , and a Crystal Points ( CP ) gauge showing which special attacks may be used . While the opponent ' s hand is never revealed , during the opponent ' s turn the color of the cards they hold is revealed . Pop - Up Duels . In a pop - up duel , each player may draw up to three cards during their first turn . During the first phase of each turn , the player has 15 seconds to choose which card they are going to play . There is no way to know what cards the opponent has to choose from , but during this phase the player is able to see the colors of all the cards in the opponent ' s hand . The player selects a card by sliding it up to the top screen with the stylus . The card that is selected first will always move first , unless Slow or Haste is in play . If Slow is in play , the affected player will move second ; if Haste is in play , then the affected player will move first . After each card has had it ' s chance to attack then each player will draw one new card to replace the one they just used . It is possible to draw the same card that was just played . The duel ends once one player ' s HP reaches zero . It can become very easy for a player to defeat the computer after many duels , because all of the opponents use the same cards in the same order . This never changes , so it is possible to memorize the order of the cards opponents will use . Crystal Points . The CP gauge is used to perform special attacks ; which attacks can be used depends upon the color of the crystals that make up the gauge . This gauge is filled by playing colored cards ; during the End Phase of one ' s turn , the color of the card played is added to the CP gauge . CP will be added to the gauge even if a card ' s attack fails . Gray cards will not add CP to the gauge , as it possesses no color . The CP gauge is only able to hold 10 crystals , and the crystals added earliest will be replaced after the gauge fills up completely . Cards can use special attacks called Crystal Abilities . These abilities require you to have at least a specific amount of CP of certain colors . Using a Crystal Ability does not get rid of the CP stored in the gauge . Crystal Abilities . Using a crystal ability does not remove CP stored in the gauge , so if a player had red CP x1 , blue CP x1 , green CP x2 , and yellow CP x3 before using Ultima Weapon ' s Ultima ( red CP x1 , blue CP x1 , green CP x1 , and yellow CP x2 ) and their attack hit , they would still have all their CP ( Ultima Weapon is a gray card and does not add any CP to the gauge ) . However , some crystal abilities effect CP by changing the color or removing them . Pop - up Cards . Pop - up cards are earned from minigames and by completing secrets in picture books . Minigames award players with two cards for clearing silver and gold level scores . These cards can be added to one of six decks that can be used in pop - up duels . For the first pop - up duel one will only be able to use a three - card deck , which cannot be revised . But after that Dueler X will give Chocobo a trainer deck , which can hold one deck of eight cards . Eventually , another deck will obtained which can hold up to six different decks with 15 cards each . There is only one of each card and it can be either red , blue , yellow , green , or gray . Most cards also have an effect that is triggered after a successful attack or defense . For example , Lamia can use Song , which will inflict Silence on the opponent if the players ' attack connects . Certain cards have a shine to them , these cards have the potential to be stronger than their counterpart card , and end in a " + " . For example , Iron Giant can use Overhead Smash , which deals 3 damage , but if Chocobos ' HP is lower than the opponents it will deal double damage . Iron Giant can also use Overhead Smash + , which deals 4 damage , but if Chocobo ' s HP is lower than 5 it will deal double damage . Each card also has red , blue , yellow , and green zones used for determining if an attack is successful . Each of these zones contains a picture of a sword , shield , or is left blank . If a card had a picture of a sword in its yellow zone , then it would check what picture was in the yellow zone on the opposing card . If there is a shield in the opposing card ' s yellow zone , then the attack has failed . If there is a sword in the opposing card ' s yellow zone , then the attack connects but only deals half the normal damage . If the opposing card ' s yellow zone is blank then the attack is successful and will deal normal damage . Some cards have no sword icon in any of their zones . This means that these cards cannot attack , but most of these have multiple shield icons and an effect that is triggered when they successfully defend against an attack . " Chocobo ' s Dungeon series " . These games added several cards to the Duels to enhance the system :