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Game Mechanics

Gameplay Overview

The core objective of a run is simple: reach the target score for each node before you run out of hands.

  • A run starts with 5 plays, 5 discards, 8 cards in hand, 1 active special slot, and 1 reroll.
  • Each scoring play is a poker hand worth Points x Multi.
  • The round target scales upward over the course of the run.
  • After most progression nodes, you visit a shop to strengthen your deck and economy.

Game End Conditions

  • The game ends if the player fails to meet the point target before running out of hands.
  • Successful runs contribute toward seasonal progression, missions, and leaderboard performance.

Core Gameplay Loop

  1. Draw a hand and assemble the best scoring play available.
  2. Use discards to improve your odds or pivot into a different hand.
  3. Apply modifiers, jokers, neon cards, specials, and power-ups to push your score higher.
  4. Clear the node and collect cash rewards.
  5. Spend that cash in shops to improve consistency, scaling, and survivability.

Effect Items

  • Modifier Cards
    • Added to the deck and drawn alongside traditional and neon cards.
    • Change a card's suit or type behavior.
  • Special Cards
    • Activate immediately when acquired.
    • Occupy a special slot until sold or removed.
    • Scale a run through persistent effects on scoring, economy, draws, discards, or round rules.
  • Power-ups
    • Single-use boosts that add direct points or multiplier to a scoring play.

Node Types

  • Round Nodes are standard scoring encounters.
  • Store Nodes are economy and upgrade checkpoints.
  • Rage Nodes add one or more temporary debuffs for that round.