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
- Draw a hand and assemble the best scoring play available.
- Use discards to improve your odds or pivot into a different hand.
- Apply modifiers, jokers, neon cards, specials, and power-ups to push your score higher.
- Clear the node and collect cash rewards.
- 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.