Monsters
Fight for gold, or evade for half damage rounded up and no gold.
Beat the top score, claim the pot, and keep the run moving.
Black cards are monsters, diamonds are weapons, hearts are potions; red aces and face cards are removed.
Fight for gold, or evade for half damage rounded up and no gold.
After a hit, the next weapon attack must be below the previous monster value.
Bank hearts, arm one before a fight, and heal once per room. Saved potions surge vs high scores.
Shown-card patterns multiply points earned in that room. Rough Start adds a 5x multiplier.
Reconstructed from the stored server seed and committed actions.
Leave a note beside this score and replay.
Survive the dungeon, collect gold, and push your final score higher by clearing more of the deck.
MonstersFight for gold, or evade for half damage rounded up and no gold.
WeaponsAfter a weapon hits, its next attack must be below the previous monster value.
PotionsBank hearts in your Potion Bag, then arm one before a monster pick.Gold, room picks, cleared rooms, remaining HP, and flawless play build your base score. Poker hand bonuses join that base before the deck-depth multiplier.
Your base score is multiplied by how deep you get into the 44-card deck. If you survive and clear the entire deck, your final score is doubled (2x).
For detailed scoring rules, open the scoring guide.
A fresh weapon can hit any monster. After it hits, it degrades: the next weapon attack must be against a monster with a lower value than the previous monster you fought.
Equip a new weapon to reset that limit.
Taking a potion stores it in your bag. Arm a stored potion before a monster pick to heal during that fight.
Only one potion can be used per room. Unused banked potions quietly cash in for score when the run ends.
Each room checks all shown cards for poker-style patterns. Points earned in that room are multiplied immediately.
Rough Start can only happen in the first room. It means the room starts without a weapon or potion, and it adds a 5x multiplier. Rough Start alone is 5x; Rough Start with Pair is 10x.
Used potions and unpicked potions do not count. For the exact pressure math, open the scoring guide.
Paid runs use score-based payouts when your final score beats the score to beat. A 5,000 score starts meaningful payout territory, and higher scores can unlock more as jackpots grow.
Weak reset-round wins leave more ALPH behind. Stronger runs claim more of the jackpot, with the contract still capping payout at 70% of the pot.
If you die but your final score still beats the score to beat, you can still win the prize.
Recent player-facing updates to scoring, pressure bonuses, replays, and leaderboard behavior.
Low-score Prize Runs pay smaller consolation amounts, 5k+ scores start unlocking more meaningful rewards, and higher scores can claim more of larger jackpots while the max payout remains capped.