Collecting

The Collecting tab controls your game's card-collection economy: the currency players earn by playing, the packs they can spend it on, and how rare each card is.

Currency

Every game has its own currency, contained entirely within that game — it can't be spent or transferred anywhere else.

  • Currency name — shown throughout the game wherever a cost or balance appears. Defaults to "gold".
  • Icon — an uploaded image shown next to the currency name and balance. Falls back to a plain coin icon if you don't set one.

Rewards

How much currency players earn per match, configured separately for each combination:

  • Win — vs AI, vs players.
  • Lose (or draw) — vs AI, vs players.

A new game starts with a win paying 3 against the AI and 5 against players, and a loss or draw paying 1.

A match only pays out one of these, never both — a winner earns the win amount, everyone else (a loss or a draw) earns the lose amount. Players only earn currency if they play the match to completion — leaving early or getting disconnected doesn't pay out.

As the creator, you always earn currency in your own game, even before it's published — useful for testing the reward loop without needing a second account.

Pack Types

Pack Types are the packs players can buy with their currency. Define as many as you like, each with:

  • Name and an optional color (shown throughout the Packs tab and shop).
  • Cost — how much currency a pack costs to buy.
  • Nr. of cards — how many cards the pack contains.
  • Card pool — leave it unrestricted to let the pack draw from every card in the game, or restrict it to a hand-picked set of cards. The badge always shows which mode a pack type is in.
  • Rarity composition — by default a pack rolls each card slot by chance, weighted by your rarity percentages (see below). Turn on a fixed composition instead to set exactly how many cards of each rarity the pack contains — when the counts must add up to the pack's card count, and the rarity percentages are ignored entirely for that pack type.

Use the up/down arrows at the start of each row to reorder pack types. The Shop in the Packs tab lists them in this order once you click Save.

Every new game starts with one unrestricted "Standard Pack" of 5 cards, costing 10, so there's always something to buy — rename it, reprice it, or delete it once you've defined your own.

Rarities

Rarities are tiers you assign to individual cards. Each rarity has:

  • A name (e.g. Common, Rare, Legendary).
  • A percentage — the chance a slot rolls this rarity, for any pack type using the by chance composition above. Pack types with a fixed composition ignore this and use their own configured counts instead.
  • Optional appearance settings for cards of that rarity: a Color (applied to the border or the whole card, per Applies to), a Metallic sheen, and a Finish. Fill transparent bg fills the transparent parts of a card's art with the rarity's frame color, instead of the neutral card background. Hover the column header for a reminder.
  • A Reveal style for how its cards turn over when a pack is opened: Normal, Special (the card back glows in the rarity's colour), or Epic (the glow, plus a build-up and a strike as it turns). Special and Epic cards are revealed after the rest of the pack.

Percentages must total exactly 100% across all your rarities. The Collecting tab shows the running total and refuses to save until it does. Card saves in the Card Editor are also blocked while rarities don't total 100%, since every card needs a valid rarity.

Add, rename, reorder, or delete rarities at any time; existing cards keep their assigned rarity unless you delete it.