Shop & Economy

The shop deals a hand from your selected deck for that run. Spend coins to play cards from your hand, build a warband, and then send it to fight.

Coins

You get a fresh pot of coins at the start of every shop phase. It starts small and grows as the run goes on, so later rounds let you field pricier, more powerful cryptids. Coins do not carry over, so spend what you have each round.

Buying and selling

Every cryptid has a cost. Buying it plays it onto your board and pulls that copy out of your shop pool until you sell it back. Selling returns a cryptid to the pool and refunds part of its cost, which is how you make room and reshape your board between fights.

Any cryptid from your deck can appear in the shop at any point in the run — the shop never filters by cost or round. What limits you is silver: early on you can only afford your cheaper cryptids, while later rounds bring enough income to buy your most expensive ones.

Rerolling

Not seeing what you need? Pay a few coins to reroll the shop for a fresh hand from your deck. The price stays the same for the whole run, so reroll freely when the hand isn't working for you.

Mushrooms

Mushrooms are one-shot buys: they raise a cryptid's max health — on one cryptid or the whole board — or raise a cryptid's threat to pull enemy attention its way. Play them from the shop onto the cryptids that need them.

Lives

You start a run with five lives. Lose a battle and you lose one. Hit zero and the run is over. Win ten rounds and you take the whole thing.