Shop & Economy

The shop deals a hand of five cards from your deck. Spend coins to add them to your warband.

Coins

You get five coins in the first round and one more each round after that. Unspent coins do not carry over. Some abilities add or remove coins for the next round.

Buying and selling

Every cryptid has a cost. Buying a cryptid adds it to your warband. Selling a cryptid gives you 1 coin per level.

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 coins: early on you can only afford your cheaper cryptids, and later rounds bring enough income for the expensive ones.

Levelling up

Drop a copy of a cryptid onto the same cryptid in your warband to merge them. Merged copies level it up: 3 copies reach level 2, and 5 reach level 3, the maximum. Each copy adds its health, and each level unlocks new abilities.

When the draw pile runs out

The shop deals your hand from a draw pile made of your deck. When the draw pile runs out, you get a fresh copy of your deck. This means you go through your deck several times in a single run, which gives you more chances to find copies of a cryptid and level it up.

Rerolling

A reroll costs 1 coin and replaces your hand with new cards from the draw pile. Some abilities give you free rerolls. Locked cards stay in your hand when you reroll.

Mushrooms

Mushrooms are one-shot buys that change a cryptid, or your whole warband, for the rest of the run. They can raise max health, change threat, add a shield, or give a status effect.

Lives

You start each run with five lives. Win ten battles before you run out and you win the run.