Core Goal

Push through waves to high teens and beyond for leaderboard scores and Abstract XP. Runs are about 70% luck in card draws and enemy abilities, but smart deck synergy, AP management, and priority targeting turns that luck into consistent deep runs. The goal is a high-score multiplier run without dying early to unchecked damage.


1 Captain and Deck Setup
Offensive
Lady Lara
Red-heavy deck, high raw damage output. Best for burst-clear playstyle.
Defensive
Koa Nalu
Blue deck, shields and sustain. Good for learning enemy patterns.
Balanced
Commodore Chompington
Balanced deck. Recommended starting point for new players.
Key prep: Memorize your starting 12-card deck before you begin. Knowing your synergies means you recognize strong reward picks the moment they appear.

First play is often free. Stack credits for serious multiplier runs - more credits invested means higher score multipliers on a successful run.

2 Core Combat Loop Per Wave
  1. 1 Play cards within your AP limit. Prioritize clearing threats without overkill - wasted damage is wasted AP.
  2. 2 Use Ctrl+Click to hold a strong AP or draw card for the next wave if your current hand cannot use it optimally.
  3. 3 Track enemy status effects every turn - see the status effect breakdown below.
  4. 4 Burst clears are the best defense. If your hand allows killing all enemies fast, lean offensive - fewer enemies means less incoming damage.
Vulnerable
1.5x damage taken. 30 damage becomes 45. Calculate before hitting to avoid wasting the multiplier on overkill.
Bleed
Ticks damage over turns. Do not use AP to finish a bleeding enemy if they will die naturally this round.
Counter-Attack
Attacks back when hit. Avoid partial hits without a shield or lethal blow - switch targets instead.
3 Post-Wave Reward Picks

After each wave, choose 1 of 4 reward cards. Always pick for synergy with your existing deck - not just the highest number.

Best picks: High AP generators + draw cards (e.g., Inspiration: 0 AP cost, +1 draw, +1 AP). Damage amps (e.g., Brew-tall Rum Punch: 0 AP, +10 damage all attacks this turn + draw a damage card).
Green
Healing
Sustain and HP recovery options.
Purple
Enhancements
Passive boosts and upgrades.
Orange
Tactical
Utility and situational tools.
Exile
One-Time Use
Disappears after use. High-impact when timed correctly.
Wave
Per-Round
Limited to once per round - use at a critical moment.
Do not pick randomly. Every reward pick should move your deck closer to a consistent AP/draw/damage loop or a sustain loop. Mismatched cards dilute your deck.
4 Credits and Score Multipliers
  • + Invest more credits when your draw and deck synergy are strong early - credits increase the score multiplier on successful runs.
  • + Target leaderboard climbs specifically for XP and potential rewards including Founder's Pirate drops.
  • + Keep notes on your captain's full card pool across multiple runs. Pick decisions improve significantly once you know what is available.

Key Decision Points
Offense vs. Defense - which should I focus on?
If your hand can burst-clear the wave, lean offensive. Killing everything fast is the best way to take zero incoming damage. Switch to defensive picks only if HP is dangerously low or enemies have heavy counter and bleed combinations.
When should I hold a card instead of playing it?
Hold AP or draw setup cards for the next wave via Ctrl+Click if your current hand cannot make full use of them. Use immediately if the card enables a full clear this wave.
When should I restart instead of continuing?
On practice runs with low credit investment, restart after bad early draws or significant HP loss. Do not burn a high-multiplier run on a poor start - the first few waves set the tone for the whole run.

Common Mistakes to Avoid
  • XIgnoring HP loss - unnecessary damage compounds across waves and ends runs long before the wave cap.
  • XPicking mismatched reward cards instead of building toward a consistent AP/draw/damage loop.
  • XNot reading enemy status effects each turn - missing counter, bleed, or Vulnerable states causes surprise large hits.
  • XWasting damage on overkill rather than spreading attacks to clear multiple threats in one wave.
  • XForgetting that Exile cards disappear after use and Wave cards are limited to once per round.