Your first battle
Four cards. One winning team.
Knock out opposing cards to earn points. First to 3 wins.
Enter the arena- 1
Pick your four.
One fighter starts on the field, three wait on the bench. Bring at most two Rare or Epic cards.
- 2
Make your move.
Gain one energy each turn. Attack for one energy, save for a power move, or swap your fighter for one energy. An attack ends your turn.
- 3
Go for the K.O.
Common and Uncommon knockouts earn one point; Rare and Epic earn two. Reach 3 points to win.
Find their weak spot.
Elemental advantage adds 10 damage. Your card’s element stays the same in every match.
Sun→ Star→ Moon→ Sun
The stat book · v1
Your slab sets the stats.
The same formula applies to everyone. Collector Crypt insured values lock daily at 00:00 UTC.
HP from value
| Daily value | HP |
|---|---|
| $0 – $49.99 | 60 |
| $50 – $149.99 | 80 |
| $150 – $499.99 | 100 |
| $500 – $1,999.99 | 120 |
| $2,000 and up | 140 |
Tier from value
| Daily value | Tier → power move, KO points |
|---|---|
| $0 – $24.99 | common · no power move · 1 pt |
| $25 – $74.99 | uncommon · attack +20, costs 2 · 1 pt |
| $75 – $249.99 | rare · attack +30, costs 2 · 2 pt |
| $250 and up | epic · attack +40, costs 3 · 2 pt |
Attack from grade
| Grade (half grades round down) | Attack |
|---|---|
| 10 | 30 |
| 9 or 9.5 | 25 |
| 8 or 8.5 | 20 |
| 7.5 or lower | 15 |
Armor from year
| Year | Damage removed per hit |
|---|---|
| 2003 or earlier | 10 |
| 2004 – 2015 | 5 |
| 2016 or later | 0 |
Elements
An attack always deals at least 10 damage after armor. Power moves use the same damage formula.
Sun beats Star Star beats Moon Moon beats Sun
damage = max(10, move damage + element bonus − target armor)
How is a card’s element assigned?
Take the first byte of SHA-256 of its asset ID, modulo 3. The result assigns Sun, Moon or Star deterministically; ownership changes do not affect it.
Turns, teams and brackets
Each turn you gain 1 energy (banked up to 5). Swapping costs 1, once per turn. A basic attack costs 1. Attacking ends your turn. The first player gets no energy on turn 1. Turns last 20 seconds; a timeout is a pass, and 3 timeouts forfeit. After 30 turns, more points wins, then more HP left as a share of the team.
A team is 4 different cards with at most 2 Rare or Epic. It can enter any bracket whose cap its total value fits under: rookie $150, pro $600, elite $2,500, open no cap.