How rewards work奖励机制
Where a card can come from, and what decides how good it is. The rules below are read out of the game's own code, so the numbers are the ones the game rolls against.
Two decks, built separately
You build two decks in one run and they never mix. The combat deck is what you play in a fight; the explore deck is what you spend moving through the dungeon, opening things and upgrading cards. The build carries 501 combat cards and 475 explore cards, and every card belongs to one deck or the other — a card page says which.
Rewards come out of pools
The game never picks a card from the whole set. Each place that offers you a card — a fight, a chest, a shop, a dig — draws from a named pool, and a pool is just a list of cards. There are 124 pools holding cards that ship with the game. A card page lists every pool it sits in, which is the direct answer to where you can find it.
Depth decides rarity, not luck alone
Pools that care about rarity come in three lists — common, uncommon and rare. Which list a reward is drawn from is rolled from how deep you are, and the roll is narrow enough that the outcome is often fixed. The game adds a per-depth modifier to a roll of four values, then reads the result: under 5 is common, under 10 is uncommon, 10 or more is rare.
That makes the distribution exact rather than approximate:
| Depth | Common | Uncommon | Rare |
|---|---|---|---|
| 0 | 100% | 0% | 0% |
| 1 | 100% | 0% | 0% |
| 2 | 100% | 0% | 0% |
| 3 | 100% | 0% | 0% |
| 4 | 75% | 25% | 0% |
| 5 | 50% | 50% | 0% |
| 6 | 25% | 75% | 0% |
| 7 | 0% | 100% | 0% |
| 8 | 0% | 100% | 0% |
| 9 | 0% | 100% | 0% |
| 10 | 0% | 75% | 25% |
| 11 | 0% | 50% | 50% |
| 12 | 0% | 25% | 75% |
| 13 | 0% | 0% | 100% |
| 14 | 0% | 0% | 100% |
| 15 | 0% | 0% | 100% |
So rare cards cannot appear before depth 10, and from depth 13 every tiered reward is rare. The first uncommon appears at depth 4. Going deeper is the only way to raise the tier.
When a pool cannot supply the tier
If the rare list has nothing valid left to offer — everything in it is already in the offer, blocked, or at its limit — the game steps down rather than failing: rare falls back to uncommon, uncommon to common, and common to a designated last-resort card. A deep run that keeps showing commons has usually exhausted the higher lists, not rolled badly.
What stops a card being offered
- Path exclusions. Some cards are barred from a path entirely. A card page names the paths that never offer it.
- Prerequisites. A few cards are only offered once you already hold a specific other card.
- Blockers. The reverse also exists: taking one card can stop another from ever being offered.
- A cap on copies. Some cards set a maximum number you can hold, and stop appearing once you are at it.
- Already in the offer. A single set of choices will not show you the same card twice.
What a card costs to play
The number on a card is not always what you pay. The cost the game charges is the card's energy cost, plus any temporary cost stuck to it, plus its gunk when gunked cards can be played at all. Gunk is therefore a tax on the card it lands on, not a separate resource you spend.
一张卡会从哪里出现,以及什么决定它的好坏。下面的规则读自游戏代码本身,所以这里的数字就是游戏实际掷骰所用的数值。
两套牌组,分开构筑
一局里你要同时构筑两套牌组,它们永远不会混在一起。战斗牌组是打架时用的,探索牌组是穿越地牢、开箱子和升级卡牌时消耗的。当前版本收录 501 张战斗牌、475 张探索牌,每张卡只属于其中一套——卡牌页上会标明。
奖励从卡池里抽
游戏从不从全部卡牌里随便挑。每个给你发卡的地方——战斗、宝箱、商店、挖掘——都从一个具名卡池里抽,而卡池就是一份卡牌名单。正式版本里有 124 个装着已发布卡牌的池。每张卡的页面都列出了它所属的全部池,这就是「哪里能刷到」的直接答案。
稀有度由深度决定,不只是运气
区分稀有度的池分为普通、罕见、稀有三份名单。奖励从哪一份里抽,由你所在的深度掷骰决定,而这个骰子的浮动范围很窄,结果往往是固定的。游戏取该深度的修正值,加上一个四取一的随机数,再读结果:小于 5 是普通,小于 10 是罕见,10 及以上是稀有。
所以这个分布是精确的,不是估算:
| 深度 | 普通 | 罕见 | 稀有 |
|---|---|---|---|
| 0 | 100% | 0% | 0% |
| 1 | 100% | 0% | 0% |
| 2 | 100% | 0% | 0% |
| 3 | 100% | 0% | 0% |
| 4 | 75% | 25% | 0% |
| 5 | 50% | 50% | 0% |
| 6 | 25% | 75% | 0% |
| 7 | 0% | 100% | 0% |
| 8 | 0% | 100% | 0% |
| 9 | 0% | 100% | 0% |
| 10 | 0% | 75% | 25% |
| 11 | 0% | 50% | 50% |
| 12 | 0% | 25% | 75% |
| 13 | 0% | 0% | 100% |
| 14 | 0% | 0% | 100% |
| 15 | 0% | 0% | 100% |
也就是说,深度 10 之前不可能出现稀有卡,而从深度 13 起每一次分级奖励都是稀有。第一张罕见卡出现在深度 4。提升档次的唯一办法是往下走。
卡池抽不出对应档次时
如果稀有名单里已经没有可给的卡——里面的卡都已经在本次选项中、被封锁、或达到了携带上限——游戏不会失败,而是降级:稀有降为罕见,罕见降为普通,普通再降为一张指定的兜底卡。深层一直刷出普通卡,通常是高档名单被抽干了,而不是运气差。
什么会让一张卡不被提供
- 路线排除。有些卡在某条路线上完全不会出现,卡牌页会写明是哪条。
- 前置条件。少数卡只有在你已经持有某张特定卡时才会被提供。
- 互斥封锁。反过来也存在:拿了某张卡,另一张就再也不会出现。
- 份数上限。有些卡规定了最多能持有几张,达到上限后不再出现。
- 本次已在选项中。同一组选项不会重复给你同一张卡。
打出一张卡实际要花多少
卡面上的数字不一定就是你要付的。游戏实际收取的是:卡牌能量费用,加上附着其上的临时费用,再加上它身上的黏糊(在允许打出带黏糊的卡时)。所以黏糊是压在那张卡上的附加税,而不是一种你另外消耗的资源。