#Cards and rewards

Every match pays out, win or lose. Coins buy packs, packs give cards, cards go in decks. This page is the arithmetic.

#Earning coins

You start with 50 coins. After that:

Result Coins
Beat the Apprentice 20
Beat the Journeyman 50
Beat the Grandmaster 100
Draw against the CPU Half the win value
Lose to the CPU 2
Win against another player 100
Lose or draw against another player 20

Two things stand out. Losing to the CPU pays almost nothing, so farming the Apprentice for easy wins is worth less per match than losing to the Grandmaster is not. And playing people pays best of all, including when you lose: a loss to a real opponent pays ten times a loss to the CPU.

If you're grinding for cards, the honest answer is to play the hardest CPU you can reliably beat, and to play other people whenever anyone is around.

#Spending them

Random packs roll from the card pool:

Pack Cost Contents
Basic Pack 30 1 card, always common
Premium Pack 80 1 card, mostly common with a real chance of legendary and a small one of mythic
Triple Pack 180 3 cards, each rolled independently at Premium odds

The Triple Pack is exactly three Premium rolls, at three Premium prices, so it buys convenience rather than better odds. The Basic Pack cannot produce anything above common: it's for filling out playsets cheaply, not for chasing.

Booster packs cost 150 and have fixed contents. You know exactly what you are buying before you buy it, and opening one grants the maximum copies of every card listed, so a booster of commons gives you two of each. Each is themed around a set of cards that work together.

The choice is straightforward. If you want a specific card, buy the booster that contains it. If you want volume, roll packs. Boosters are the only way to target what you get.

#Rewards are server-side

Match results are verified before anything is paid out. The server picks the match seed, and when you finish it replays the entire match with the same engine and the same CPU logic to confirm the result. A modified client can't award itself coins or cards, and an inconsistent match is rejected outright.

This is also why your collection follows your account rather than your browser: it lives server-side, keyed to your arcade sign-in.

#Collection achievements

Two of Sightlines' thirteen achievements are pure collection milestones: owning 25 different cards, then 60. They count distinct cards, not copies, so duplicates from packs don't move them. Boosters are the efficient route, since every card in one is new to you the first time.

Next: playing other people.

View games/sightlines/docs/rewards.md on GitHub ↗