Collect the meme.
Foil the meme.

Four rarities. Merge two copies to raise a card a level, up to five. Build thirty. Then take the deck to campaign, ladder, or Tournament Mode.

Genesis cards
6
Rarity tiers
4
Max level
5
Stat ceiling
99
01CollectPacks of five, rolled against a published rate table.
02UpgradeTwo copies merge into one card, one level higher. Cap is 5.
03BuildThirty cards. Two copies of any card. Five on the field.
04BattleCampaign, ranked ladder, or Tournament Mode.

01 / Cards

Genesis set

Six cards in the first print run. Each one carries a name, a line, a rarity and a printed stat pair. Level is yours to raise.

Ozzy | 奥兹 — COMMON card LV 1

Ozzy | 奥兹

Small plush. Big comfort. Always home.

COMMON ATK24 HP28
Triple T — RARE card LV 2

Triple T

A simple log, with a legendary vibe.

RARE ATK41 HP38
Pipedog — RARE card LV 3

Pipedog

One puff. Case closed.

RARE ATK49 HP44
Cashcat — EPIC card LV 2

Cashcat

Small cat. Big feelings.

EPIC ATK54 HP71
Artificial Shiba — EPIC card LV 4

Artificial Shiba

Synthetic smile. Pure signal.

EPIC ATK66 HP58
Asteroid — LEGENDARY card LV 5

Asteroid

Small plush. Big orbit.

LEGENDARY ATK99 HP99

Asteroid is printed at 88/90 and sits at level 5. Raw, that line would read 112/114. Both stats stop at 99.

02 / Rarity

Four tiers.
Published rates.

Every pack rolls five cards against the same table. Rarity sets where a card's printed line starts — not where it ends.

Common
62.00%
Printed line 10–30
Rare
27.00%
Printed line 28–52
Epic
9.00%
Printed line 48–74
Legendary
2.00%
Printed line 70–92
Level & the cap

Upgrade level stacks on top of rarity. Each level adds +6 ATK and +6 HP to the printed line, so a level 5 card carries +24. The stack never breaks the ceiling: no card exceeds 99 in either stat, at any rarity, at any level.

A Legendary printed at 92 reaches the cap at level 2 and gains nothing after it. A Common printed at 30 finishes at 54. Rarity decides the floor, and how fast a card runs out of headroom. It does not raise the ceiling.

03 / Upgrade

Two copies in.
One card out.

Merging is the only way to raise a card's level. Both sources are consumed at the moment of the merge and do not come back. The foil gets heavier every level.

Source — consumed
Cashcat — EPIC card LV 2

Cashcat

Small cat. Big feelings.

EPIC ATK54 HP71
Source — consumed
Cashcat — EPIC card LV 2

Cashcat

Small cat. Big feelings.

EPIC ATK54 HP71
Result — +1 level
Cashcat — EPIC card LV 3

Cashcat

Small cat. Big feelings.

EPIC ATK60 HP77
To reach LV 2
2base copies
To reach LV 3
4base copies
To reach LV 4
8base copies
To reach LV 5
16base copies — the cap
  • Same card, same level. A level 2 will not merge into a level 3, and two different cards will not merge at all.
  • +6 ATK and +6 HP per level, applied to the printed line and stopped at 99. Rarity is unchanged by a merge.
  • Foil coverage steps up each level. Level 5 is the only finish that carries across the whole frame.

04 / Deck

Thirty cards,
five on the field

A deck is legal or it is not. The builder blocks anything that breaks these rules before you can save it.

Deck size
30 cards
Copies of any one card
2 max
Legendary cards, maximum
3
Field slots
5
Opening hand
4 cards
Saved deck slots
10
7 of 10 deck slots in use

05 / Combat

Two modes

Same cards, same rules, different opponents. The campaign teaches the board. The ladder ranks you on it.

PVE — Campaign

Solo, eight chapters

Forty encounters against fixed decks. Opponents gain roughly one level per chapter, so the difficulty curve doubles as the tutorial. First clear of a chapter pays out cards.

Encounters
40
Chapters
8
Opponent level
1 → 5
First clear
3 cards
Ch. 01OPP LV 1
Ch. 03OPP LV 2
Ch. 06OPP LV 4
Ch. 08OPP LV 5
  • No entry cost. Any encounter can be retried as often as you like.
  • Chapter 1 hands you a starter deck of 30 fixed cards, yours to keep.
  • Rewards are cards, not rating. Nothing here touches your ladder position.

PVP — Ladder

Ranked, five divisions

Every match moves your rating. Divisions run Tin through Onyx. The ladder resets each Monday at 00:00 UTC, and a season closes after eight weeks.

Divisions
5
Reset
Weekly
Season
8 weeks
Match length
~6 min
  • Tin, Bronze, Silver, Gold, Onyx. Promotion takes three wins at the division ceiling.
  • The weekly reset drops you one division, never more, and never out of the one you started the season in.
  • End-of-season rewards pay on peak division, not the division you finish in.
Ranked board — five lanes a side

06 / Tournament

Tournament rewards

Compete in Tournament Mode for potential RWA rewards.

Format
8-player bracket
Entry
250 FOIL
Cadence
Saturdays, 18:00 UTC

Each tournament publishes its own prize pool before entry opens, and the pool is what pays out — nothing is promised outside it. Rewards depend on final standing. Tokenised equities are held and settled by third parties on Robinhood Chain; FOIL neither issues them nor guarantees their availability in your jurisdiction.

07 / Token

FOIL

One token, four uses inside the game.

Ticker
FOIL
Chain
Robinhood Chain
Supply
1,000,000,000
Pack of five
120 FOIL
Ranked season entry
500 FOIL
Tournament entry
250 FOIL
Market fee
2.5%

Packs, ranked season entry, tournament entry, and the fee on card trades. That is the whole surface. Merging costs nothing but the two cards it consumes.

Launching soon

FOIL is a game currency. It carries no claim on revenue, no entitlement to distributions, and no right to any share of the project. Card ownership is recorded on chain; the game client is free to download.