Chapter 05

Expeditions (the Hunt)

Expeditions are the heartbeat of the economy: you launch a run, it gathers cards over time, and you return to collect the haul. There are two ways to hunt — idle (set-and-forget) and manual (active tapping) — and a deep upgrade tree underneath both.

Free vs paid runs

Every player gets a free run on a cooldown — always take it. Once your berry flow is stable, paid runs let you hunt much longer, billed in berries per item found and charged upfront when you start.

15 min
Free run length
5 hrs
Free cooldown
15/hr
Base yield
cards per hour
80/item
Base cost
berries per item found
Live component · CompletionRing
66%
collected
Ready
collect
The same radial ring used for collection %, set % and expedition progress — here showing a run two-thirds of the way to collection.

Two ways to hunt

The Expeditions screen has a tab for each of two hunting modes. They share the same upgrade tree and card pool but feel completely different: Expedition is idle and hands-off, while Manual is active and hands-on. Use whichever suits the moment — or both.

Expedition — idle (set and forget)

Launch a run and walk away. The expedition gathers cards on its own up to its runtime, then waits for you to collect the haul. This is the relaxed path, and it's where the upgrade tree (below) matters most — including the one shot at Primordial that only idle expeditions get.

Manual hunting (‘Hunt now’)

The Manual tab is the active, hands-on loop. You tap ‘Hunt now’ to pull a handful of cards, wait out a short 15-second cooldown, then tap again. The longer you keep the rhythm going, the better it pays — Manual is the fastest way to make progress when you're actually sitting at the screen.

Manual tab (static preview)
Manual

Hunt now

Effort streak42 · 3/hunt
15-second cooldown between taps
Pending finds17
Common · 12Rare · 4Epic · 1
Cards stay hidden until you reveal.
The Manual hunting panel: your effort streak, the Hunt-now button, the hidden pending finds with per-rarity counters, and Reveal finds.
15 s
Cooldown
between taps
3
Cards per tap
up to 12 with buffs
250
Streak cap
30 min
Idle auto-reveal

Hidden finds & the Reveal

Manual finds don't appear right away. Each tap drops cards face-down into a pending pool — you only watch per-rarity counters tick up, never the cards themselves. When you're ready, tap ‘Reveal finds’ to flip the whole batch at once and bank it into your Collection. It turns a steady grind into a series of satisfying reveals.

The effort streak

Every tap builds your effort streak, which climbs to a cap of 250. A higher streak does two things at once: it lifts your odds at the top tiers — up to +50% around a streak of 80 — and it raises how often power-ups drop. Sustained effort is the whole point of Manual, so keep the chain going.

Top-tier odds per card

Every card you pull — one from a Manual tap, or one of many from an idle session — independently rolls the same flat table (see the full reference in the section below). Your effort streak and the Lucky Lens / Limited Beacon power-ups multiply the top-tier rates for Manual specifically.

Don't walk away mid-streak
If you go idle for 30 minutes, your pending finds are auto-revealed for you AND your streak resets to zero. Tap ‘Reveal finds’ to bank your progress before you leave if you want to keep the streak building next time.

The six upgrade paths

Berries spent here compound. Each path raises a different ceiling on your runs.

Upgrade tree (static preview)
ScoutsLv 12
Cards discovered per hour
→ 250/hrberries Upgrade
RangeLv 30
Maximum runtime
→ 24 hberries Upgrade
RelayLv 8
Primordial chance per item (idle only)
→ 0.004%berries Upgrade
EfficiencyLv 18
Berry cost per item found
→ 40/itemberries Upgrade
RefineryLv 5
Shards earned per hour
→ 400/hrberries Upgrade
The six upgrade paths as they appear on the expedition screen, each with what it improves and where it caps.
UpgradeWhat it doesCaps at
ScoutsRaises cards discovered per hour250 cards/hr
RangeExtends maximum runtime24 hours
Relay (satellite)Primordial chance per item, idle only0.004%/item
EfficiencyLowers the berry cost per item found40 berries/item
ExperienceRaises Season XP earned per hour hunted1,050 XP/hr
RefineryRaises Shards earned per hour hunted400 shards/hr
A solid upgrade order
Scouts → Range → Efficiency → Experience → Refinery → Relay. Grow raw yield first, then run longer, then cut costs, then invest in Season XP, then a passive shard income, and Relay last — it's a pure end-game essence sink toward a single, tiny Primordial chance, not a general rarity boost. Keep uptime as close to 24/7 as your schedule allows — idle time is the single biggest source of lost progress.
Relay no longer boosts rare drops
Relay used to shift the odds toward Uncommon/Rare/Epic and lift Legendary/Mythic on idle runs. It's been fully repurposed, mirroring a well-known collectible bot's own "Radar" trait: Relay now does exactly one thing — a tiny, slowly-scaling chance of a Primordial dropping per item on idle expeditions, starting at 0% and capping at 0.003996% per item at level 300. It has zero effect on any other rarity, and Manual Hunt never reads it at all — Primordial stays otherwise reachable only via the Season Pass premium track or a #1 season finish.
Refinery — a second source of shards
Shards used to come only from melting duplicates in the Forge. Refinery is the 6th expedition gear and gives the idle bot a flat Shards/hour income, paid out at collection time regardless of what the run actually finds — the exact same shape as the Experience gear, just for Shards instead of Season XP. It starts at 0 and has to be levelled up like every other gear; melting is still the faster route early on, but a maxed Refinery gives dedicated players a steady, passive trickle toward the Forge that never runs dry.
XP is no longer per card
Season XP used to be summed from every card an expedition found — a maxed Scouts run pulling hundreds of Commons would out-XP a shorter, better-upgraded one purely on item count. Now the idle expedition earns a flat XP/hour rate from the Experience gear, independent of what it actually finds. Manual hunting works differently: every tap earns a small guaranteed base amount of XP, plus a chance at extra bonus XP on top (scaled by your effort streak), same shape as a power-up drop, rather than summing the items you reveal.

The drop table (every card, every mode)

There's one flat probability table, and every single card independently rolls it — whether it's one of the 3-14 from a Manual tap or one of hundreds from a maxed idle run. No pity, no guarantee, no per-session cap: each card is its own fully independent roll at the rates below.

TierBase chance per card
Common58.8489% (58.3389% for Pro)
Uncommon30%
Rare10%
Epic1%
Creator (2D)0.50% — Pro only
Mythic0.10%
Legendary0.05%
Creator (3D)0.01% — Pro only
Limited0.001% — supply-capped mint
Why Common looks different for Pro
Pro's two Creator tiers carve their share directly out of Common's slice — Common sits at 58.8489% for everyone else, and exactly 0.51% lower (58.3389%) for Pro members, precisely matching Creator 2D + 3D's combined 0.51%. Uncommon through Limited stay identical for everyone; only Common moves, and only by exactly as much as Creator's share.

On top of these base rates: Manual's effort streak lifts Legendary/Mythic/Creator/Limited, an active subscription adds a flat +25% to Legendary/Mythic on both modes, and idle expeditions get one more independent roll no other mode has — a Relay-gated Primordial chance, covered above under the upgrade tree.

Power-ups & fusion

Manual hunting drips consumable power-ups — you never buy them. One is guaranteed every 15 hunts, and a higher effort streak makes extra ones drop more often in between. Each power-up lasts a set number of hunts once activated, and you can run one of each type at the same time. Duplicate drops can be fused three-into-one to climb a tier, where the effect is bigger and lasts longer.

Power-ups (static preview)
Legendary
Bounty Charm III
+3 cards / hunt
Lasts 40 hunts
Epic
Echo Charm II
×2 cards / hunt
Lasts 25 hunts
Epic
Lucky Lens II
×1.5 Legendary & Mythic
Lasts 25 hunts
Rare
Limited Beacon I
×1.25 Limited mints
Lasts 15 hunts
The four power-up families. Tiers I/II/III are tagged Rare/Epic/Legendary and last 15/25/40 hunts.
Power-upEffectTier I / II / III
Bounty CharmExtra cards per hunt+1 / +2 / +3
Echo CharmMultiplies cards per hunt×2 / ×2 / ×2 (longer at higher tiers)
Lucky LensMultiplies Legendary & Mythic odds×1.25 / ×1.5 / ×2
Limited BeaconMultiplies Limited-mint odds×1.25 / ×1.5 / ×2
Fusing up
Hold onto duplicate power-ups. Fusing three of one tier yields one of the next tier — strictly better, since higher tiers both hit harder and last more hunts.