Card Rarities, Traits and Numbers
Every ScribbleTod card has a rarity, some carry a trait, and each one has two numbers that belong to it alone. Here is what all of it means, and how you get the cards you are after.
The seven rarities
The rarity is the colour of the card's frame, and most players only ever say the colour. A rarer card has stronger fighting numbers and is worth more coins.
- Grey Common. Most of what comes out of a pack. Every collection starts here.
- Green Uncommon. One step up, and the first rarity you can fuse your way to.
- Blue Rare. Where a collection starts to feel like one.
- Purple Epic. Scarce in the cheaper packs.
- Orange Legendary. The last step before Rainbow.
- Rainbow Mythic. The top of the fusion ladder: three Legendaries of one character become one Mythic.
- Black Secret. The rarest card in the game. It only comes out of the Mythic Super pack, and there is no other way to get one.
Where each rarity comes from
Packs. Every pack in Tod's Emporium holds five cards, and the dearer the pack, the further up the rarities it reaches. The shop shows each pack's odds before you buy it, so you always know what you are paying for.
Fusing. Three copies of the same character at the same rarity fuse into one copy a rarity higher, for a small fee in coins. Fusing climbs as far as Rainbow Mythic and stops there. A Secret can never be fused — it has to be pulled.
Winning. In the Hardcore league, beating another player wins you the card they fought with. See how to play for the two leagues.
How rarity decides a fight
Fights are always between two cards of the same colour. A Grey never meets a Rainbow, so a brand-new player with a handful of Commons is never thrown in against somebody's best card.
Higher rarities pay more for a win, because the fights up there are harder. A Secret can fight in the Coins league but can never be put on the line in Hardcore: losing one there would be for keeps, and a Secret cannot be replaced.
Traits: foil and dinosaur
Some cards come out of the pack foil, some come out dinosaur, and a lucky few are both. Each trait has its own look on the card and its own badge in your collection.
A trait makes a card worth more coins — a dinosaur more than a foil — and changes nothing about how it fights. A foil Common and a plain Common are an even match.
The serial and the edition
The serial is eight letters and numbers, like 7K2M-QX4P, and
it names one card forever. Two copies of the same character never share one, and the
serial stays with the card whenever it changes hands.
The edition is printed against the size of its run, like #37 / 250. Editions are drawn at random from the run rather than handed out in order, so a #1 is luck and not a prize for getting there first.
Levels, and what a card is worth
The Food Store sells what levels a card up, and a fed card hits harder and lasts longer. When nobody is about and you fight the house instead, the house brings a card with your own card's numbers, so feeding a card never turns a house fight into a walkover.
Every card has a house value, set by its rarity and its traits: the house stands ready to buy a card at that price. Or list it on the Marketplace at a price of your own and let another player buy it.