Detailed Scoring Rules

How AlphScoundrel scoring works.

Your final score combines dungeon value, poker-style room bonuses, deck depth, saved potions, and pressure bonuses from old high-score rounds.

Rulesetalpha-v0.6.2
Core formulaBase + hands, then depth
FairnessPractice and paid score the same

ELI5 Version

Your score has five big parts:

  1. Dungeon points. You earn points for collecting gold, staying alive, playing cards, clearing rooms, and avoiding evades.
  2. Poker hand bonuses. Each room acts like a poker hand. Better hands make that room worth more.
  3. Deck-depth multiplier. The deeper you get into the 44-card deck, the more your dungeon points and hand bonuses are multiplied.
  4. Saved potions. Unused potions in your bag become bonus points at the end.
  5. Old round pressure. If a high score has been sitting for a while, new runs can get extra pressure points.
Final score = dungeon points + poker bonuses, multiplied by deck depth, plus saved potions and pressure bonuses.

Clearing the dungeon does not automatically win the pot. In a paid entry, your final score must beat the current score to beat.

ELI12 Version

The actual score formula is:

Final score = floor((base score + room hand bonuses) x deck-depth multiplier) + saved potion score + old-round pressure

More exactly:

Final score = floor((base score + room hand bonuses) x (44 + cards played) / 44) + saved potion score + old-round pressure

1. Base Score

Base score comes from the run itself. You start with 24 HP and play through a 44-card dungeon.

base score = gold x 10 + remaining HP x 3 + cards played x 5 + rooms cleared x 3 + flawless bonus

The flawless bonus is +15 if you never evaded.

2. Room Hand Bonuses

Each room shows 5 cards and you pick 4. The room checks the shown cards for poker-style patterns. The room's points are multiplied by the best hand found, and only the extra value is shown as the hand bonus.

Pair2x
Two Pair3x
Three of a Kind4x
Straight5x
Flush6x
Full House8x
Four of a Kind12x
Straight Flush20x

Example: if a room was worth 100 points and had a Flush, it becomes 600 total room value. The displayed hand bonus is +500.

Rough Start can only happen in Room 1. If the room starts with no weapon and no potion, it adds a 5x multiplier. It stacks with the poker hand multiplier, so Rough Start plus Straight Flush is 100x.

3. Deck-Depth Multiplier

Your base score is multiplied by how deep you get into the 44-card deck. If you survive and clear the entire deck, your final score is doubled (2x).

deck-depth multiplier = 1.00x + cards played / 44
0 cards1.00x
11 cards1.25x
22 cards1.50x
44 cards2.00x

Example: 1,500 base plus hand bonus points at 22 cards played becomes 2,250 after the 1.50x depth multiplier.

4. Saved Potion Score

Base rule: unused potions in your bag convert to bonus points when the run ends.

normal saved potion score = unused potion value

Used potions and unpicked potions do not count.

5. Paid Run Pressure Potions

Paid run bonus: in competitive paid runs, unused potion points can multiply up to 10x based on how long the current high score has been standing.

This pressure bonus turns on only when the score to beat is above 4,790. The older the standing high score, the larger the multiplier can become.

round progress = time since top score was set / time until reset
pressure multiplier = 1x + 9x x round progress^2
Start1.00x
Halfway3.25x
Near resetUp to 10x
ThresholdScore > 4,790

Very high scores to beat add a second hoard factor. This increases only the pressure part of saved potion value, not the normal potion value.

hoard factor = (score to beat - 7,500) / 400

The hoard factor is capped at 12x.

7,5000x hoard
8,5002.5x
9,5005x
12,300+12x cap
saved potion score = normal unused potion value + pressure hoard bonus
pressure hoard bonus = unused potion value x (pressure multiplier - 1x) x hoard factor

Example: if you saved 54 potion value, pressure multiplier is 10x, and hoard factor is 10x:

54 normal + (54 x 9 x 10) = 4,914 saved potion score

6. Old Round Pressure

This is separate from potions. It turns on when the score to beat is above 4,790 and the round has aged.

old-round pressure = floor(round age in days x 100)

It is capped at 1,000 points.

6 hours+25
1 day+100
7 days+700
10+ days+1,000 cap

7. Prize Eligibility

Your score decides whether you are in prize position.

Prize payout percentage scales with score. Higher scores can claim a larger share of the pot, up to the 70% payout cap.

Prize estimates are provisional. A paid run has won only after the submit transaction confirms and the contract returns payout evidence.

8. Prize Payout Rules

When a paid score beats the current score to beat, the contract pays a score-based share of the pot as it existed right before that submit.

payout percent = 70% x min(final score, 15,000) / 15,000
payout = pot before submit x payout percent

The payout is capped at 70% of the pot. Scores below 15,000 scale linearly; scores at or above 15,000 receive the max payout percentage.

Final score Payout percent Example from 2,000 ALPH pot
1,000 4.67% 93.33 ALPH
2,000 9.33% 186.67 ALPH
3,000 14% 280 ALPH
4,000 18.67% 373.33 ALPH
5,000 23.33% 466.67 ALPH
8,381 39.11% 782.23 ALPH
10,000 46.67% 933.33 ALPH
15,000 70% 1,400 ALPH

Scoring Example

Suppose a run has:

1,000 + 500 = 1,500
22 / 44 cards = 1.50x
1,500 x 1.50 = 2,250
2,250 + 20 + 25 = 2,295 final score

To score high: collect value, survive deep, build strong room hands, save potions when pressure makes them valuable, and beat the score to beat when playing for the pot.