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.
ELI5 Version
Your score has five big parts:
- Dungeon points. You earn points for collecting gold, staying alive, playing cards, clearing rooms, and avoiding evades.
- Poker hand bonuses. Each room acts like a poker hand. Better hands make that room worth more.
- Deck-depth multiplier. The deeper you get into the 44-card deck, the more your dungeon points and hand bonuses are multiplied.
- Saved potions. Unused potions in your bag become bonus points at the end.
- Old round pressure. If a high score has been sitting for a while, new runs can get extra pressure points.
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:
More exactly:
1. Base Score
Base score comes from the run itself. You start with 24 HP and play through a 44-card dungeon.
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.
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).
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.
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.
pressure multiplier = 1x + 9x x round progress^2
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.
The hoard factor is capped at 12x.
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:
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.
It is capped at 1,000 points.
7. Prize Eligibility
Your score decides whether you are in prize position.
- If your paid score beats the current score to beat, the score can claim a prize when the submit transaction confirms.
- If you clear the dungeon but do not beat the score to beat, the run is recorded, but there is no prize.
- Practice scores use the same scoring math, but they do not claim the pot.
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 = 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 |
- The score must beat the current score to beat at submit confirmation time.
- If a higher pending score confirms first, the lower score is recorded without a prize.
- The remaining pot stays in the round according to the prize contract economy.
Scoring Example
Suppose a run has:
- Base score: 1,000
- Room hand bonuses: 500
- Cards played: 22 / 44
- Saved potions: 20
- Old-round pressure: 25
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.