Fusion Chamber
Combine matching cards into stronger forms, inspect your live deck, and spend banked Stardust on extra Quantum Acquisition attempts.
One deck per round. Permanent special-card progression is eligible.
Combine matching cards into stronger forms, inspect your live deck, and spend banked Stardust on extra Quantum Acquisition attempts.
12 acquisition attempts are available today.
Two exact matching cards of the same tier fuse into the next tier. Your original 52 cards count as owned cards and evolve in place; the chamber refreshes live after every fusion.
Spend Stardust for one immediate Quantum Acquisition gamble. Purchased attempts cannot be banked.
Fusion Chamber ready.
Predict whether the next card will be higher or lower. A correct call adds the exact revealed card to your deck. Every third consecutive win guarantees a fragment, and a perfect 12-for-12 day awards 3 additional random fragments. Every successful QA win also has one 5% Action-card anomaly roll for Terraform or Time Dilation, subject to their three-card caps.
Your 12 free High / Low attempts are finished for today. Your acquired cards, fragments, Action cards, and streak progress are still shown below.
In Quantum Acquisition, every third consecutive free win awards a Verse Fragment. These suit-specific fragment counters will also be shared with Wormhole progression when Wormhole gameplay goes live.
Chain Board: each round starts with 4 board cards and a 7-card hand. Tap Common cards from the hand to build the board. Any visible 3+ consecutive chain can be played manually before the board reaches 7; at 7 the board locks until you play the chain or resolve a dead board.
Chains: press Play Chain to score every maximal run of 3 or more consecutive ranks. All scoring passes finish first, then the cards that actually scored clear automatically. Non-scoring cards stay on the board.
Discard lock: Discard is disabled whenever a playable 3+ chain is available. Play the chain first. If a full board resolves with no chain, or no playable chain remains, selected non-scoring cards may be discarded.
Final partial board: when the deck is exhausted, a remaining board of 3–6 cards still resolves. If exactly 2 cards remain, resolution and Terraform are skipped because two cards cannot make a chain.
Terraform: an Action card that never occupies a board slot. Queue it before Play Chain, tap board cards to set temporary ±1 rank shifts, then Play Chain. Advanced Terraform uses ±2. Printed ranks return immediately after the scoring pass.
Advanced Terraform: fuse 2 Terraform cards in the Fusion Chamber to create one Advanced Terraform with shifts from −2 through +2. There is no evolution beyond Advanced Terraform. The Terraform family is capped at 3 cards.
Time Dilation: a separate Action card capped at 3 with no evolution path. Queue it before Play Chain. The normal scoring pass happens first, then Time Dilation creates one fresh pass using the current board positions: +1 on the first card, +2 on the second, +3 on the third, and so on, wrapping K → A → 2. All changes are temporary.
Action acquisition: every successful Quantum Acquisition win has one 5% Action anomaly roll. A hit awards either Terraform or Time Dilation from whichever Action pools are still below their caps.
Round targets: Round 1 starts at 300. Each later target is added to the score at which the new round begins, so a round cannot start already completed.
Single Deck: one deck per round with permanent progression eligibility. Reach the target before the final board resolves to advance.
Infinite Run: discarded/scored cards recycle indefinitely. Permanent special-card progression remains disabled in this mode.
Fusion Chamber: reads your live deck. Two exact matching cards at the same tier fuse upward. The original 52 cards are real fusion ingredients and evolve in place rather than disappearing. The chamber immediately re-checks the deck after every fusion, so a newly created pair can be fused again without closing the chamber. Fuse Terraform separately into Advanced Terraform; Time Dilation has no fusion path.
Quantum Acquisition: 12 free High / Low attempts per day using a separate standard 52-card deck. Ace is low and ties lose. A correct prediction adds the exact revealed card to your owned deck. Every third consecutive free win guarantees a fragment. A perfect 12-for-12 day also awards 3 random bonus fragments. Ten matching fragments create the matching base Special Card.
Spark Pulse evolution: an Elemental or Mystic only activates when it is part of a scoring chain. It then checks its immediate physical left and right neighbors on the Chain Board; an edge card has only one neighbor and there is no wraparound. Both sides roll independently. Normal evolution odds are 10% Common → Enhanced, 2% Enhanced → Empowered, and 0.5% Empowered → Elemental (Mystic source only). If that neighbor was also part of the scoring chain, the odds rise to 12%, 3%, and 1% respectively.