Game Mechanics Explained

Understanding the hidden numbers behind Anime Card Collection.

🎲 The RNG Cube System

The heart of Anime Card Collection. Every card's value is determined by three independent variables that multiply together.

🃏

Variable A

Character Identity

Base income value determined by which character card you pull.

Examples:

Candy Dock: 5 Yen/s
Threeblade Demon: 20 Yen/s
Cherry Fist: 57 Yen/s
Gentle Healer: 500 Yen/s
Demon Sister: 4,000 Yen/s

🌈

Variable B

Mutation

Visual variant applied when opening pack. Fixed multiplier.

Multipliers:

Standard: 1x
Gold: 3x
Emerald: 5x
Void: 10x 🕳️
Diamond: 25x 💎
Rainbow: 70x 🌈

Variable C

Grade

Post-acquisition upgrade using Grade Tokens at the Grading Machine.

Grade Tiers:

F: 1x | D: 1.125x | C: 1.5x
B: 2x | A: 3x
S: 5x (~1%) | SS: 10x (0.1%)

📐 The Core Formula

Vfinal = Bbase × Mmutation × Mgrade

Your card's actual Yen per Second income is the product of all three variables.

Base

Demon Sister
4,000 Yen/s

Mutation

Rainbow
× 70

Grade

SS
× 10

God Roll

2.8M Yen/s

Core Game Systems

💰 Passive Income Model

Your cards generate Yen (Cash) automatically based on their final calculated values.

  • Aggregate System: All equipped cards contribute to total Yen/s
  • Scaling: Starts at 5 Yen/s, endgame reaches 4,000+ Yen/s base
  • With Multipliers: God Rolls can reach 280,000 Yen/s per card
  • AFK Friendly: Income accumulates while offline (anti-disconnect economics)

📔 The Binder / Index System

Visual collection management. Your cards are displayed in an album organized by pack.

  • Completionist Design: Encourages filling all card slots
  • "Flexing" Social Mechanic: Show off rare mutations and grades
  • No Duplicates: Auto-leveling system - duplicate pulls upgrade existing cards
  • Pack Organization: Separate pages for Pirate, Ninja, Soul, Slayer, Sorcerer, Solo

📦 Conveyor Belt Pack System

Physical shop interaction mechan ic for opening card packs.

  • "Place and Wait": Buy pack, place on conveyor, wait for hatch
  • Hatch Time: Varies by tier (negligible for Pirate, significant for Soul+)
  • Hatch Time Potions: Speed up opening by 2x
  • Auto-Hatch: Quality of life upgrade available in shop

💎 Dual-Currency Standard

Two distinct currencies with different acquisition methods.

  • Yen (Cash): Primary currency from passive income, used to buy packs
  • Grade Tokens: Premium currency from codes/Robux, used for grading
  • Hyper-Inflationary: Pack costs scale exponentially (100 → 5K → 50K)
  • Scarcity Design: Tokens are intentionally rare to create strategic depth