How to Play ONOMOGO
Canonical page: https://onomogo.com/how-to-play
Goal
Stack up as much score as possible before the clock runs out. Daily and Practice runs are 90 seconds; Weekly is 100 seconds, Monthly 110 seconds and Yearly 120 seconds.
Each turn
You normally get 3 card boxes. Pick one card from the offer. Cards can add or remove boxes, with 1 to 6 visible choices in total.
Scoring
Live score growth is based on:
Pickaxe count × Multiplier × Combo
Each pickaxe pays 1 score per second before multiplier and combo. Card effects can also grant instant score or change the final-score bonus.
Card tags
- Boost: temporary or immediate rate increases.
- Engine: persistent rate builders.
- Multiply: multiplier increases.
- Synergy: effects based on other tags, states or combinations.
- Gamble: risk and reward, including random or choice-based effects.
- Speed: faster card picks, sometimes with penalties.
- Freeze: pauses the run timer. Some Freeze cards also lock scoring stats.
- Poison: large rewards paired with penalties that can often be mitigated with Antidote.
Key mechanics
Pick Now / Buy Now
Instantly take a card without waiting for the normal cooldown. The price falls as time passes until it reaches zero. There are 3 uses per run.
Skip
Skip replaces the current offer with a new one. The first Skip costs nothing. Each later Skip costs 50 more score than the one before it, up to a cap of 500.
Forward and backward effects
Some cards count only future picks, some count previous picks and some count both. Direction badges on cards indicate the relevant direction.
Freeze
Freeze pauses the run timer. Some Freeze effects also lock scoring stats. Other systems can continue while the clock is frozen depending on the card.
Poison and Antidote
Poison cards offer strong upside with a downside. Antidote provides shield charges that mitigate the next Poison according to that Poison card's rules.
Combo
Picking the same card tag repeatedly builds combo. Picking a different tag breaks the streak.
Hazards
Hazards are attached to offered cards. If a hazardous card is picked, its hazard fires.
- Crash: subtracts 1,000 score.
- Lock: temporarily locks pickaxes, multiplier and combo to 1.
- Clock: removes 5 seconds from the run timer.
Hazard count is determined by the higher of the Speed and combo heat tiers:
- Getting Hot: at least 70% Speed or 4 combo, 1 hazard.
- Overheating: at least 80% Speed or 7 combo, 2 hazards.
- Blistering Hot: at least 90% Speed or 10 combo, 3 hazards.
A visible offer row keeps the hazards it was dealt with. If Speed or combo crosses a threshold while the row is already visible, the new hazard tier applies to the next offer row rather than changing the cards currently on screen.
Game modes
- Daily Challenge: 90 seconds. Shared seeded card order. Unlimited re-runs to improve the daily score.
- Weekly Challenge: 100 seconds.
- Monthly Challenge: 110 seconds.
- Yearly Challenge: 120 seconds.
- Practice: 90 seconds with random card order. Practice does not count towards medals.
Medals
| Challenge | Bronze | Silver | Gold |
| --- | --- | --- | --- |
| Daily | 5,000+ | 10,000+ | 15,000+ |
| Weekly | 10,000+ | 15,000+ | 20,000+ |
| Monthly | 15,000+ | 20,000+ | 25,000+ |
| Yearly | 20,000+ | 25,000+ | 30,000+ |
Each challenge period awards at most one medal based on the best score in that period; a higher medal replaces a lower medal for the same period.
Current card effects
For exact current card wording and balance values, use the live Card Library:
https://onomogo.com/cards