# 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
