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how every part of the game works, on one page
Two things to do here: build your collection (packs and swaps) and duel with it (for fun and coins). Everything else is below, one section at a time.
Today's card
One free card a day, sealed before you open it.
Every day there is a free card waiting on the pack shelf. Open it, and it goes straight into your album. When it has been claimed, the shelf tells you when the next one lands.
Every card is sealed before anybody knows what is in it: the hash on your receipt proves the contents were fixed before you opened it. Roughly 1 in 20 cards comes out shiny, and the full pull rates are published.
Claiming every day builds your streak (see Streaks below).
Your first packs
A Welcome Pack on day one, and two more packs to open over your first two days.
Sign up and a fifteen-card Welcome Pack is yours on the spot. Two Standard Packs wait in your bag as well: open the first straight away, and the second unlocks at midnight, your time.
Home always shows the next thing worth doing, so there is never a moment of wondering where to go.
Your album
Every card has its own numbered slot; full pages pay out.
Every card you hold drops into its own numbered slot, page by page, set by set. Empty slots show what you still need.
Finish a page and the spread stamps itself, with a reward on the other side: coins and a pack.
Finish a whole set for a one-off 5,000 coins.
Home points at your nearest page to finish and the quickest way to finish it. When a page is down to its last few cards, Share what I need sends friends a link to exactly those cards.
New sets
Big sets and smaller ones, announced ahead and never taken away.
Each set has its own album on the collection shelf, with its own postcard cover. The big sets run to well over a hundred cards; mini-sets of around 25 arrive between them.
A new set is announced on the shelf as Coming soon. FastPass members can open its packs a couple of days before everyone else; then it opens to all, and every card in it can be reached free.
When a set has run its course it gets a last call before its cards leave the everyday packs — but its own set pack stays on the shelf for coins, so no card is ever out of reach.
Spares: swap or melt
A second copy of a card is a spare. Swap it or melt it.
A second copy of a card you already own is a spare. You always keep your last copy — only spares can be swapped or melted.
Swap: list a spare in the Swap Shop and it is matched automatically with a thoosie who needs it and has something you need, favouring the card that finishes one of your album pages. Swaps are shiny for shiny, and like for like on tier — except that a match may hand you a lower tier when that card finishes one of your pages. You never get a lower tier for nothing, and everything on your ticket is a card you don’t have. Every match lands on your Swap ticket; one Punch confirms your half of every line, and nothing moves until you both punch. Passing a line puts your spare back on the shelf.
Melt: turns one spare into coins, at the published rate for its tier. Melting is instant and cannot be undone.
Gifts and rider swaps
Give a spare to someone who needs it, or swap straight with a rider.
The Swap Shop suggests who needs one of your spares — riders first — and Give one sends it. They accept it, and can say thanks, free or with a few of their own coins. Giving earns you nothing but the thanks, which is rather the point.
Riders can also swap any spare for any spare with each other, straight from a rider's page. Between the same two riders that is up to three swaps or gifts a week; to anyone else, up to three gifts a day. Both accounts need to be at least seven days old.
Duels
Best of five, on five stats. Call the number you would back against anything.
Build a deck of 8 cards from your album — at most 2 Legendary and 3 Epic. Each round, both players put up the top card of their deck and the caller picks a stat to compare.
A 24-hour duel is the everyday kind: each of you has a day to make each call, so it fits round real life. Challenge a rider by their handle, take an open ticket off the noticeboard, try Random thoozie, or leave a ticket of your own. An open challenge waits 48 hours to be taken; one between riders waits seven days. When you are behind against someone, Run it back offers the rematch, and your head-to-head record with anyone you have duelled is one tap away.
There are five battle stats: Height, Speed, Inversions, Throughput and Vintage. Higher wins, except Vintage, where the oldest wins. Build Cost is printed on the card for the record, but never played.
Best of five, first to 3. The loser of a round calls the next one; a tied round is a draw, scores nobody a point and keeps the same caller. If it is level after five rounds, one decisive compare on a random stat settles it — no caller.
In a practice run against the house you have 15 seconds to call. Running out never forfeits: the table calls your strongest stat for you.
A practice win pays 25 coins, for the first 3 wins a day. A duel against a thoosie — 24-hour or live — pays 75 coins for a win, 40 for a draw and 15 for a loss, for the first 5 a day. Duels never cost or pay out cards.
There is no reverse round: every card plays on its printed stats alone. A duel played before 29 September 2026 may carry a note such as "Lowest won this round." — that was a card rule retired that day, and the note is there so the old result still makes sense.
Live duels
The same duel, played there and then: 15 seconds a call.
The Live duels strip on the duels page shows who is here now. Tap someone to ask them, or Play now to be paired with whoever is free — riders are asked first.
An invite pops up anywhere in the app, not just on the duels page, and waits 45 seconds for Accept or Not now. Once you are both in, a five-second countdown starts the duel, and every call has a 15-second shot clock.
Miss a clock and the house makes that call for you. Miss two in a row and the duel carries on as a 24-hour duel, so nobody loses a result to a dropped signal. At the end, Again? asks for a rematch on the spot.
Stakes are the same as any duel against a thoosie, and it counts towards the same daily coins.
Duel rules
Pick a rule chip and only the cards that fit it can play.
Under your deck sits a row of rule chips: Any ride, or one rule such as Steel, Woodies, UK & Ireland, Classics or 90s. Pick one and both decks must fit it — a Woodies duel is wooden coasters against wooden coasters.
Each week one rule is starred, and winning a duel under it is an extra job that week (the first starred week begins Monday 5 October 2026).
Riders
The friends you play with.
A rider is a friend on thoozie. Ask someone by their handle and they become a rider when they accept, or invite a friend from /referrals: they get a free pack of real roller coaster cards, you get a pack too when they open it, and you are riders straight away. You can be thanked for up to 48 friends. Your 4th, 8th, 16th and 24th friends also pay 500, 2,000, 5,000 and 10,000 coins. Challenge a friend on a duel end screen sends the same link, with a duel waiting.
Riders see when each other was last about, get seven days to answer each other's challenges, are first in line for swaps and live duels, and can like each other's big moments on Home. You can stop riding with someone at any time.
Daily jobs
Three small jobs a day, 40 coins each.
Every day you are dealt three small jobs — open a pack, win a duel, melt a spare, that sort of thing. Each one pays 40 coins the moment it is done.
They are on your Home page, and every job links to where it is done. A fresh set is dealt every day, and anything unfinished simply goes. In a week with a starred duel rule there is one extra job: win a duel under it.
Events
Now and then, one thing about the park changes for 24 hours.
Every so often the park runs a 24-hour event, each named for a bit of park life: Night Rides, Rope Drop, Swap Meet, Gift Shop Sale and others. Each one changes one thing for the day — triple coins for melting spares, an extra job, half-price extras in the coin shop.
Events show on Home and on the events page while they run. They never change the odds.
Coins
Earned in the park, spent in the park, never cashed out.
Coins buy packs on the shelf and a few extras in the coin shop. They never convert to real money and cannot be sold or transferred.
Ways to earn them: melting a spare; finishing an album page, or a whole set (5,000 coins); streak milestones; practice wins (25 each, first 3 a day); duels against thoosies (up to 75 each, first 5 a day); daily jobs (40 each); the daily puzzle (up to 50); and the monthly coins that come with FastPass.
Coins can also be bought, but every card can be reached without paying.
Coin shop
A few extras, bought with coins. None of them changes a duel or a pull.
Daily-card envelopes, card backs and frames cost 1,500 coins each. Buying one puts it on straight away, and other players see your card back and frame.
A streak freeze costs 300 coins (see Streaks below).
Everything in the coin shop is coins only.
FastPass
An optional subscription. It speeds things up; it never unlocks anything.
What it gives: 3 daily cards instead of 1, 2,000 coins a month, missed cards save for 3 days, and a streak freeze each month. Same odds as everyone.
It is entirely optional. Everything in the game can be reached without it; FastPass only gets you there sooner.
Streaks
Claim your card every day to build a streak.
Claim today's card every day and your streak grows. Milestones pay once each: 7 days in a row pays 150 coins, 30 days in a row pays 600 coins, 100 days in a row pays 2,000 coins.
A streak freeze quietly covers one missed day so the streak survives it. Every 7 days of streak earns one, FastPass adds one a month, and the coin shop sells them for 300 coins. You can hold two at a time.
Notifications
You choose what we send, and where.
thoozie can send email, and push notifications on devices that support them. Settings has one row for each kind — Daily nudge, Evening recap, Duel turns & challenges, Swaps and Set news — each with its own email and push switch.
The evening recap only comes on days something happened, and several duel or swap alerts close together arrive as one.
To get push on a phone, add thoozie to your home screen: Home shows how, once. It then opens like an app.
Mascots
Your avatar, and the house opponents.
Twenty-four mascots work the park. One is handed to you the day you sign up and appears on your member card as your avatar.
Five of them — Rufus Raccoon, Snapper Turtle, Flossie Capybara, Crumpet Corgi and Moxie Moose — are the house opponents in a practice run. That is all mascots do — nothing to collect, nothing to spend, and no powers in a duel.
A question this does not answer? Try the FAQ, or ask us directly — we read every message.
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