How It Works


collect · swap · duel

Step 1

A card every day, and packs to start

Sign up and a fifteen-card Welcome Pack is yours on the spot, with two Standard Packs to open over your first two days. After that, a free card waits on the pack shelf every day — Today's Card. Open it and it goes straight into your album; open one every day and your streak grows, with coin milestones along the way.

The signed-in home screen: a duel waiting on your move, today's card claimed with the streak, and the way into your collection and duels.
Step 2

Open packs

A pack is a set of cards drawn against a published rate table — see /odds for the real numbers, generated from the same code the pack engine runs. Free packs come from the daily card, finishing an album page, and bringing friends. Coin-priced packs sit on the shelf, bought with coins you earn in the game — never with cash; see /pricing for how that works.

Every opening is server-seeded and its hash published before you open it, so the contents can't be picked after the fact — and the seed itself is published afterwards so anyone can re-derive exactly what you pulled.

The Pack Shelf: the Standard Pack and the regional packs, each with its rip-open art, card count and price in coins.
Step 3

Fill the album

Cards slot into album pages grouped by theme, one album per set— 334 cards across two full sets and a mini-set so far. Finish a page and you're paid a Quest Pack plus a coin reward, so the album isn't just a display case: it's how you fund the next pack.

A set's album: a themed page of real-photo cards, with what is left to finish it and the coins it pays.
Step 4

Swap your spares

A second copy of a card is a spare. List it and the Swap Shop matches it with a thoosie who needs it and has something you need — every match lands on one Swap ticket, and one punch confirms your half. Riders can swap with each other directly, or simply give a spare away. Or melt a spare for coins at a fixed, published rate. Your last copy of a card is never at risk.

Step 5

Duel

Build a deck, call a stat, put up a card, see who wins. Every card duels on five battle stats — Height, Speed, Inversions, Throughput and Vintage (the reversed one: oldest wins). A card prints Build Cost too, for the record; it is never played.

Duel anyone as a 24-hour duel — challenge a rider by handle, take the next open ticket, or leave one of your own; each of you has a day to make each call. Or play a live duel with whoever is here now: 15 seconds a call, and Again? for a rematch. Rule chips — Woodies, UK & Ireland, Classics and more — set which cards a duel allows, and one rule is starred each week. Practise against the house mascots any time.

A duel against a thoosie pays 75 coins for a win, 40 for a draw and 15 for a loss, for the first 5 a day; a practice win pays 25, for the first 3 a day. A duel never costs or pays out cards. An open challenge waits 48 hours for someone to take it. The full rules are on the help page.

Live duels: players here now, each with their member card and a Duel button, Play now underneath, and a 24-hour duel waiting on your move.
Who's here now, ready for a live duel.
A live duel under way: the score, the turn clock running, and this round's cards with their five battle stats.
A live duel: 15 seconds a call.
Step 6

Bring your riders

Riders are the friends you play with. Invite a friend and they get a free pack of 12 real roller coaster cards. You get a pack too when they open it, and you're riders straight away. Riders see when each other was last about, get 7 days to answer each other's challenges, swap and give spares, and like each other's big pulls. No cash ever changes hands anywhere in thoozie, and coins never convert back to money — the whole list of guarantees is at The Collector's Promise.

That's the whole loop.

Free to play, and every card can be reached without paying.

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