Ploxx Cards: the rules, the combos and how to build your Hand
Ploxx Cards fit in three sentences: open a pack a day, pick your three best cards, and send them into a duel. Flame beats Frost, Frost beats Volt, Volt beats Flame; the strongest card wins the round, two rounds win the duel. Behind those three sentences there's plenty to think about: combos, stars, a card order that matters. Here is all of it, numbers included.
The card space, in four tabs
Everything happens in the card space, organized into four tabs: Packs (the ones waiting for you, ready to rip open), Album (your collection, page by page), Hand (the three cards you send into battle) and Duels (the weekly leaderboard and your duels against friends). A "Cards" tile on the Arena home screen takes you there too.
It's a free collectible card game that runs in your browser, with nothing to install. This page is the full guide to the rules and to the choices that win.
Two albums: Style and Specials
The Style album follows the avatar shop: every paid item (a haircut, a jacket, a frame, an effect…) has its card. Its rarity is the item's rarity in the shop, and its power depends on its price among items of the same rarity: the most expensive is the strongest. The rule that changes everything: buying the item doesn't give you the card. The card only comes from a pack. But if you own the item, its card turns shiny, either when it drops or later when you buy it, and it stays that way.
Special cards tell the story of the game: 56 cards in 5 themes, the Arena Bosses, Equipment (all 20 weapons and armors), Pets, Places of Ploxx and Games. The cards in the Pets theme show species you're meant to discover: we'll leave you the surprise. A complete theme earns you its Master card: power 100, element Prism, which beats nothing and is beaten by nothing.
What's in a pack
A pack is always 3 cards: 2 Style cards then 1 Special card. Each card is drawn with these odds:
- Common: 60%, power 20 to 45;
- Rare: 27.5%, power 40 to 65;
- Epic: 10%, power 60 to 85;
- Legendary: 2%, power 80 to 100;
- Mythic: 0.5%, power 90 to 100, only for the Style cards of the rarest items.
The ranges overlap on purpose: a good common in the right spot beats a weak rare. Every 10 packs, if nothing epic or better has dropped, the Special card becomes a guaranteed epic. And duplicates are never wasted: every extra copy gives a star, which adds 5 power to the card, up to 5 stars.
Earning packs, without buying anything
No card and no pack is for sale, not for Plox, not for GLOW, not for money. Everyone starts equal, and the collection is built by playing:
- one pack a day, waiting for you: the reserve holds up to 2 daily packs if you skip a day;
- one pack for your first duel win of the day;
- one pack for your real match of the day (a match lasting at least a minute), once a day.
No picking cards either: pack luck is the same for everyone. That's what makes a legendary worth something.
How a duel works
A duel pits two Hands of 3 cards against each other, card against card, in order: first against first, and so on. For each round:
- the base power is printed on the card, stars included: no dice, no surprises;
- if your element beats the other one (Flame over Frost, Frost over Volt, Volt over Flame), your power is multiplied by 1.5;
- the higher power wins the round; on a perfect tie, the round is a draw.
Whoever wins more rounds wins the duel. If rounds are tied, the total power decides; and if even the total is equal, the defender wins: attacking someone at your level has to be earned.
Building a good Hand: Resonance, Kinship and order
Three cards above 90 don't always win. Two combos change the math:
- Resonance: three cards of the same element. When your element wins, the bonus goes from ×1.5 to ×1.75. No extra power otherwise: it's a gamble, huge if the opponent plays the element you beat, worthless if they play the one that beats you.
- Kinship: three cards of the same rarity. Each card gets +15 for three commons, +6 for three rares, +3 for three epics, nothing beyond. It's the beginner's boost: three tight commons can take down a pricier Hand.
Master cards don't count toward any combo. Then there's order: since your opponent's Hand is secret, don't put your strong cards in the same slot every time; mixing it up means not being read. And remember that stars count: a five-star rare (+25) catches up with a starless epic.
Fighting in the Arena and against your friends
The Fight button finds you a random opponent among players whose Hand is ready, and the duel is played blind. You get 5 ranked duels a day, only one against the same opponent. A win in attack earns 5 points on the weekly leaderboard; and when someone attacks you, your Hand defends itself, even when you're away: every defense held earns 2 points, and a lost defense costs nothing.
Every Monday, the top three of the overall leaderboard receive 500, 300 and 150 Plox: the only Plox in the card game. With friends, duels are unlimited and stakes-free, with their own stats: each side's wins, the current streak, the most played element, the card that wins the most.
Cards are only one way to measure up: there are also fighter duels in the Arena, the clashes of your squad HQ, and your pet hitting alongside you.
Frequently asked questions
Can you buy cards or packs?
No, never: not for Plox, not for GLOW, not for money. Packs are earned: one a day, one for the first win of the day, one for the real match of the day.
What does buying a shop item do?
It makes its card shiny. The item does not give you the card: that only comes from a pack, but if you own the item, the card shines.
What happens with duplicates?
Every extra copy gives a star, and every star adds 5 power, up to 5 stars.
How many duels a day?
5 ranked duels a day, only one against the same opponent. Against friends it is unlimited, but with no points and no pack.
What do you win on the leaderboard?
Every Monday, 500, 300 and 150 Plox for the top three. A win in attack is worth 5 points, a defense held 2 points.