Practice rules
Three cards play automatically every 4 seconds, down to 2.8 seconds with Combat drills. Add their values for damage. Three matching suits give a ×2 Flush (×2.5 for Wizards). Warriors get +10% on ordinary hands instead. Training strengthens every hand. Loot lessons add gold per kill. Combat drills have 8 levels: the first four cut 0.2 seconds each, then the next four cut 0.1 seconds each. Card reveals stay the same speed.
Tax lessons unlock a 15% chance per hand to collect 10% of the monster’s base gold, rounded up. Levels 2–6 add 5 percentage points each, reaching 40%; levels 7–12 add 2 points each, reaching 52%. Rogues add 5 points, starting at 5% without lessons and reaching 57%. Tax can be collected on lethal hits too, as a separate bonus. Drills and Tax lessons purchases apply from the next hand.
Hugo gets a new outfit at training levels 1, 3 and 5. Equipment is cosmetic; it adds no extra damage bonus.
Defeat three monsters per assignment, then choose Next assignment after the current hand resolves. You can keep farming gold before moving on. Complete all eight assignments to graduate.
Academy progression: each completed course adds 50 percentage points of academy damage for the next recruit. Each new course adds 20 points to monster health and base gold. Academy damage multiplies training; the displayed damage bonus includes both. Graduation saves a yearbook entry. Enrollment previews all changes, resets gold and lessons, and keeps the yearbook and academy bonuses.
First-graduation rewards: each class unlocks one permanent benefit for every recruit. See earned and unearned rewards in the yearbook or enrollment preview. Rewards are automatic from your graduate history, never a repeatable claim. Damage and away rewards multiply other bonuses; starting gold adds to the Starter purse on confirmed enrollment.