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Global Agenda Collector Series

Card Registry

Every completed match is a chance at a card drop. See the full leaderboard and everyone's collection progress, or the complete drop log for every match's breakdown.

Registry Dispatch · The Prints Update

Originals, Prints & The Trading Hall

Your cards just became real objects with history. Every card you hold is now a numbered print — open one in the viewer to see its mint number and date. Print #1 of every card is stamped ★ THE ORIGINAL, permanently: exactly one exists per card, whoever ends up holding it.

Originals now score 1.5× points (rounded up) on the leaderboard — a Mythical jumps 11 → 17, a Mythical Player card 15 → 23. First-finders already have their premium; the rankings have moved. Full table on the home page.

🔒 Coming soon — THE TRADING HALL. Trade cards with each other: open offers on a public floor, direct offers, many-for-many bundles, and a permanent trade ledger. Trade for an original and its premium comes with it. Six trading achievements are already on the board, waiting.

Log in with Discord Then claim your player profile — be inside when the doors open.
RECENT DROPS
🔮 MYSTERY ROLLS

A vanishingly rare, unpredictable bonus completely outside the normal drop system — not tied to any match, could strike anyone at any time.

DROP ODDS

Two rolls happen per eligible player, per match: first, whether you get a drop at all (this varies a lot by mode); then, if you do, which rarity it is (the same odds everywhere, regardless of mode). The table below is those two combined — your real, actual odds of walking away with each specific rarity from one match of that mode.

One exception: PVP Arena's "any drop" chance isn't flat. It's a base rate plus a bonus per qualifying player in the match — the exact formula is shown in its row below. Everything else in the table is a fixed rate regardless of player count.

Mode Any drop Solo Run † Common Uncommon Common Foil Uncommon Foil Rare Epic Rare Foil Epic Foil Legendary Legendary Foil Mythical
Security Missions
Medium Security † 30.0% 60.0% 11.983% 7.215% 4.344% 2.615% 1.575% 0.948% 0.571% 0.344% 0.207% 0.125% 0.075%
High Security † 40.0% 70.0% 15.977% 9.619% 5.792% 3.487% 2.099% 1.264% 0.761% 0.458% 0.276% 0.166% 0.100%
Maximum Security † 55.0% 70.0% 21.969% 13.227% 7.964% 4.795% 2.887% 1.738% 1.046% 0.630% 0.379% 0.228% 0.138%
Ultra Max Security 75.0% 29.957% 18.037% 10.859% 6.538% 3.936% 2.370% 1.427% 0.859% 0.517% 0.311% 0.188%
Super Agent (D5) 80.0% 31.954% 19.239% 11.583% 6.974% 4.199% 2.528% 1.522% 0.916% 0.552% 0.332% 0.200%
Raids
Sonoran Raid 65.0% 25.963% 15.632% 9.411% 5.666% 3.412% 2.054% 1.237% 0.745% 0.448% 0.270% 0.163%
Desert Raid 75.0% 29.957% 18.037% 10.859% 6.538% 3.936% 2.370% 1.427% 0.859% 0.517% 0.311% 0.188%
Dome Defence Raid 85.0% 33.952% 20.441% 12.307% 7.410% 4.461% 2.686% 1.617% 0.974% 0.586% 0.353% 0.212%
PVP
1v1 Duel * 45.0% + 4.0%/player 17.974%+ 10.822%+ 6.516%+ 3.923%+ 2.362%+ 1.422%+ 0.856%+ 0.515%+ 0.310%+ 0.187%+ 0.113%+
Mercenary 90.0% 35.949% 21.644% 13.031% 7.846% 4.724% 2.844% 1.712% 1.031% 0.621% 0.374% 0.225%
Double Agent 80.0% 31.954% 19.239% 11.583% 6.974% 4.199% 2.528% 1.522% 0.916% 0.552% 0.332% 0.200%

* Rarity odds shown are the minimum, based on just the base rate — they scale up proportionally as the any-drop chance increases with more qualifying players in the match.

† Solo Run column — see below. Rarity odds for a solo run scale up proportionally the same way, based on the boosted any-drop chance rather than the base rate.

WHAT QUALIFIES YOU FOR A DROP

Every match, regardless of mode

Mode-specific rules

If you qualify

Qualifying gives you a chance at a drop — it's not a guarantee. The odds depend on the mode you played, shown in the table above. If you do get a drop, the rarity is randomized independently of the mode — see the table for exact odds per rarity, and remember: rarer cards are rarer everywhere, but harder/rarer modes give you more total shots at one.

Low-death team bonus

On top of everything above, some modes reward a clean run. If your whole team's combined deaths for the match stay under that mode's limit, every player who already qualified for a drop gets a second, completely independent roll — same odds as the table above, not better odds, just a second shot at them. You could walk away with two cards from one match, one card, or none at all — the bonus roll can miss just like the first one can.

This is a whole-team number, not a per-player one — everyone's deaths for the match are added together. One player having a rough match is enough to cost the whole team the bonus, even if everyone else played a clean game.

Double Agent is the one exception — since real players are on both sides there, each side's deaths are counted separately against the same limit, and each side's bonus is independent. A rough match for the attackers doesn't cost the defenders their bonus, and vice versa.

ModeTeam deaths must stay under
Security Missions
Medium Security4
High Security4
Maximum Security4
Ultra Max Security4
Super Agent (D5)40
Raids
Sonoran Raid6
Desert Raid6
Dome Defence Raid10
PVP
Double Agent6

Only available on the modes listed above — PvP proper (PVP Arena, labelled "1v1" internally, and Mercenary) doesn't have a bonus tier.

Solo run bonus

Completing Medium Security, High Security, Maximum Security entirely solo (nobody else meaningfully in the match with you) multiplies your any-drop chance by 2.0×, shown as the "Solo Run" column in the table above. This is capped at a hard ceiling of 70.0% no matter how high the multiplier would otherwise push it.

Everything else about eligibility above still applies as normal — you still need to actually qualify for a drop chance in the first place; this only changes the odds once you do.

CARD POINT VALUES

Every card is worth points as well as counting toward your total card count — useful for breaking ties on the leaderboard, where you can sort by either. Foils are worth more than their base rarity, and Player cards are worth more than everything else at the same rarity, on top of that. Since every card became a numbered print, holding THE ORIGINAL — print #1, the first ever minted — scores a premium: 1.5× the card's value, rounded up.

RarityStandard★ OriginalPlayer cards★ Player original
Common 1 2 5 8
Common Foil 2 3 6 9
Uncommon 3 5 7 11
Uncommon Foil 4 6 8 12
Rare 5 8 9 14
Rare Foil 6 9 10 15
Epic 7 11 11 17
Epic Foil 8 12 12 18
Legendary 9 14 13 20
Legendary Foil 10 15 14 21
Mythical 11 17 15 23

Player-category cards start at a higher baseline than everything else (Builds, Locations, NPCs) at the same rarity, but the gap between rarities scales identically either way. The Original columns show what the same card scores for whoever holds its first-ever print — the premium follows the print, so trading for an original means trading for its points too. Later prints of a card always score the standard value.

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Registry Dispatch · The Prints Update

Originals, Prints & The Trading Hall

Your cards just became real objects with history. Every card you hold is now a numbered print — open one in the viewer to see its mint number and date. Print #1 of every card is stamped ★ THE ORIGINAL, permanently: exactly one exists per card, whoever ends up holding it.

Originals now score 1.5× points (rounded up) on the leaderboard — a Mythical jumps 11 → 17, a Mythical Player card 15 → 23. First-finders already have their premium; the rankings have moved. Full table on the home page.

🔒 Coming soon — THE TRADING HALL. Trade cards with each other: open offers on a public floor, direct offers, many-for-many bundles, and a permanent trade ledger. Trade for an original and its premium comes with it. Six trading achievements are already on the board, waiting.

Log in with Discord Then claim your player profile — be inside when the doors open.