Melder Mult Economy Simulator

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Accurately models the game's scoring pipeline — verified against source code

Presets
Pipeline simulator
+Mult (additive) xMult relics Enhancement xMult Scaling Rune cards
120
5
+12
+8
x3
Type exact value in box, or drag slider. Max 7 relics: e.g. x8 x5 x4 x3 x4 x5 x3 = 28,800
0
x1
Glass x2/tile, Prismatic x1.5/tile, Steel x1.5/held tile — fires after relics in game
Processing order
Final score
--
Total effective mult
--

Scaling over 9 antes

How +6 add, x2 mult, and scaling (+2/blind = ~+48 by ante 9) compare as the run progresses.


Relic ordering demo
Meld order matters too (v0.1): melds score in board order — left→right, top→bottom — and you can drag a meld's ⠿ plate (or a tile up/down) to change that order in-game. Retrigger relics read the flattened tile sequence: Chain Reaction retriggers every 3rd tile across the whole turn, Double Tap the first tile of each meld. Within a Set, tiles can also be drag-reordered sideways; Runs keep number order (a wild's position defines its identity).

Melder relics by mult type
RelicTypeEffectLate-game
Relic+add+6 Mult alwaysWeak ante 7+
Greedy / color+add+5 Mult per color tileDecent if many
Fibonacci+add+12 per fib tileGood w/ retrigger
Swashbuckler+add+4 per other relicScales w/ relics
Hoarder (new)+add+3 Chips per hand tileChip scaling
Wallflower (new)+add+5 Mult per unscored colorHeld-in-hand
Jolly / Crazyxmultx1.5 if set/run scoredAlways strong
Half Relicxmultx2 if all groups = 3Huge if built
Dualistxmultx3 if set + runBest common xM
Debt Relicxmultx4 (lose $2/blind)Build-defining
Sacrificexmultx5 (lose 1 play)Build-defining
Baron (held)xmultx2 per 13 in handExponential
Snake Eyes (new)xmultx1.5 per 1 in handExponential
Patience (new)xmultx1.5 if 8+ in handHeld-in-hand
Ancient Runexmultx4 alwaysTop tier
Cavendishxmultx3 always (tiny break %)Build-defining
Glass Cannonxmultx3 (25% break chance)High risk
Longhaulxmultx5 if run of 6+Conditional king
Consortiumscale+2 Mult per set scored everMonster ante 6+
Hologramscale+0.5 per tile drawnSlow, unlimited
Whetstonescale+2 per blind beaten+48 by ante 9
Obeliskscale+0.3x per consec typeScaling xMult!
Supernovascale+1 per group (cap 50)Capped reliable

Theoretical max base chips breakdown

Base chips = everything that feeds into the Chips side of the Chips x Mult formula, before relics fire.

SourceCalculationChips
Tile face values5 groups, ~20 tiles, avg 8.5 face value170
Stone enhancement+50 per stone tile x 10 stone tiles500
Bonus enhancement+30 per bonus tile x 5 bonus tiles150
Foil enhancement+20 per foil tile x 5 foil tiles100
Hiker (permanent)+5/tile/score, ~30 scores x 20 tiles150
Retriggers (2x all tiles)Seltzer+Dusk+Red sigils double above+1,070
Cuts (stacked)5x Brilliant (+100), 5x Step (+125), 3x Cushion (+30), 3x Rose (+120)375
Wild tile bonus+30 per wild tile x 2 wilds60
Theoretical max base chips~2,575

Then chip-adding relics stack on top (but these use relic slots!):

RelicBest caseChips
Stuntman+250 flat250
Scary Face+30 per 10+ tile, ~8 tiles240
Ice Cream+200 (first play of blind)200
Bull+3 per $1, at $80 gold240
Collector+30 per group x 5150
Grand total chips (base + 5 chip relics)~3,500

Using relic slots for chips means fewer slots for xMult. The God builds below use 0 chip relics, relying on base chips + enhancements only.


Theoretical max mult breakdown

The mult side has layers that multiply together. Relic slots are the binding constraint.

LAYER 1: Additive mult (base + gems, no relic slots used)
Base mult (5 groups)2 sets (+2 ea) + 3 runs (+1.5 ea)+9.5
Cut mult bonusesStacked Pavilion/Step/Trillion+20
Enhancement +4 mult tiles~3 mult tiles scored+12
Subtotal (no slots)~41.5
LAYER 2: Relic xMult — all 7 slots on xMult (Crystal deck + 2 vouchers)
Baronx2 per 13 in hand, 3 thirteensx8
Sacrificex5 (lose 1 play)x5
Debt Relicx4 (lose $2/blind)x4
Ancient Runex4 alwaysx4
Cavendishx3 alwaysx3
Longhaulx5 if run of 6+x5
Glass Cannonx3 (25% break)x3
Product of 7 relic xMultx28,800
LAYER 3: Enhancement xMult (per-tile, no slots)
Glass tiles (x2 each)4 glass tiles scoredx16
Prismatic tiles (x1.5 each)3 prismatic tiles scoredx3.4
Steel tiles (x1.5 each held)3 steel tiles in handx3.4
Subtotal enhancement xMult~x183
BONUS MULTIPLIERS
Chromatic editionsx1.5 per chromatic relic, ~3 of 7 relicsx3.4
Rune cardsThe Sun (x2) + Rune of Power (x3)x6
Rune chipsThe Star (x2 chips)x2 on chips
God build (7 xMult relics, no Echo)41.5 x 28,800 x 183
= Total mult~218.8M
2,575 chips x 218.8M mult~563B

With Echo Chamber (takes 1 of 7 slots, 6 xMult relics fire twice):
6 relics = Baron(x8) x Sacrifice(x5) x Debt(x4) x Ancient(x4) x Cavendish(x3) x Longhaul(x5) = x9,600
Echo squares it: x9,600 x x9,600 = x92,160,000 — but +add relics and chromatic also fire twice.
The full Echo formula from the game code: ((B+A)*R*C + A) * R * C, not simply (B+A)*R2.
The second pass adds the additive bonus again on top of the already-multiplied base, giving a small extra boost.

Max relic slots: base 3 + Crystal deck (+2) + Paint Brush (+1, cap 6) + Antimatter (+1, cap 7) = 7. Negative edition relics add +1 slot each beyond the cap.