Melder — Player Guide

Melder — Player Wiki#

The complete reference for Melder (0.1.0-alpha) — a tile-melding roguelike: Rummikub's set-building fused with run-based scoring, relics and an economy.

PageContents
Complete Rulestiles & groups, the two-phase turn, scoring formula, board rearrangement, antes & blinds, economy, Finishes, Enchantments, seeds, controls
Relicsall 131 relics by rarity
Consumablesall 62 items — Cuts, Runes, Scrolls, Spirits
Bossesevery boss and its twist
Decksall 9 decks and unlock order
Editions & Perksrelic editions and all 34 shop perks

Melder — Complete Rules#

The full ruleset as implemented. Companion pages: Relics · Consumables · Bosses · Decks · Editions & Vouchers

Melder is a tile-melding roguelike: Rummikub's set-building fused with a Balatro-style run structure — blinds, relics, an economy, and exponential scoring.


1. Tiles & Groups#

The pool holds numbered tiles 1–13 in four colors (red, blue, orange, black), two copies each, plus Wild (joker) tiles. You play tiles from your hand into groups on the board. Exactly two group shapes exist:

ShapeDefinitionExamples
SetSame number, different colors, 3–4 tiles (one per color max)🔴7 🔵7 ⚫7 ✓ · 🔴5 🔵5 🟠5 ⚫5 ✓ · 🔴3 🔴3 🔵3 ✗ (duplicate color)
RunConsecutive numbers, same color, 3+ tiles🔵4 🔵5 🔵6 ✓ · 🟠9–13 ✓ · 🔴3 🔵4 🔴5 ✗ (mixed colors)

Wilds substitute for any tile. In a run, a wild's position fixes which number it represents. No wilds on the first play of a run (see §3).

2. The Turn — Place, then Score#

Scoring is two-phase; you bank first, cash in once:

  1. Place — select tiles, place a valid group. Its face values are banked as Chips; the group's shape adds Mult (below). Nothing scores yet — keep placing to stack the turn.
  2. Score (a "play") — the single scoring moment. Banked Chips × total Mult, relics fire, the result adds to your blind score, and your plays-left ticks down.

Group Mult table:

GroupMult added
Set of 3+2.0
Set of 4+3.0
Run of 3+1.5
Run of 4+2.0
Run of 5++2.5, then +0.5 per extra tile

The formula:

turn score = ⌊ Chips × (1 + Σ group mults) × relic effects × boss factor ⌋

Worked example: Set of three 7s (21 chips, +2.0) + Run 4-5-6 (15 chips, +1.5) → 36 chips × (1+2.0+1.5) = 36 × 4.5 = 162 before relics.

The POTENTIAL readout previews only Chips × group-Mult — relic effects stay hidden until you Score, so the real number beats the preview.

Left-panel readouts (below POTENTIAL, each appears only when relevant):

  • ⚡ RUNE · this turn — pending one-turn rune buffs (×Chips / ×Mult / +Mult from The Star, Moon, Sun, Rune of Power) that will apply when you Score.
  • 💎 HAND LEVELS — your permanent gem upgrades per group type, shown as level + accumulated bonus (e.g. Runs of 3 · Lv2 · +40c +2m). Cuts raise these forever; Black Hole adds 3 levels to All Groups at once.

Sound: the 🔊 button in the top-left corner (or the M key) mutes/unmutes everything from any screen; per-channel sliders live in ⚙ Settings.

Save backup: ⚙ Settings → ⬇ Export Save downloads your complete progress (current run, lifetime stats, deck unlocks, settings) as one file; ⬆ Import Save restores it — on another device, another browser, or after clearing browser data. Import replaces everything, so it asks twice.

Hand reset on score: after a scoring play (that doesn't clear the blind), your remaining hand recycles into the pool and you draw a fresh 14. This is the core tempo decision: cash out now and lose your half-built melds, or keep building. (The Water boss blocks this reset.)

3. The Opening Meld (30-point rule)#

Your first scoring play of each blind must bank ≥ 30 chips of face value (spreadable across several groups) and may contain no wilds. Until it's met you cannot rearrange board tiles.

4. Board Rearrangement#

Board tiles persist between turns and are raw material:

  • Lift board tiles by clicking; recombine them with hand tiles into new groups. Every group on the board must remain valid (3+ tiles) after your rearrangement — stranded tiles must merge somewhere legal, or RESET undoes to the last valid arrangement.
  • Drop into a meld: with board tiles lifted, click another meld's plate to put them straight into it (a run takes the tile at its place in the sequence; a set takes it at the end). The classic move works: a same-colour 7 dropped into 5-6-7-8-9 splits it into 5-6-7 and 7-8-9. Hand tiles are not dropped this way — new tiles score as the melds you place them in, so they go through Place.
  • Nothing is final until you Score. Every move on the table between two scores is one step in that turn's transaction, and each step can be taken back. The table may be broken mid-turn (short melds, a lone tile); it only has to be legal when you Score. RESET undoes your newest steps until the table is legal again — it never takes back a valid placement.
  • Scoring order is yours: melds score left→right, top→bottom, and you can drag a meld's plate (⠿) or any tile vertically to reorder whole melds, or drag a Set tile sideways to reorder within it. Order matters to relics like Chain Reaction (every 3rd tile) and Double Tap (first tile of each group). Runs keep their internal number order.

5. Patina — The Board Remembers#

Every meld on the table ages by one for each scoring play it survives untouched. Any change to it — lifting a tile, merging into it, reordering its tiles — starts it over at zero. A meld's age is remembered by its exact tiles in order, so a rebuilt meld is a new meld even if it lands in the same place.

AgeStateOn the plate
0–1Freshplain
2–3Settledthe plate warms
4+Vitrifiedthe plate deepens and hardens

On its own, ageing changes nothing. Three relics use it:

RelicRarityEffect
Slow CureRareEvery Vitrified meld scores its tile value again, every play (wilds count 0)
YellowingUncommonUntouched melds gain +1 Chips per play and pay it every play. At +4 the plate crazes; at +6 the meld shatters — its tiles go back into the bag (finishes and all). Selling Yellowing resets every counter
FoundationUncommonYour oldest meld (age ≥ 1; ties go to the lowest board position) is set in stone: it cannot be rearranged, and a lock marks it. It can still shatter — Foundation plus Yellowing is a gamble, not a free win

The Patina relics pay chips from the table, not a rescoring of old melds — in Melder only the groups placed this play score. Ages, counters and the lock all survive a save and reload. The Plant boss (relics off) switches the lock and the payouts off for that blind. A first Settled meld, a first craze and a first lock each show a one-time hint.

6. Dies — Arithmetic Surgery#

A Die is a one-use item (it sits in your item bar like a Scroll) that changes what a tile is. A rank on a card is a label; a Melder tile's 1–13 is a quantity, and a Die does arithmetic on it. Select the tile or tiles it works on first, then use the Die.

DieClassEffect
CleaverconservativeSplit ONE selected tile into two of its colour that add up to it — you choose the split (a 7 into 3 + 4). One tile becomes two
CrucibleconservativeFuse TWO selected tiles of the same colour into ONE worth their sum. The sum is kept: 8 + 9 = 17, 13 + 13 = 26. Above 13 the tile is a Capstone (below)
MirrorgenerativeONE selected tile becomes 14 minus its value: a 1 is a 13, a 4 a 10, a 7 stays a 7
Ratchetgenerative+1 to every tile of one colour in your hand (the colour of a selected tile, or pick one; 13s stay)

Conservative Dies keep the total pip value of your tiles; generative ones change it, which is why they are rarer in the shop.

Capstones (tiles above 13)#

A numbered tile worth 14 to 26 is a Capstone (its face says CAP). One rule:

A Capstone sits on top of a run of its own colour. One per run. The run underneath must be legal on its own - three tiles or more. It scores in full.

  • Red 4-5-6 + red 18 is legal. Red 12-13-14 is not (the run underneath is only 12-13); red 11-12-13 + 14 is. Removing a Capstone never breaks a meld.
  • To play one: select the run on the table and the Capstone in your hand, then Place. That rebuilds the meld, so its Patina age starts over; a Foundation meld refuses it.
  • A wild never stands for a Capstone. Three Capstones of one value in different colours are an ordinary set (no wilds).
  • A Capstone cannot be fused again (26 is the ceiling). The Mirror refuses it, the Ratchet leaves it, the Cleaver splits it back into two tiles of 13 or less.
  • Capstones vanish when the ante ends (the bag is rebuilt).

The bag runs down#

The table is cleared only when an ante ends, so inside an ante the bag thins. The bag's count turns amber at 20 tiles and red, reading LOW, at 10, with one warning per blind. Fresh hands are dealt from the bag, Draw stops at zero, and an empty bag with an empty hand - before the blind is beaten - ends the run. Beating the blind with your last tiles wins first.

  • Dies work on the table too: a tile in a meld can be split, fused or mirrored. Legality is by value — a 7 mirrored to 7 changes nothing, a 5 mirrored to 9 inside 5-6-7-8 leaves 6-7-8-9, still a run.
  • A Die on a tile in a meld touches that meld (Patina: its age starts over, Yellowing's count with it), even if the values end where they began.
  • A Die is part of your turn: nothing is final until you Score, and Reset takes a Die back and returns it to your bar. It cannot be used while a score is resolving, and never on the Foundation meld.

7. Run Structure — Antes & Blinds#

Beat 9 Antes; each is three blinds:

BlindTargetReward
Small1× base$3
Big1.5× base$5
Boss2× base + a boss rule$7

Ante base targets: 300 · 800 · 2,800 · 6,000 · 11,000 · 20,000 · 35,000 · 50,000 · 65,000. Deck modifiers can raise targets further (e.g. Obsidian ×1.5).

You have limited plays (scores) and draws per blind (deck-dependent; baseline 3 plays / 5 draws / 3 discards / hand 14). Failing to reach the target before plays run out ends the run. Ante 9's boss is always The Final Boss.

Boss blinds stay hidden until after the pre-boss shop, then the FIGHT card reveals the boss (its theme music loops) — FIGHT starts the blind. See Bosses.

Deadlock: if the pool is empty and no legal move exists, the run ends on the deadlock screen (a first-blind, zero-plays deadlock grants a consolation free reroll next run).

8. Economy#

Money buys relics, consumables, packs and vouchers in the shop.

SourceAmount
Blind reward$3 / $5 / $7 (Small/Big/Boss) + deck bonus
Interest+$1 per $5 held, capped at $5 (Dividend +$3, vouchers raise it)
Unused plays+$1 each
Gold-finish tiles in hand+$1 each
Coin-enchanted tiles scored+$3 per trigger
Gilded-edition relics+$3 each per blind
Relic economy (Golden Goose, Toll Booth, Rocket…)see Relics

Shop: 2 relics (rarity-weighted by ante) · 2 consumables · 2 vouchers · packs · Reroll (cost rises). Sell owned relics for half cost. Spare wilds sell for $2 each - any you own, hand or bag (bag wilds sell first).

9. Tile Finishes#

Tiles can carry one permanent finish (corner badge; hover for details). Applied by Scrolls, packs, and some relics:

FinishEffect when scored
Foil+20 Chips
Bonus+30 Chips
Stone+50 Chips (counts as any number+color for grouping)
Mult+4 Mult
Glass×2 Mult, but 25% chance to shatter after scoring
Steel×1.5 Mult — also applies while held in hand
Prismatic×1.5 Mult
Lucky20%: +20 Mult · 7%: +$3 (rolled per trigger)
Gold+$1 at blind payout while held in hand
Wildcounts as any color

10. Enchantments#

A second, stackable tile mark (colored dot, bottom-left; applied by Spirit items). One enchantment per tile:

EnchantmentEffect
Coin (gold)+$3 per trigger when scored
Echo (red)Retrigger — the tile scores twice
Facet (blue)Creates a Cut card when scored in your final play of the blind
Quill (purple)Creates a random Scroll when scored (needs a free item slot)

11. Retriggers#

Retriggered tiles score their chips again (and re-fire their finish). Sources: Echo Enchantments, and retrigger relics (7-tiles, first-tile-per-group, every 3rd tile, high tiles, last play, Fizzing Potion's 5-play countdown). Retrigger counts stack across sources.

12. Relics — two-pass scoring#

Owned relics fire every scoring turn, left to right, in two passes: additive relics (+Chips/+Mult) first, then ×Mult relics — so multipliers always apply to your fully-boosted base. Drag relics in the topbar to reorder. Echo Chamber runs the whole sequence twice; The Ceremony disables a random relic each blind. Full list: Relics.

13. Consumables#

Four types, held in limited item slots (2 base): Cuts (permanent group bonuses), Runes (one-turn swings, used mid-play, cleared after the turn), Scrolls (tile modifiers), Spirits (disruptive one-shots). Full list: Consumables.

14. Decks, Unlocks & Profile#

Nine decks modify your starting rules (Decks). Unlocks are sequential: each full win (Ante 9) unlocks the next deck in order. The 📊 Profile (landing page) tracks lifetime wins/losses, best records (best run, best single turn, deepest ante, fastest win, most melds), and your last 10 runs with copyable seeds — the same seed replays the same run.

15. Seeds & Fairness#

Every run is driven by one seed (shown bottom-left and on end screens). The shop, the packs, the boss pick and the bag shuffles each draw from their own stream of that seed, keyed by ante and blind, so two players on the same seed see the same shops and bosses even when they play differently (only relics you already own are left out of the shop). Side bets (section 18) never touch the seed: a seeded run deals the same tiles whether you bet or not. Bot/QA tooling and the daily-challenge future both hang off this.

16. Keyboard Controls#

KeyAction
Click / Dragselect · lift · reorder hand · reorder melds · drop lifted tiles into a meld (click its plate)
Arrowsa cursor over your rack, the melds and the buttons (the ring appears at the first press and hides when the mouse moves)
Enter (cursor on)select the tile under the cursor; on a meld's plate, drop your lifted board tiles into it
Shift+Left/Rightslide the tile along its meld (or the rack) · Shift+Up/Down move the whole meld earlier / later in scoring order
Backspace (cursor on)Score
SpacePlace selected group
Enter (cursor off)Score
DDraw · X discard selected · A auto-suggest
S / Csort by number / color
Vtile collection · ? help · Esc clear/close

Controller (Steam Deck, any pad the browser sees): D-pad / left stick move the cursor; A selects (or drops lifted tiles into the focused meld); X places; Y scores; B resets; LB / RB slide a tile along its meld or the rack; LT / RT move the whole meld in scoring order; Select draws; Start opens help. Every table operation is reachable this way.

17. Big Scores Break the Board#

A single Score past a fixed line makes the table give way. It is presentation only: no tile, meld or relic is lost, and the pieces snap back afterwards.

One Score ofWhat happens
1 millionthe table cracks
10 millionthe cracks run and the melds jump
100 millionthe table shatters (bright glass over a deep impact)
1 billionthe whole screen breaks, with the choir

Beating a deck's final boss shatters the screen for real: DECK BEATEN is stamped across the pieces and Mr. Meldy, the wild-tile mascot, leaps up cheering over the ending theme. Mr. Meldy also opens the game, juggling relics before the title is dealt out of the tile bag; any click or key skips it.

The sound for all of this is levelled with the rest of the game (every music track plays at the same loudness; the win and the ending sit a little above) - see the Sound & Music Review, linked from the wiki home.

18. Side Bets#

As each new blind begins (from the second blind of a run; never in the guided tutorial), the table offers three side bets on how you will clear it. Take one and the stake leaves your purse at once; clear the blind and meet the bet and it pays back the stake times its multiplier, listed on the cash-out screen. Miss it and the stake is lost. No bet - or simply playing on - skips the offer.

Stake: $3 + $2 per ante (capped at what you hold). A bet in play shows as a chip under the top bar, and it survives Save & Continue.

BetPaysMet when
Quickx3the blind is cleared in one play fewer than the deck's plays (or fewer)
Overx3the blind ends at 150% of its target or more
Runs onlyx2.5every scored meld is a run
Sets onlyx2.5every scored meld is a set (group)
Never discardx2no discard is used during the blind
Never drawx3no draw is used during the blind
Long meldx2at least one scored meld has 5 or more tiles
Jackpot (rare)x6the blind is cleared in ONE play - offered about a third of the time

Offers are random (not from the run's seed). Only plays that actually score count toward runs only / sets only / long meld.

Generated from Melder 0.1.0-alpha game data.

Relics#

Melder has 131 relics. They sit in the topbar and fire every scoring turn, left to right, in two passes: additive effects first (+Chips, +Mult), then ×Mult effects — so a ×2 always multiplies your already-boosted total. Buy them in the shop, sell for half cost; drag to reorder (order matters!).

RarityCount
Common30
Uncommon57
Rare36
Mythic5
Legendary3

Common (30)#

RelicCostEffect
🃏Relic$5+6 Mult always
🟠Amber Glow$5+5 Mult per Amber tile in scored groups
😄Tile Matcher$5x1.5 Mult if any Set scored this turn
🌀Run Streak$5x1.5 Mult if any Run scored this turn
🐿️Hoarder$4+3 Chips for each tile you are still holding when you score (wilds not counted)
🌸Wallflower$5+5 Mult per color in hand that is NOT in any scored group
💧Ripple$4+5 Chips per tile across all scored groups
½Modest Gains$5x2 Mult if every group played has exactly 3 tiles
🎰Collector$5+30 Chips per group played this turn
🌊Blue Relic$4+3 Chips for each tile still in the bag
♊The Twin$5x2 Mult when you place exactly 2 groups this turn
💸Tax Man ⚠BANE$4Lose $1 at the start of each blind, but x2 Mult when scoring
👹Grim Mask$4+30 Chips per tile numbered 10+ when scored
🎓Sage$4Each tile numbered 1 scored gives +20 Chips and +4 Mult
⚖️Balanced Scales$4+4 Mult per even-numbered tile (2,4,6,8,10,12) scored
🎪Wild Card$4+30 Chips per odd-numbered tile (1,3,5,7,9,11,13) scored
📻Walkie Talkie$4Tiles numbered 4 or 10 give +10 Chips and +4 Mult when scored
😊Smiley Face$4+5 Mult per tile numbered 11-13 scored
🏴War Flag$5+30 Chips for each remaining draw this blind
⛰️Peak Ascent$5+15 Mult when you have 0 draws remaining
🎨Painted Glass$4+3 Mult for each relic you own
🪙Gold Mine$6Earn $5 at the end of each blind
💫Cascade$5+1 Mult for each group scored this entire run (tracked, caps at 50)
✊Underdog$5Lowest tile number in hand x2 added to Mult
🖨️Smudged Tile$4+0 to +23 Mult (random each scoring)
🟥Crowd Favorite$5Permanently gains +4 Mult when you skip a shop pack
🍀Lucky Charm$4x3 Mult always. 1 in 1000 chance to be destroyed at end of blind
🎭Pareidolia$5Sets ignore color rules — any tiles with the same number form a valid set
🚧Toll Booth$4+$1 per group placed this turn
🧊Melting Ice$4+80 Chips, loses 20 per blind - melts away after 4 blinds (sell it before then!)

Uncommon (57)#

RelicCostEffect
🧘Patience$6x1.5 Mult if you have 8+ tiles in hand after placing
🏠Full House$6+10 Mult if hand contains all 4 colors after placing
🤪Twin Sets$6x2 Mult if a Set of 3 was scored
😡Twin Runs$6x2.5 Mult if a Set of 4 was scored
😐Full Spread$6x2 Mult if a Run of 4+ tiles was scored
🏃The Runner$6+4 Mult per tile in the longest Run scored
🔢Golden Ratio$7+12 Mult per tile valued 1, 2, 3, 5, 8 or 13 scored
🎲High Roller$6+5 Mult per tile valued 10-13 scored
🐌Low Rider$6+8 Mult per tile valued 1-3 scored
⚖️The Dualist$6x3 Mult if both a Set AND a Run scored this turn
🏦The Banker$6+1 Mult for every 5 Chips scored this turn
⬜Square Relic$5+30 Chips for each group that has exactly 4 tiles
🍦Ice Cream$5+200 Chips, -15 per group already scored this blind
📈Consortium$6Permanently gains +2 Mult each time any Set is scored
💿Hologram$7Gains +0.5 Mult each time a tile is drawn
🍀Green Relic$5+1 Mult per scoring turn used, -1 per draw-only turn this blind
⚛️Superposition$7x3 Mult if any group contains both a 1 and a 13
🪞Mirror$7Highest-value group score is added again as Chips
🪞Mirror Image$7After scoring, a copy of a random scored tile is added to your hand
📏The Extender$7+1 Play this blind when you score a group of 5+ tiles
⚔️Blade Dancer$6+4 Mult for each other relic you own
📋Hit List$6x2 Mult if the most frequent tile color scored matches the daily target color
⛓️Loan Shark ⚠BANE$3Lose $2 at the start of each blind, but x4 Mult when scoring
💵Liquidator$6Earn +$3 extra whenever you sell a relic (including this one)
🏷️Haggler$5Rerolling the shop costs $1 less (stacks with Telescope perk)
🔀The Arranger$6+3 Mult for each relic that changed position this round
🃏Wild Hoarder$7+10 Mult for each wild tile you are still holding when you score
🎭Drama Masks$6Retrigger all tiles numbered 10+ when scored (count their chips and effects twice)
📎Paper Clip$4Retrigger the first tile in each scored group 2 additional times
🌅Dusk$5Retrigger all scored tiles on your last play of the blind
💻Low Roller$6Retrigger all tiles numbered 2, 3, 4, or 5 when scored
🤡Echo Hand$5Retrigger all held-in-hand effects (Steel, Gold tile bonuses fire twice)
🥤Fizzing Potion$6Retrigger all scored tiles for the next 5 plays (then self-destructs)
⭐Star Map$6Gains x0.1 Mult every time a Cut card is used
🥾Hiker$5Every scored tile permanently gains +5 Chips (tracked per tile)
🃏Card Sharp$6x3 Mult if you play the same group type (set/run) as last turn this blind
📸Quick Study$5Permanently gains +2 Mult per shop reroll this run
🐂Gold Rush$6+3 Chips for every $1 you have
👢Gold Weave$7+4 Mult for every $5 you have
🤸Tumbler$6x3 Mult on your final play of the blind
🧛Vampire$7Gains x0.1 Mult per finished tile scored; strips the finish
💀Last Stand$5Prevents game over if scored at least 25% of blind target; self-destructs
📷Photograph$5First tile numbered 13 scored gives x2 Mult
🐱Lucky Cat$6Gains x0.2 Mult every time a Lucky tile triggers successfully
🏜️Weathering$6+4 Mult for each tile drawn from the bag this ante
👖Safety Net$6Gains +3 Mult whenever both sets and runs are scored in same turn
🥚Nest Egg$5+$8 when acquired (one-time)
🦢Golden Goose$6+$1 per play used this blind
📈Dividend$6Interest cap +$3
🍀Double Seven$57-tiles retrigger once
⛄Snowball$5+1 Mult permanently per blind won
🌿Green Thumb$5+2 Chips permanently per tile discarded (max +40)
🏃Run Master$5Runs get +15 Chips
🃏Set Master$5Sets get +4 Mult
💥Fragile Power$5x3 Mult — 1 in 4 chance to break after each blind
🟡Yellowing$6Untouched melds gain +1 Chips per play and pay it every play. At +6 a meld crazes and SHATTERS back into the bag
🧱Foundation$5Your oldest meld is set in stone: it cannot be rearranged. It can still shatter

Rare (36)#

RelicCostEffect
🐍Snake Eyes$8Each 1 held in hand gives x1.5 Mult
🖤Blackboard$7x4 Mult if all remaining hand tiles are Black after playing
👑Tile Lord$8Each 13 held in hand gives x2 Mult
7️⃣Lucky 7$8x4 Mult if any group scored contains a 7
🌈Rainbow Rack$9x3 Mult if any group contains tiles of all 4 colors (set of 4!)
🗿Obelisk$8Gains x0.3 Mult each time you play the same group type consecutively
🚂Long Haul$8x5 Mult if any Run has 6+ tiles
🦎The Chameleon$8Runs can include one tile of any color (rainbow runs allowed)
⚡Quick Draw$8Runs can skip one number (e.g. 3-5-6-7 is a valid run)
✦Four-Fold$7Sets of 4 gain x2.5 extra Mult on top of base x2
🔪Sharpener$7+2 Mult permanently for each blind beaten this run
🔥Campfire$7Gains +2 Mult each time you sell a relic (grows over the run)
🚀Accelerator$8Earn +$3 extra per blind beaten (gold accumulates across the run)
✖️The Multiplier$9All other relics that add +Mult give triple their bonus (applied after all others)
📐Copycat$8Copies the effect of the relic immediately to its right (same effect again)
💀Dark Offering ⚠BANE$2Lose 1 play per blind (minimum 1 remaining), but x5 Mult when scoring
🎰Wild Dealer$9At the start of each blind, a Rummikub wild tile is added to your hand
🕊️Absolution$14Nullifies all active Bane effects while owned. If sold, banes return.
🃏The Quadro$8x2 Mult if you place exactly 2 groups this turn and both share a tile number
🔱Rainbow$8x3 Mult if you score exactly 3 groups this turn
👨‍👩‍👧‍👦The Family$8x4 Mult if you score a Set of 4
📜Sequence Master$8x3 Mult if you score a Run of 5+
🦸Daredevil ⚠BANE$7+250 Chips, but -1 Play per blind
⚾Talent Scout$8Each Uncommon relic you own gives x1.5 Mult
🪪Driver's License$7x3 Mult if you have 8+ finished tiles across hand and board
🧬Mirror Meld$8If first play of blind has only 1 group of 3 tiles, copy those tiles to your hand
🛣️Hit the Road$8Gains x0.5 Mult for every tile destroyed this blind
🐷Piggy Bank$7Stores $1 per blind beaten — sell to cash out
📋Carbon Copy$8First group each turn scores twice
👆Double Tap$7First tile in each group retriggers
🎨Mosaic$7x1.5 Mult if you play a tile of your most-held color (shown live on the relic)
📏Long Game$7+5 Chips per tile in group beyond 3
👑Board Lord$7+1 Mult per group on the board
👯Color Pair$7x2 Mult if any group has exactly 2 colors
🎭The Spectrum$8x3 Mult if any group has 3+ colors
⏳Slow Cure$8Vitrified melds (untouched for 4+ plays) score their tile value again every play

Mythic (5)#

RelicCostEffect
👑Canio$0Gains x1 Mult permanently whenever a tile is destroyed
🤴Triboulet$0Tiles numbered 12 and 13 each give x2 Mult when scored
💀Yorick$0Gains x1 Mult every 15 tiles scored (permanent, tracked)
🎪Chicot$0Disables the effect of every Boss Blind
🎩Perkeo$0Creates a Negative copy of 1 random consumable at the end of each shop visit

Legendary (3)#

RelicCostEffect
🔊Echo Chamber$0All relic effects fire twice
⛓️Chain Reaction$0Every 3rd tile retriggers
🏛️Ancient Rune$0x4 Mult (always active)

⚠BANE relics carry a persistent downside. Order matters: drag relics in the topbar so your ×Mult relics fire after your +Chips/+Mult ones (the game already runs additive-then-multiplicative passes automatically).

Generated from Melder 0.1.0-alpha game data.

Consumables#

62 items across five types. You hold 2 item slots by default (perks raise it); click one in the bar to use it — Runes during a play, everything else anytime.

Cuts (10)#

Permanent bonuses to a group type. Applied instantly and pays on every qualifying group for the rest of the run. (Observatory perks amplify these.)

NameCostEffect
💠Brilliant$4+20 Chips & +1 Mult to Runs of 3
💠Cushion$4+20 Chips & +1 Mult to Sets of 3
💠Step$5+25 Chips & +2 Mult to Runs of 4+
💠Trillion$5+25 Chips & +2 Mult to Sets of 4
💠Rose$3+10 Chips & +0.5 Mult to ALL groups
💠Pavilion$6+30 Chips & +2 Mult when both Set AND Run scored same turn
💠Cabochon$6+30 Chips & +3 Mult to groups of 5+ tiles
💠Point$4+15 Chips & +1 Mult to single-group turns
💠Prism$5+40 Chips to all groups (chip-focused)
💠Baguette$6+3 Mult to all groups (mult-focused)

Runes (7)#

One-turn swings, used mid-play — double chips, ×Mult, or instant gold. The effect clears after the turn it boosts.

NameCostEffect
⭐Rune of the Star$3Use during play: doubles all Chips scored this turn
🌙Rune of the Moon$3Use during play: adds +10 Mult to this turn
☀️Rune of the Sun$4Use during play: x2 Mult this turn
🌐Rune of the World$5Use during play: +$5 gold immediately
🔥Rune of Power$6Use during play: x3 Mult this turn
🌿Rune of Abundance$5+1 Play this blind
👁️Rune of Sight$4Draw 3 extra tiles immediately

Scrolls (22)#

Tile modifiers — apply finishes, transform, destroy, duplicate or recolor tiles.

NameCostEffect
💿Scroll of Shimmer$4Applies a Foil finish to a random tile (+20 Chips when scored)
💙Scroll of Valor$4Applies a Bonus finish to a random tile (+30 Chips when scored)
❤️Scroll of Fury$5Applies a Mult finish to a random tile (+4 Mult when scored)
🌀Scroll of Chaos$5Applies a Wild finish to a random tile (counts as any color)
🫙Scroll of Fragility$5Applies a Glass finish to a random tile (x2 Mult, 25% shatter chance)
🔩Scroll of Tempering$6Applies a Steel finish to a random tile (x1.5 Mult when scored or held in hand)
🪨Scroll of Earth$6Cracks a random tile into a Geode (+50 Chips, fills any gap)
👑Scroll of Midas$5Applies a Minted finish to a random tile (+$1 held at blind end)
🍀Scroll of Fortune$5Applies a Lucky finish to a random tile (1/5: +20 Mult, 1/15: +$3)
🌈Scroll of Lustre$6Applies a Lustre finish to a random tile (x1.5 Mult when scored)
🥇Scroll of Gilding$5Applies a Gilded finish to a random tile (+$1 when scored)
🎨Scroll of Dyeing$4Change up to 2 random tiles to a random color
💪Scroll of Strength$5+1 to a random tile number (max 13)
💀Scroll of Decay$3-1 to a random tile number (min 1)
🧙Scroll of the Hermit$4Double your gold (max $30)
⚖️Scroll of Judgement$6Creates a random Relic if you have an empty slot
🃏Scroll of the Fool$3Recreates the last consumable you used this run
🔥Scroll of Flame$3Destroy 1 random tile from hand, gain $6
🔄Scroll of Swap$4Swap the number of 2 random tiles in hand
🗼Scroll of the Tower$5Destroy all tiles numbered below 4, gain $2 per tile destroyed
💕Scroll of Lovers$5Applies one random finish to 2 random tiles
☸️Scroll of Wheel$41 in 4 chance of a Coin Enchantment on ALL hand tiles; otherwise +$8

Spirits (19)#

Powerful, disruptive one-shots — relic/economy/hand manipulation with real trade-offs.

NameCostEffect
👻Phantom$5Destroy 1 random tile, add 3 random finished tiles to hand
👤Wraith$4Create a random Rare relic. Set gold to $0
🌫️Specter$4Convert all hand tiles to one random color
😱Banshee$4Destroy 3 random tiles, gain $18
💱Counterfeit$1A misprinted banknote — worth anywhere from -$10 to +$10
🦴Revenant$6Copy a random relic you own. Destroy all other jokers
👹Poltergeist$5Convert all hand tiles to one random number (1-13)
✨Apparition$8Create a random Mythic relic!
🌑Eclipse$7Level up ALL Cut bonuses by 1 (all group types gain +10 Chips, +1 Mult)
🪙Coin Enchantment$5Enchant a random tile with Coin (+$3 when it scores)
🔁Echo Enchantment$6Enchant a random tile with Echo (retrigger — it scores twice)
💠Facet Enchantment$5Enchant a random tile with Facet (creates a Cut card when scored in your final play)
🪶Quill Enchantment$5Enchant a random tile with Quill (creates a Scroll when the tile is destroyed)
🐉Cryptid$6Create 2 copies of a random tile in your hand
🕳️Black Hole$8Level up ALL Cut bonuses by 3 (massive permanent boost)
💫Soul$7Create a random Mythic relic (same as Apparition but from a different pool chance)
🌀Aura$5Add a random edition (Polished/Holographic/Chromatic) to a random relic
😵Trance$5Enchant 2 random tiles in hand with random Enchantments
🧿Medium$6Force the next boss blind to be a specific one (random easy boss)

Dies (4)#

Arithmetic surgery — one-use tools that change what a tile IS. Select the tile(s) first, then use the Die; it is part of your turn (Reset takes it back), never during a score, never on a Foundation meld, and it touches the meld it lands in.

NameCostEffect
🔪Cleaver$5Split ONE selected tile into two of its colour that add up to it — you choose the split. Works on the table too.
⚗️Crucible$5Fuse TWO selected tiles of the same colour into ONE worth their sum. Above 13 it is a CAPSTONE: it sits on top of any run of its colour and scores in full.
🪞Mirror$7ONE selected tile becomes 14 minus its value: a 1 is a 13, a 4 a 10, a 7 stays. Not a Capstone.
⚙️Ratchet$7+1 to every tile of one colour in your hand (the colour of a selected tile, or pick one; 13s stay).

Generated from Melder 0.1.0-alpha game data.

Bosses#

Every ante's third blind is a Boss Blind: 2× the base target plus a unique restriction, hidden until the FIGHT card after the shop. Ante 9 is always The Final Boss. Counters: the Mythic relic Chicot disables every boss effect; the spirit Medium forces the next boss to be The Needle; the Director's Cut perks reroll a boss once per ante.

BossAntesEffect
🪡The Needle1–5Sets score half chips — runs are king this round
💀The Head1–4Red tiles are worth 0 chips
♣️The Club2–4Black tiles are worth 0 chips
🤫The Silence3–5Suggest is disabled this round
🪟The Window3–5Blue tiles are worth 0 chips
🐍The Serpent2–7Groups must contain at least 4 tiles
🟠The Goad5–7Yellow tiles are worth 0 chips
🪨The Flint3–9All scoring is halved this round
💧The Water3–9Drawing tiles is disabled this round
🌿The Plant4–9Relic effects are disabled this round
👁️The Eye4–9All groups played each turn must share the same type (all sets or all runs)
🎯The Mark5–9Boss target is 3× base instead of 2×
🦷The Tooth6–9Lose 3 blind-score points per tile remaining in hand when ending a turn
🔮The Psychic7–9Groups must contain exactly 4 tiles
❤️The Heart7–9One random relic is disabled each play
👿THE FINAL BOSS9–9All scoring is halved · 1 random relic disabled per play

Generated from Melder 0.1.0-alpha game data.

Decks#

Chosen before each run; each modifies your starting rules. Unlocks are sequential: the Nth deck unlocks after N-1 total wins (any deck). Baseline: 3 plays · 5 draws · 3 discards · hand 14 · 3 relic slots · target ×1.

Ante base targets: A1 300 · A2 800 · A3 2,800 · A4 6,000 · A5 11,000 · A6 20,000 · A7 35,000 · A8 50,000 · A9 65,000 (Small ×1 → Big ×1.5 → Boss ×2).

🔮 Quartz#

+1 play, +1 draw, +1 relic slot, +$2 draft, 1 free reroll

🖤 Obsidian#

Standard deck — no modifiers

⬛ Hematite#

+2 board size, board groups +1 chip each, −1 draw

🟠 Amber#

Start with $20 extra, +$2 interest cap, −1 play

🟥 Garnet#

Hand size −3, all tiles +3 chips, +1 play

💎 Sapphire#

x2 group mult, 1/3 chance groups fizzle, +1 discard

💚 Emerald#

+2 relic slots, 4 relics in shop, −1 play, −$5 draft

🔴 Ruby#

x2 mult first group, +25% blind targets, −1 play after Ante 3

🟫 Painite#

−1 relic slot, x1.5 blind targets, +1 reroll, shop items +$2

Generated from Melder 0.1.0-alpha game data.

Editions & Perks#

Relic Editions#

Shop relics can roll an edition — a permanent frame upgrade on that copy:

EditionEffect
💿Polished+50 Chips
🌟Holographic+10 Mult
🌈Chromaticx1.5 Mult
⚫Negative+1 Relic slot
👑Crowned+$3 per round

Negative uncaps your relic count (the extra slot belongs to the relic itself). Gilded pays its +$ at every blind payout.

Perks (Vouchers)#

Permanent run upgrades in the shop's perk row. Tier-2 perks appear only after you own their Tier-1 prerequisite.

Tier 1#

PerkCostEffect
🛂Passport$8Wilds may be used in your opening meld (they still count 0 toward the 30)
🃏Overstock$10+1 Play per blind (permanent)
🗑️Wasteful$8+1 Draw per blind (permanent)
🖌️Paint Brush$10+1 Relic slot (up to 6)
🏷️Clearance Sale$6All shop items cost $2 less
🔭Telescope$8Reroll cost never increases
🌱Seed Money$8Interest cap raised to $10 per blind
💠Cut Merchant$6Cut cards appear 2x more often in the shop
📜Scroll Merchant$6Scroll cards appear 2x more often in the shop
🔧Hone$7Finished tiles appear 2x more often in packs
🤏Grabber$10+1 additional Play per blind (permanent)
🎨Palette$8+2 hand size (hold more tiles)
🎬Director's Cut$10Reroll Boss Blind once per Ante ($10)
🪄Magic Trick$7Individual tiles can be purchased from the shop
𓀀Hieroglyph$10-1 Ante requirement, but -1 Play each blind
🔮Crystal Ball$8Spirit cards appear 2x more often in the shop
📄Blank$6Copies the effect of the last perk bought this run
🌐Omen Globe$10Every pack contains an extra Spirit card choice
🔭Observatory$8Cut cards give x1.5 to their group type bonus when used
🌮Nacho Tong$7+1 consumable slot (up to 4)
♻️Recyclomancy$8Selling relics gives +$2 bonus
🧠Advisor$6+2 Suggest uses per blind (3 → 5)

Tier 2#

PerkCostEffect
🃏Overstock Plus (requires Overstock)$10+1 more Play per blind (permanent)
🗑️Wasteful Plus (requires Wasteful)$8+1 more Draw per blind (permanent)
⚛️Antimatter (requires Paint Brush)$12+1 additional Relic slot (up to 7)
💲Liquidation (requires Clearance Sale)$6All shop items cost $3 less (replaces Clearance)
🌳Money Tree (requires Seed Money)$10Interest cap raised to $20 per blind
✨Glow Up (requires Hone)$8Finished tiles appear 4x more often in packs
🎨Palette Plus (requires Palette)$10+2 more hand size
🎬Director's Redux (requires Director's Cut)$12Reroll Boss Blind for free once per Ante
🌮Nacho Plus (requires Nacho Tong)$10+1 more consumable slot (up to 5)
🪐Planetarium (requires Observatory)$10Cut card bonuses are doubled
🔭Periscope (requires Telescope)$10Rerolls cost $0 (free rerolls!)
🧠Grand Advisor (requires Advisor)$10+3 more Suggest uses per blind (5 → 8)
Generated from the wiki Markdown by tools/build-wiki-html.js · Melder 0.1.0-alpha · rerun tools\build-wiki.bat after edits.