The manual

Recruitment

You do not recruit by pressing a button: you sit at a table and play. The Midnight Pact forbids signing, so Houses recruit through games of skill run by neutral keepers. The further you climb, the better the cards — and the more you risk losing it all.

The three tables

Three games, one shared reward scale. Pick the one you are good at: the table changes neither the rates nor the gifts, only how you earn the right to climb.

  • Find the Girls — pure deduction: you guess a combination from position and colour clues. Good players climb high reliably.
  • The Parking Table — you clear the pink car through to the exit by sliding the other vehicles out of its way. A spatial logic puzzle: one move shifts ONE vehicle, however far it travels.
  • Memory Flash — a sequence shown then hidden, to reproduce. The shortest and most nerve-racking.

A run costs one ticket and stays open for 12 hours; you can hold up to 30. Tickets come from missions, the login calendar and season rewards.

The real rates, tier by tier

At every tier cleared you may cash out or push on. Cashing out locks the reached tier’s reward; pushing on risks everything you have banked.

TierChance a card dropsBRONZESILVERGOLDPLATINUMBoss XP
110%95%4%0.7%10
220%90%8%2%0.1%15
330%84%12%4%0.3%25
440%76%17%6%0.6%40
550%64%24%11%1%60
660%50%32%16%2%90

The catch

These rates are conditional: they only apply once it is decided that a card drops. At tier 6, a Platinum therefore does not appear 2% of the time, but 2% × 60% ≈ 1.2% of runs taken that far. It is the most common misreading.

P(carte de rareté r) = cardChance(palier) × rates(palier)[r]

⚠️ A tier’s rates are conditional: they only apply once it is decided that a card drops at all. At tier 6, a Platinum does not appear 2 times in 100 runs but 2 % × 60 % ≈ 1.2 %. This is the table that matters — the base rarity table is vestigial.

Implemented in src/domain/find-girls-run.ts

The guarantees

Two counters run permanently and are displayed. They guarantee that an unlucky streak eventually pays out.

si compteur_Platinum + 1 ≥ seuil → PLATINUM ; sinon si compteur_Gold + 1 ≥ seuil et rareté < GOLD → GOLD

The guarantee is checked before the roll for Platinum, and after for Gold: a naturally drawn Platinum therefore does not consume the Gold guarantee. Both counters are persistent and displayed.

Implemented in src/domain/gacha.ts

The Platinum guarantee is checked before the roll, the Gold one after. The practical upshot: a naturally drawn Platinum does not consume your Gold counter.

The Network branch of the Prestige tree shifts those rates in your favour directly, permanently and across every city.

Cash out or push on

Not every tier gives a card: most give Cash, Stars or an item. That consolation pool is what makes the decision interesting.

EV(continuer) = P(réussite) × valeur(palier suivant) − valeur(palier acquis)

The table’s real decision: push on or cash out. The gift pool’s value is bounded by config validation (it must stay under ~2.4 Star-equivalents), otherwise pushing on would become EV-negative and the mode would sabotage itself.

Implemented in src/domain/find-girls-run.ts

Worth knowing

The gift pool’s value is bounded by the game’s config validation: it must stay below a threshold past which pushing on would become EV-negative. In other words, climbing one more tier is always profitable on average — the risk is variance, not the payout scale.

A hot table rotates daily: it grants extra bonus tiers. And during the tutorial, your first recruit is guaranteed a minimum rarity — the game will not let you start on a bad roll.

Scouting

The second source of cards does not go through a table: it goes through other players. Scouting lists targets among your league neighbours — because Happiness, and Happiness alone, decides whether a theft is viable.

Every listed target is already below 25 Happiness: the report does not tell you *whether* she is demoralised, but how far — < 5 · 5–10 · 10–15 · 15–20 · 20–25. That precision is not cosmetic: every Happiness point lower adds directly to your odds. The Tailing ability, on your recruiter, replaces the band with the exact value.

Scouting will never offer you a lineage you already own: a girl is not recruited twice, here no more than at the table. Release her or lose her, and she becomes a possible target again.

The details of poaching — squad, probabilities, premium, detection — are covered in the game modes chapter.

Worth knowing

New players are shielded: a protection covers the first days and the first earnings. You cannot be raided while learning, and you cannot raid someone who is.