Cards
Card Overview
Understanding the card system — types, costs, tags, and how cards interact.
Card System
Stamp Collector Simulator has 180+ cards organized across 6 trees. Each card has costs, tags, and behaviors that determine how it fits into your strategy.
Card Types
Executables
Cards tagged executable can be played as threads. They have a duration, consume resources, and produce rewards when they resolve. Key properties:
durationHours— how long the thread runshasAutoRun— iftrue, automatically restarts on completionreturnToHand— iftrue, card goes back to your hand after resolving
Permanents
Cards tagged permanent mount to your board. They persist until destroyed or unmounted.
- Hardware — rigs that provide HDD/RAM capacity
- Software — constructs and utilities that enable card interactions
- Malware — injected by attacks, drain your capacity
Shards
Cards tagged shard serve as arguments (inputs) for spells. They’re consumed when used. Shards come in three tiers with escalating HDD costs:
| Tier | HDD Cost | Availability |
|---|---|---|
| Basic | 51 | Early game, generated by utility cards |
| Core | 255 | Mid game, from factory processes |
| Advanced | 1,275 | Late game, from high-tier factories |
Cost Types
Every card has up to four costs:
| Cost | Purpose |
|---|---|
| HDD Cost | Storage space the card occupies |
| RAM Cost | Execution capacity consumed while running |
| Money Cost | Currency spent to acquire/use the card |
| Stamp Cost | Stamps spent to acquire/use the card |
Card Arguments
Advanced cards require arguments — other cards that are consumed or referenced when the spell is cast.
Argument types:
- cardRef — references a specific card by definition ID or tag filter
- contact — references a player or adversary contact
- zone: ‘hdd’ — argument card must be in your HDD (default)
- zone: ‘permanents’ — argument card must be mounted as a permanent
The Six Trees
Basic — Foundation & Economy
Starter cards for income generation and crypto trading. Includes Bid Stamps, Flip Stamps, and the Crypto Wallet system.
Data — Information & Defense
Intelligence gathering, defensive spells, and data processing. Build Data Lake → Pattern Mining for card generation. Access Entropy Wipe for malware removal.
Communications — Networking & Diplomacy
Economy boosting, reputation building, and adversary immunity. Build Large Language Model → Signal Generation for fast card generation.
Security — Offensive Hacking
The primary PvP tree. Hack spells that steal money, inject malware, destroy permanents, and cancel threads. Build Intrusion Framework → Surveillance Sweep.
Network — Malware
Malware permanents injected by attacks. Not directly playable — these are delivered to your game by adversary attacks and PvP hack spells.
Rigs — Hardware Infrastructure
Hardware permanents that provide HDD and RAM capacity. Acquired via Buy Order executable cards.
Hack Levels
Some cards have a hackLevel (1, 2, or 3) that determines damage dealt to adversaries:
- Level 1 = 1 HP damage (level²)
- Level 2 = 4 HP damage
- Level 3 = 9 HP damage
Factory Processes
Factory processes are special auto-run executables that require a construct permanent and produce random cards from a pool. They’re the primary way to grow your card collection in each tree.
| Factory | Tree | Construct Required | Cycle | Output |
|---|---|---|---|---|
| Pattern Mining | Data | Data Lake | 48h | Random data card |
| Signal Generation | Comms | Large Language Model | 18h | Random comms card |
| Surveillance Sweep | Security | Intrusion Framework | varies | Random security card |
| Key Cracking | Security | Counterintelligence Mesh | 60h | Random security card |