Card Tiers

October 13, 2025 v1.2

Card Tiers are hidden on physical cards but will be available to view in the online Collections area.

Overview

In StarCore, every card belongs to a Tier — a measure of its relative power, complexity, and potential impact in play. Tiers range from T1 (basic constructs) to T9 (legendary or experimental entities).

Tiers also contain 9 Subtiers for the purposes of card generation. Example: Tier 1.1 is slightly statistically superior to 1.0, while 1.8 is 90% of the way to T2 and would contain the best rolls within T1. We do not show this second Subtier to players.


What Tiers Do

Tiers act as design constraints and generation boundaries. When a card is created, its Tier determines:

  • The range of numeric values it can roll within its Profile (for example, Damage, HP, Resource output)

  • The count and probability pools for special effects (such as Keywords, Triggers, or Sequences)

  • The rarity-weighted distribution of more advanced or specialized abilities

In short, Tier defines how strong a card can be and how complex its interactions may become.


Tier Structure

Player-Facing Tiers

  • T1 through T8

  • Visible on all cards

  • Determines power level and complexity

Internal Subtiers (Generation Only)

  • 8 Subtiers per Tier (e.g., 1.0, 1.1, 1.2, ... 1.8)

  • Used only during card generation

  • Not shown to players

  • Provides granular stat distribution within each tier

Each subtier has its own implicit pool of stat ranges and keyword probabilities. This creates meaningful variance within the same tier, enabling card chase mechanics and future crafting systems.

Example - T1 Energy Core variance:

  • T1.0 - Small Energy Core (Common): 1 Energy, 1 Link, minimal keywords

  • T1.8 - Small Energy Core (Rare): 2 Energy, 2 Links, higher keyword chance

Both cards display as "T1" to players, but a T1.8 roll is objectively superior. This creates a chase for "God rolls" — the best possible cards within a tier — without exposing complex generation math to players.


Example: T1 vs T6 Energy Core

T1 — Small Energy Core

  • Energy per Turn: 1–2

  • Links: 1–3

  • HP: 2–6

  • Chance to gain a minor Keyword: 5%

T6 — Advanced Energy Core

The same Energy Core design, if generated at T6, would roll from much higher value ranges and gain access to broader and more potent Keyword pools—representing a more advanced Core discovered later in the StarCore timeline.

  • Energy per Turn: 5–8

  • Links: 2–4

  • HP: 12–20

  • Chance to gain Keywords: 60%

  • Access to advanced Keywords: Overload, Recharge, Network Scaling


Tier vs Rarity

Tier and Rarity work together but serve different purposes:

Aspect
Tier
Rarity

Purpose

Power level and stat ranges

Frequency and thematic weight

Range

T1–T8 (plus internal subtiers 0–8)

Common → Legendary (8 levels)

Affects

Numbers, keyword pools, complexity

Drop rates, lore significance

Visible

Always shown on card

Always shown on card

Generation

Determines roll ranges

Determines keyword probability

Example:

  • A Common T1 card is weak and simple

  • A Legendary T1 card is still T1 power level, but has unique lore/mechanics

  • A Common T8 card is powerful but straightforward

  • A Legendary T8 card is the most powerful and complex card in the game


Design Philosophy

Tiers ensure:

  1. Balanced progression - Players naturally encounter stronger cards as they advance

  2. Predictable power - T3 cards are always stronger than T1 cards

  3. Generation consistency - Automated card creation stays within bounds

  4. Flexibility within tiers - Subtiers provide variety without overwhelming players


Card Chase Mechanics

The subtier system creates natural chase dynamics:

God Rolls

Cards generated at higher subtiers (e.g., T1.7, T1.8) within the same tier are objectively better than lower subtiers (T1.0, T1.1). Players will chase "perfect" versions of cards even at low tiers.

Example:

  • T1.0 Infantry Unit: 2 HP, 1 DMG, no keywords = "decent starter"

  • T1.8 Infantry Unit: 4 HP, 2 DMG, Rush keyword = "God roll T1"

Both display as T1 to players, but collectors and competitive players will seek high-subtier rolls.

Rarity Correlation

Higher subtiers are more likely to appear at higher rarities:

  • T1.0–T1.2 commonly appear as Common/Uncommon

  • T1.6–T1.8 more likely to appear as Rare/Epic

This creates a natural correlation between rarity and power without making it absolute.

Future Crafting System

The subtier variance enables a future crafting/reroll system where players can:

  • Attempt to "reforge" a T1.2 card to chase a T1.8 roll

  • Combine multiple low-subtier cards to guarantee higher subtiers

  • Trade subtier probability for resource costs

This keeps low-tier cards valuable throughout the game's lifecycle.


Tier Guidelines

Tier
Power Level
Typical Use

T1

Basic

Starter decks, common units

T2

Entry

Early game staples

T3

Standard

Mid-game workhorses

T4

Advanced

Competitive play begins

T5

Strong

Deck centerpieces

T6

Powerful

High-impact cards

T7

Elite

Format-defining cards

T8

Legendary

Game-warping effects


Last updated: October 2025

Last updated