How it works

Catch a creature. Keep the slab.

Every creature in Pocket Slabs carries one real graded card from our vault. This page explains the throw, the odds, the fairness proof, and how the card ends up in your wallet.

1. The world

Trainer Isle from above: the plaza fountain, the lake, the farm and the forest

Five islands in a chain, each one a chapter. Starter Cove teaches the throw on practice creatures. Trainer Isle has the commons and the cheapest slabs. Deep Forest, Ember Isle and the Summit follow, with rarer creatures carrying rarer slabs.

Creatures roam the coloured zones on your minimap. Each one carries a specific card from the vault, and its name tag shows the tier and the price band. Rarer tiers need higher levels to catch, and the ferry to each new island opens when you beat the gym leader's boss.

2. The throw

A glowing Lumen Cinderfox in Deep Forest with its name tag

Walk up to a creature and press E. The two of you lock into an encounter and the camera swings to the side. Pick an orb, and a ring starts shrinking toward the creature.

Release with Space when the ring sits inside the green band. The closer to the centre, the better the throw. Nice, Great and Excellent throws each raise your odds, and the server times the release from its own clock with your latency removed, so a slow connection never costs you.

Any creature can also be fought instead of caught, press F, which pays XP and crafting materials but sends its card back to the vault.

3. The odds

Odds are shown on every orb before you throw, for the exact slab that creature is carrying. They come from one formula:

chance = orb value × 0.85 ÷ slab value, scaled from 0.8 (a bad throw) to 1.1 (a perfect one), capped at 90%
Poke Orb · $3

Cheap. Good odds on the cheapest commons, long odds on anything better. Free ones come from the Bank every day.

Great Orb · $8

Almost three times the weight. About a coin flip on a common with a good throw, long odds on rares.

Ultra Orb · $35

Twelve times the weight. Lands commons, a real shot at rares, long odds on epics.

Master Orb

A guaranteed catch on any creature carrying up to $100. Level rewards only, never sold.

A failed throw can make the creature flee. Slow creatures, the ones carrying the most valuable slabs, always vanish after a miss. One throw, make it count.

4. Provably fair

At the start of every day the server publishes a commitment to a secret seed. Each roll is computed from that seed, your own seed, and a counter, and the secret is revealed the next day. Press P in the game to see today's commitment, your rolls, and the revealed seeds, and recompute any catch yourself. The server cannot change a roll after the fact without the arithmetic failing.

5. The slab

The slab reveal: a real CGC 9 card spinning onto the screen

When a throw lands, the slab spins in with its photo, its grade and its value. It is a real graded card, tokenised by Collector Crypt and held in their insured vault, and the token moves from our vault to your account at that moment.

Open the Bag to see every slab you hold, with three choices for each: keep it, list it on the Trading Post for other players, or press Withdraw to send the token to the Solana wallet attached to your account. Once withdrawn it is yours in every sense: sell it on Collector Crypt's marketplace, hold it, or redeem the physical card and have it shipped.

6. Everything else

Collection Book

Every species you have caught, with medals at 3, 10 and 25 catches. It remembers your catches even after you sell them.

Lumens

Rare pale, glowing variants. Everyone on the island is told when one appears. First to catch it keeps the entry.

Gym bosses

Free fights against a boss creature with HP. Damage by throw grade, no orbs, no cards at stake. Win the badge, open the ferry.

Fishing, chopping, pests

Side skills that pay XP and materials. Craft better tools at a workbench. Big fishing pulls can surface a water creature.

Daily loop

Three quests a day, free orbs from the Bank, a first-catch streak, waystones in every zone.

Trading Post

List any slab for other players to buy. Buy theirs.

7. Where the slabs come from

The team put up the money for the first slabs. We buy them on Collector Crypt's marketplace and deposit them into the game's vault; what spawns depends on what the vault holds, so a creature only appears when there is a slab in its price band to back it.

From there the vault feeds itself. Every sale on the Trading Post carries a 3% fee, and 80% of those fees are committed to buying more slabs for the vault. The remaining 20% keeps the servers on. As more people trade, more cards go into the world.

Nobody is asked to deposit anything this season. Orbs are earned, not bought with real money, and the in-game SOL is play credit.

Ready?

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