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The full hall — every coach, relic, consumable, and the scarcity of every card. Plus your mastery: the legends you've fielded across runs.
Your Legend MuseumHow lucky a pull really is — the engine's real draw weights, rarest last.
The named abilities only the rarest tier fires — gated to a real immortal's career.
Tom Brady
The GOAT scales on winning — the more rings this run banks, the louder he plays.
Peyton Manning
Orchestrates the whole route tree at the line.
Drew Brees
Surgical precision — a flat, reliable production bump.
Aaron Rodgers
All-or-nothing gambles, stacked on top of the throw.
Patrick Mahomes
The no-look comeback magic — fires only when behind on the last drive.
Adrian Peterson
Workhorse on steroids — the home-run runs nobody catches.
LaDainian Tomlinson
The triple-threat back — runs, catches, and finishes in the end zone.
Randy Moss
Deep-threat detonation — the record TD seasons made manifest.
Terrell Owens
Run-after-catch theatre — turns a short throw into a show.
Larry Fitzgerald
The reliable hands that elevated everyone around him.
Tony Gonzalez
The inline standard-bearer — opens the lane for the run game.
Travis Kelce
The matchup nightmare in the seam.
Ray Lewis
Sideline-to-sideline command of the whole front seven.
Ed Reed
Picks off the boss — the deep-coverage ball-hawk that erases a debuff.
Honest gap ·Pre-2000 greats — Walter Payton, Reggie White, Deion Sanders, Brett Favre — are not in the era-normalized pool, so they never resolve as immortals. Rather than key a signature to a player who can never field it, the engine omits them. Honest over fabricated.
The same ability scores MORE on an earned card. The amplifier runs ×1.0 → ×3.0.
A card's tier multiplier is 1 + max(production, prestige, legend) — the loudest axis wins, never a product, so the axes can't compound into a runaway. A no-tier card stays at ×1.0 (the identity).
A convex ramp off the card's real production percentile — modest mid-tier, big only at the 99th-percentile peak. Caps its own contribution at +0.6.
An orthogonal add when the SEASON itself is prestige-tier (an Elite or Generational year).
The biggest amp — a curated icon < legend < immortal. An immortal's ability genuinely dwarfs a common's.
Inline TE · +3 mult to every RB
Deep Threat · +6 chips
Opt-in difficulty. Each tier turns ONE knob — and richer leaderboard glory.
Heat stacks — Heat N folds every tier 1…N onto the opponent. It's strictly opt-in: clear a tier to unlock the next. Heat 0 plays exactly like the base game.
Targets rise — opponents price +6.6%.
Lean wallet — start with $1 less.
Defenses bite harder — +8.3% suppression.
One fewer audible each blind.
The bar steepens faster each ante.
Reward economy tightens — −10% blind cash.
The boss wall grows +7.2%.
One fewer shop slot.
Targets rise again — opponents price +6.6%.
Lean wallet — start with $1 less.
Defenses bite harder — +8.3% suppression.
One fewer drive each blind.
The bar steepens faster each ante.
Opponents field an extra ability.
The boss wall grows +7.2%.
One fewer audible each blind.
Targets rise again — opponents price +6.6%.
Lean wallet — start with $1 less.
Defenses bite harder — +8.3% suppression.
One fewer shop slot.
The bar steepens faster each ante.
Reward economy tightens — −10% blind cash.
The boss wall grows +7.2%.
Ascendant — fewer drives, the boss comes early.
The earned editions, the Locker-Room enhancements, and the seal slot — newest members flagged.
No mechanical effect.
Earned ·default
×1.5 mult.
Earned ·field a player in a Generational season (prestige)
+25 chips.
Earned ·field a player in their single best career season
+15 chips.
Earned ·field a player in a playoff / championship season
×1.75 mult.
Earned ·field an Elite-prestige season under a curated Legend coach
×2 mult, animated.
Earned ·curated Legend (Immortal tier)
Takes 0 deck slots. No score effect.
Earned ·special challenge unlock
+4 mult.
Never tires / discards.
Immune to boss debuffs.
+30 chips.
+4 mult.
Counts as any position for stacks.
×3 chips (this card), but 1-in-5 it's injured.
+0.2 mult per Steel card in the deck, capped +2.0.
+40 chips (this card).
+6 mult (this card).
Can never be sold / destroyed.
Retrigger this card once.
Creates a Film (level) card if held at game end.
+$3 when scored.
Creates a Playbook card when discarded.
+0.5× mult per retrigger this drive (capped +×2).
+2 mult when scored.
+2 mult per WR.
RB chips ×1.5.
TEs & receiving-backs +3 mult.
Deep-Threat WRs +15 chips.
Each DB +2 mult.
Each pass-rusher +2 mult.
+25 chips if exactly one RB.
Spread stack +2 mult.
Smashmouth stack +2 mult.
+$2 each game.
See +1 card when drawing.
First card each drive +10 chips.
+1 hand size.
+1 Film consumable slot.
+mult = number of TDs across lineup that season.
+4 chips per completion-archetype WR.
OL also +1 mult each.
Removes Gunslinger downside, keeps upside.
+1 mult per Common card (underdog).
+3 mult if lineup has a player from a losing team.
Inline TEs +4 mult each (lead-block specialists).
Move-TEs +12 chips each (matchup nightmares).
Thumper LBs +5 chips each (downhill run-stuffers).
Complete EDGEs +5 mult each (three-down ends).
Ball-Hawk CBs +6 chips each (turnover machines).
Clutch QBs +3 mult while you're below target.
Game-Manager QBs +20 chips (no turnovers).
+3 mult per WR (legendary variant of Air Raid).
RB chips ×2.
Defenders +3 mult and boss −5%.
First drive of each game: chips ×1.5.
Receiving backs count as WR and +4 mult.
Each pass-rusher +3 mult, boss target −8%.
Iron-Front stack +4 mult.
Home-Run RBs always trigger their house-call.
Each chemistry edge +1 extra mult.
Dynasty Stack +3 mult.
Last drive of a game: +15 mult.
Common/Uncommon cards cost 1 less; +$1 interest cap.
If lineup is all-defense, mult ×1.5.
Spread stack chips ×1.5.
+2 hand size, −1 audible.
+20 chips when a Playbook card was used this drive.
Captain-enhanced cards +6 mult.
Packs show +1 card.
Two-Way stack ×2 mult.
Each cleared drive this game adds +3 mult to the next.
SCHEME · Field 3+ WR → the whole drive ×1.6 mult.
SCHEME · 3+ short-game targets (TE / possession WR / receiving back) → +30 chips, +12 mult.
SCHEME · On Smashmouth (or with a workhorse back) → RB chips ×2, +6 mult.
SCHEME · Iron Front (or a coverage LB + 2 DBs) → +14 mult.
SCHEME · With a shutdown CB + center-field S → every defender +3 mult.
SCHEME · On a Dynasty Stack → +10 mult, +1 more per chemistry bond.
Sack-Artist EDGEs +5 mult each (relentless blitz).
Interior-Wrecker DTs +6 chips each (pocket-pushers).
Enforcer Ss +5 mult each (the intimidators).
Gunslinger QBs +30 chips (lean into the boom).
OPERATOR · Copies the ability of the coach to its LEFT.
OPERATOR · Re-triggers the coaches on both sides of it.
OPERATOR · Its own +5 mult fires twice (self-retrigger).
Every "timing" stack (Duo/Spread) ×1.5 mult.
Copies the ability of the coach to its right.
+1 mult for every $5 you hold (econ→power).
Retrigger the first card each drive.
+50 chips if you took damage last game (comeback).
If you haven't lost a drive this game, ×2 mult on the last.
All DBs gain Ball-Hawk; +mult per forced "fumble".
Deep-Threat WRs ×2 chips.
+1 mult per card in your deck (deck-thinning vs fat-deck tension).
The leftmost coach triggers twice.
"Moving pocket": Dual-Threat QBs ×2 mult.
Smashmouth stack scores as if +2 levels.
Hurry-Up: +1 drive per game.
When you sell a card, +2 permanent mult (sacrifice engine).
Dynasty Stacks of his era (Bears) ×3.
Iron-Front stack ×2 mult.
Never have a losing drive: minimum mult ×2.
Playbook cards are +1 use.
SCHEME · Deep-threat WR chips ×2.2; 2+ deep threats → +10 mult.
SCHEME · Spread stack + a dual-threat QB → ×2 mult.
SCHEME · A featured back + a TE → ×1.8 mult.
SCHEME · 2+ pass-rushers + a DB → ×1.7 mult, boss −5%.
SCHEME · 3+ pass-rushers on the field → ×2 mult.
SCHEME · Spread stack + 2+ explosive playmakers (deep / YAC / home-run) → ×2.2 mult.
SCHEME · On the Two-Way stack → ×2.5 mult.
OPERATOR · Every coach to its right triggers one extra time.
OPERATOR · The rightmost coach triggers twice.
OPERATOR · Its own effect fires three times — and it grants +4 mult.
Each pass-rusher AND each DB +2 mult (full pressure package).
Workhorse RBs ×2 chips (establish the run).
+1 mult for every game you've won this run (scales).
If you've lost 0 drives all run, all mult ×2.
Boss target −2% per pass-rusher in deck.
A card that is both DB and returner counts for every stack.
Generational cards ×2 mult.
Dynasty Stacks ×2 and +50 chips.
Spread + Rams cards ×3 mult.
All-defense lineups ×3 mult.
See the whole boss debuff in advance + Game-Manager QBs ×2.
Randomly retriggers one defensive card per drive (×3 on trigger).
+0.5× mult permanently each time you skip a shop (Balatro nod).
Cards bought below their "market value" give +2 mult each.
Every Generational card on the field ×1.5 mult each (stacks).
All-defense lineup: each defender +5 mult AND boss target −1% per defender.
+6 mult per WR, but −20 chips off the top each drive.
+30 chips, but −1 mult per card beyond the 3rd (crowded lab).
RB chips ×2, but every non-RB card scores −8 chips.
Your highest-chip card ×3 chips, but every other card −15% chips.
Each pass-rusher +5 mult, but the boss target +6% (you sold out).
×1.6 mult on the LAST drive, but ×0.8 mult on every other drive.
OPERATOR · +8 mult, but it NULLIFIES the coach to its left.
Coin flip each drive: ×2 mult on heads, ×0.5 mult on tails.
Chips ×1.5, but mult ×0.7 (all yards, no explosion).
+2 mult per card in your deck, but boss target +10%.
If your lineup has NO chemistry bonds, ×2.5 mult; otherwise −10 mult.
Perfect run (0 drives lost) → ×3 mult; otherwise chips ×0.5.
+1 mult per ring earned this run.
See +1 shop slot.
+$1 per drive cleared.
First drive each game: +20 chips.
Once per run, auto-survive a failed game.
Last drive of a game: +10 mult.
Deck capped at 24 cards, but +3 mult always (constraint payoff).
Start each game with +1 audible.
+2 deck slots.
+1 Film slot, Films are +1 level.
+1 Playbook slot.
Reroll the shop free once per shop.
+$1 interest per $5 (econ ramp).
Stacks need 1 fewer card to qualify.
All-Decade & Dynasty stacks +2 levels.
Holo cards +10 chips.
+1 Captain enhancement at run start.
Can't lose more than 1 drive per game.
Bosses are harder (+10% target) but rewards +50%.
Sell value of cards ×2.
Carry +1 consumable between games.
Scoring on the last drive when ahead → bank the overflow as $.
See the next boss 2 antes ahead.
+3 mult while behind target.
Common cards +8 chips.
One card becomes Franchise (debuff-immune) at run start.
Generational cards also grant +$2 when scored.
Two-Way stacks +2 levels.
Copy the boss's debuff and use it against it once.
+1 coach slot.
×1 + 0.1× per game won this run (the ring scales the explosion).
×1.25 mult per shop skipped this run (greed pays).
×2 mult while you've lost zero drives this run.
Rivalry & boss blinds: +6 mult (rise to the moment).
Each WR in the lineup: +4 mult.
Each RB in the lineup: +12 chips.
+1 mult per card in your deck (a deep roster overwhelms).
+1 chip per $ on hand (your treasury fuels the offense).
+5 mult per drive already cleared this game.
+3 mult per real chemistry edge that lights up this drive.
Draft offers show +1 card (deeper boards, better builds).
Reward screens lean toward your deck's strengths.
Defensive (Iron Front) stacks need 1 fewer card.
Your DEFENSE side: −20% to the opponent's target this game.
Generational & legend cards: +1× mult on the final detonation.
Next drive: chips ×2.
Redraw the hand free (no audible cost).
+1 level to a chosen stack.
Add a random pool card to your deck.
Swap a deck card for a shop card.
×3 mult — next drive only.
Next game: the boss is −15%.
Turn a card Foil.
Turn a card Holo.
Add a Captain enhancement to a card.
Destroy a card; gain $ equal to its value.
Gain $10; lose 1 mult this game.
This drive's overflow carries to the next drive.
Reroll a coach.
See the boss debuff early.
+1 audible this game.
All cards +5 chips this game.
Peek the next 3 draws.
+1 hand size this game.
Gamble: 50% +$20 / 50% lose a card.
Make one card debuff-immune.
+2 mult this game.
Next drive: mult ×2.
This drive: +30 chips.
This game: +4 mult.
This drive: +1 mult per card played.
This drive: +6 chips per RB/TE.
This game: +3 mult per DB.
This drive's progress starts +15% of target.
+2 audibles this game.
+2 hand size this game.
Reveal the next 5 draws.
Add a strong pool card (top band).
Turn a card Wild (counts as any position).
Add +30-chip Bonus enhancement to a card.
Add Steel enhancement (+0.2× while in deck).
Gain $12; −2 mult this game.
If past target this drive, bank overflow as $.
Grant a card the Iron-Man enhancement (never tires/discards).
A card becomes Glass: ×3 chips, but 1-in-5 destroyed when scored.
Add Captain to a card — and lose a random card.
Create a Legendary coach — at the cost of 2 deck cards.
A random card becomes Eternal + Negative.
Destroy 2 random cards; gain +3 permanent mult.
Re-roll all coaches.
Destroy a coach; the rest gain ×1.25.
Remove all seals; gain $.
Every chemistry edge becomes a permanent +2.
Skip a game; heal fully.
Copy a card.
Sell a card for ×4 its value.
Revive from a loss once this run.
A card becomes Prismatic.
Reverse the coach order.
Destroy 2 cards; gain +4 permanent mult.
Destroy 3 random cards; gain $20.
50%: ×2 mult this game / 50%: −2 mult.
Make a card Glass (×3 chips, 1-in-5 break).
A card becomes Negative (0 deck slots).
A card becomes Eternal (never sold/destroyed).
Add a Red seal (retrigger once).
Add a Gold seal (+$3 when scored).
Add a Blue seal (mint a Film at game end).
Add a Purple seal (mint a Playbook on discard).
Add a Silver seal (+0.5× per retrigger, cap ×2).
Copy a card — destroy a random other.
A card becomes Holo and Captain.
Remove a card's enhancement; gain $8.
+1 permanent mult per chemistry edge.
A random card becomes Foil + Steel.
Revive once this run from a loss.
Destroy all Common cards; +5 mult per destroyed.
Copy a coach into the tray; lose $10.
Re-roll all coaches and +2 mult this game.
A card becomes Prismatic; lose a random card.
Skip a game; heal and +$8.
+1 level to the Sandlot stack.
+1 level to the Duo stack.
+1 level to the Position Run stack.
+1 level to the Spread stack.
+1 level to the Smashmouth stack.
+1 level to the Iron Front stack.
+1 level to the All-Decade stack.
+1 level to the Dynasty Stack.
+1 level to the Two-Way stack.
+1 level to the Perfect Roster stack.
+1 level to the most-played stack.
+1 level to all stacks.
+1 level to your two most-played stacks.
+1 level to one chosen stack.
+1 level to your least-played stack.
+1 level to all offense stacks.
Any 1 card.
A real QB→WR/TE teammate pair.
3 of one position.
3 of one position, all on the same unit.
3 cards sharing one archetype.
QB + 3 pass-catchers.
RB + 2 OL.
A real QB + RB + pass-catcher core, chemistry-linked.
DL + LB + DB — a defensive front mix.
4+ defenders across two or more of front / linebacker / secondary.
4 of one position group.
4 from one decade.
4 cards from one franchise's history.
2+ cards from each of two different decades.
3+ from one legendary era.
4+ Elite-or-better seasons fielded together.
3+ curated legends on one field.
Both an offense & a defense generational.
2+ immortal-tier legends together.
A full legal lineup, all chemistry-linked.
Interest cap +1 ($ per shop).
Sell refund ×2.
Interest pays $1 per $4 banked (was $5). Requires Overdraft.
Interest cap +2 ($ per shop).
Sell refund ×3. Requires Cap Space.
Interest pays $1 per $3 banked. Requires Money Tree.
Interest cap +1 and sell refund ×2.
Interest cap +3. Requires Nest Egg.
Interest pays $1 per $4 banked.
Interest cap +2. Requires Bargain Hunter.
Sell refund ×2.
Interest cap +1, ratio $1 per $4.
Interest pays $1 per $2 banked. Requires Endowment.
Quarterback seasons.
Skill-position seasons (WR / RB / TE).
Defensive seasons.
Modern-era seasons.
Classic-era seasons.
Elite-or-better rarity floor.
Legendary-era seasons.
Underdog seasons — keep 2 (Jumbo).