ChancelingsRooms & Companions
Everything the club actually does

Gameplay guide

Written against build v7 · 5 August 2026

Starting out

There is no currency in Chancelings. Nothing is bought, nothing is staked and nothing is paid out. You arrive with three passes, twenty crests and one companion — Club Corgi — already at your side, and everything after that is collected in one of the three rooms.

The lobby is the whole map. Three rooms sit in the play deck, the current companion roams the floor below them, and a strip of links leads to Inventory, Club Tasks, Pet Profile and the Upgrade Room. The bar at the top follows you everywhere and shows what you carry.

What a member carries

CarriedWhere it comes fromWhat it does
RenownEvery settled round, every taskRaises your member level, which raises the daily allowance
PassesThe daily refill, plus the club bookOpens one Number Salon sheet
TonicsRooms, runs and tasksChanges a companion's form
CrestsCircle Stage runsNothing — they are keepsakes, and there is nothing to spend them on
FragmentsStrong sheets, gilded cards, star claimsTen of one companion's fragments brings that companion in

None of these is money. There is no balance, no price list, no shop and no way to convert one into another. They cannot be bought with real money and they cannot be cashed out.

The day's allowance

Each room gives you the same number of rounds per day, and the only thing that raises it is your member level. It resets on the first visit after midnight, local time.

Member levelRounds a day, in every room
1–23
3–44
5–65
7 and above6 — the cap

The next member level always costs 100 + (current level × 50) Renown. The cap is deliberate: no amount of levelling turns into unlimited play, and there is no way to buy a round back once the day's rounds are used.

Number Salon — Room 01

Pick five main numbers from 1–35 and two key numbers from 1–12, or press Auto Fill. Press Call the Numbers and they land one at a time.

A sheet uses one Pass. There is no alternative way in.

Main matched+0 keys+1 key+2 keys
04 Renown812
181216
2162432
340 + 1 tonic55 + 1 tonic70 + 1 tonic
4110 + 1 fragment150 + 1 fragment200 + 2 fragments
5260 + 2 fragments340 + 3 fragmentsPERFECT SHEET — a companion joins you

Every sheet is worth something, and a better sheet is always worth more than a worse one. The top cell is the only place in the game that hands over a companion outright.

Card Cafe — Room 02

Cards are free. You get the day's allowance and nothing can extend it.

  1. Uncover the three key numbers at the top. The board below stays locked until they are all showing.
  2. Uncover the thirty squares. Every square carries a number from 1–40 and a Renown value.
  3. Any square whose number matches a key number adds what it carries. Collect banks the total.

Auto Reveal clears the whole card for you.

How the card readsChanceWhat it gives
Gilded — every square counts5%The full board of Renown, plus a companion fragment
Bright10%Renown, plus a tonic
Good10%Renown
Steady25%Renown
Quiet50%A little Renown, and your companion says something about it

A companion in a higher form improves the chance of a gilded card by 1%, 2.5% or 5%, taken straight out of the quiet band, so the card always stays a valid hundred percent.

Circle Stage — Room 03

A run comes out of the day's allowance. Everything inside a run is free. The inner circle chooses one of five paths and the outer ring gives your first stars.

PathWhat it settles
RenownThe largest single amount of Renown in the game, scaled by the star count
EncoreRenown plus a one-shot ×2, ×3 or ×4 on your next result
PassesRenown plus Salon passes
CrestsRenown plus a run of crests
CacheA mix: Renown, passes, crests and tonics together

Climbing the ladder

The outer ring gives 1★ 60%, 2★ 30% and 3★ 10% of the time. Seven stars is the top. Every push re-turns the inner circle: land on the path you chose and you keep climbing.

Stars held1★2★3★4★5★6★
Chance to match40%34%28%23%18%14%
Push OnFree at every star
Steady HandTwo charges a run, refilled when a run begins

A miss is not a wipe. A missed Push On slips you one star (70% of the time) or two (30%) and keeps the full result for the star you land on. Only a slip that empties the meter falls back to the small consolation.

A Steady Hand cannot cost you a star at all. You get two per run, and using both at the same star makes the next attempt a certainty.

Keep It is available at any point in a run. Stopping by hand is its own club task.

The six companions

Club Corgi, Velvet Cat, Penguin, Red Panda, Moon Rabbit and Amber Fox. Each is painted in three forms — eighteen portraits in all — and the one you have on show roams the lobby, reacts when you tap it, and celebrates when you collect.

None of them has a price. There are four ways one joins you, and all four are collection:

  • Ten fragments. Fragments drop from the Salon's high rows, from a gilded Cafe card, and from Circle Stage claims. They always go to a companion you do not have yet.
  • A star claim. Keeping a 1★, 2★ or 3★ run drops a fragment 10%, 18% and 30% of the time.
  • A four or five star run hands over a companion you do not have, outright.
  • A Perfect Sheet — five main numbers and both keys — brings one home on the spot.

A full seven star run opens a picker: choose any companion who is not already at their final form and they go straight to form 3. If everyone is at the top it pays 25 tonics instead.

The Upgrade Room

The Form Lab shows the current form and the next one side by side before you use anything. Ten tonics lift a companion to form 2 and twenty more take them to form 3.

FormBetter findsGilded card chanceCost to reach
Form 1+1%+1%Collecting the companion
Form 2+3%+2.5%10 tonics
Form 3+5%+5%20 more tonics

Only the companion you have on show applies its form. Tonics cannot be bought — they come from the rooms, from Circle Stage runs and from the club book.

Club tasks

Twenty-nine standing errands, in four groups. They do not expire and they do not reset.

  • Rooms (11) — rounds played across the three rooms, from your first sheet to fifty settled rounds.
  • Highlights (6) — first result, ten results, a single 250+ Renown round, a gilded card, three runs kept by hand, one seven star run.
  • Standing (5) — member level 3, 6 and 10, sixty crests held at once, twenty five tonics stocked.
  • Companions (7) — two, four and all six collected, a first form change, one and then three companions at form 3, ten fragments gathered.

Claiming pays Renown, passes or tonics on the spot. Nothing a task pays can be spent on anything outside the club.

The desk

Settings holds your display name (up to sixteen characters), eight avatars, a sound effects switch, a music switch and Reset Progress. The reset asks first, and it clears companions, levels, the day's allowance and any run in flight.

Everything is saved to your own device the moment it changes. There is no account to make, nothing to sign in to, and no server holding a second copy.

ORANGE WHITE CO., LTD. · 8F-2, No. 35, Chengde Rd., Sec., Taipei City, Taiwan · LourencoAhne3178@outlook.com

Chancelings has no currency, no purchases, no cash-out and no real-money gambling. Passes, tonics and crests are play items with no value outside the game.