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
| Carried | Where it comes from | What it does |
|---|---|---|
| Renown | Every settled round, every task | Raises your member level, which raises the daily allowance |
| Passes | The daily refill, plus the club book | Opens one Number Salon sheet |
| Tonics | Rooms, runs and tasks | Changes a companion's form |
| Crests | Circle Stage runs | Nothing — they are keepsakes, and there is nothing to spend them on |
| Fragments | Strong sheets, gilded cards, star claims | Ten 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 level | Rounds a day, in every room |
|---|---|
| 1–2 | 3 |
| 3–4 | 4 |
| 5–6 | 5 |
| 7 and above | 6 — 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 |
|---|---|---|---|
| 0 | 4 Renown | 8 | 12 |
| 1 | 8 | 12 | 16 |
| 2 | 16 | 24 | 32 |
| 3 | 40 + 1 tonic | 55 + 1 tonic | 70 + 1 tonic |
| 4 | 110 + 1 fragment | 150 + 1 fragment | 200 + 2 fragments |
| 5 | 260 + 2 fragments | 340 + 3 fragments | PERFECT 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.
- Uncover the three key numbers at the top. The board below stays locked until they are all showing.
- Uncover the thirty squares. Every square carries a number from 1–40 and a Renown value.
- 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 reads | Chance | What it gives |
|---|---|---|
| Gilded — every square counts | 5% | The full board of Renown, plus a companion fragment |
| Bright | 10% | Renown, plus a tonic |
| Good | 10% | Renown |
| Steady | 25% | Renown |
| Quiet | 50% | 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.
| Path | What it settles |
|---|---|
| Renown | The largest single amount of Renown in the game, scaled by the star count |
| Encore | Renown plus a one-shot ×2, ×3 or ×4 on your next result |
| Passes | Renown plus Salon passes |
| Crests | Renown plus a run of crests |
| Cache | A 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 held | 1★ | 2★ | 3★ | 4★ | 5★ | 6★ |
|---|---|---|---|---|---|---|
| Chance to match | 40% | 34% | 28% | 23% | 18% | 14% |
| Push On | Free at every star | |||||
| Steady Hand | Two 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.
| Form | Better finds | Gilded card chance | Cost 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.comChancelings 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.