Since the Oct 27 update, the Extreme Challenge is what used to be the club's Points Race, now with difficulties up to 12 (official notice, Oct 22).
Full context
Since the Oct 27 update, the Extreme Challenge is what used to be the club's Points Race, now with difficulties up to 12 (official notice, Oct 22). The old weekly Boss Battle became a different mode, the Club Points Race. The stage for Nov 3 to 10 is called Temple Ruins. There's no video of it yet; below is what the official notice and the in-game screens show, my reading and what holds every week.
TEMPLE RUINS: WHAT THE NOTICE SAYS
- The temple's magic randomly transforms your 1★ Minions.
- Each round demands an offering of Power. Fall short and the run ends.
No published deck yet.
No published deck yet.
No published deck yet.
Details and source
The notice doesn't say what the Minions turn into, when in the round it happens, or how the offering's Power is counted.
HOW THE WIKI WOULD PLAY IT
- Get out of 1★ early. The transformation only hits 1★ Minions, so your carry needs to reach 2★ in the first rounds. Cost-3 cards, which merge fast, suffer less than a deck waiting for a cost 8 to show up.
- Don't leave a key piece sitting at 1★ at the end of a round. A card you bought to merge next round may turn into something else first.
- Watch out for cards that drop back to 1★ on their own. Princeling gains 1★ on Ready while below 2★, but gets demoted to 1★ when it reaches 2★, so it spends half the rounds exposed.
- Summoning is a gamble. Cabby Trainer and Cabby Trainer I Sprouts are born 1★ Temp. I don't know whether summoned Minions count for the transformation. If they do, the summon engine that scored 1.9 million in last week's Cellar becomes a random card shop.
- The Power offering is your board's total ATK against the round's goal. The goal climbs fast (from 24 in round 1 to 360 in round 8), so don't spend everything early if that leaves the board too weak for the next round. Fall below the goal and the ruins "devour" you, in the game's words; I haven't seen a loss in the screenshots yet.
- Since the new Minion comes from your deck, a deck where every card pulls its weight suffers less from the swap than a deck with a single card carrying everything. My analysis.
- Astral Blessings don't apply in the Extreme Challenge (official notice, Oct 22), so the Gourmand Baker and Mister Hiss Blessings don't help here.
Details and source
All my analysis on top of the official text and the in-game screens, without a run of our own.
WHAT HOLDS EVERY WEEK
- Difficulties up to 12. On 12, waves show up that weren't on 10, according to NoControlTower.
- Up to 10 Lucky Tokens a week, and all 10 take 900,000 points. The 4 Tokens that used to be the maximum come at 380,000. My math: 4 Tokens a week made 16 in a 4-week month. With 10, that's 40.
- 3 free attempts a day. After that, you play with an Extreme Challenge Ticket. Official notice, Oct 27: using the ticket after the 3 free tries can freeze progress; if it does, close the game, wait 2 minutes and log back in. Until the fix, the devs ask players not to try after the free attempts.
- The recommended difficulty depends on your account's Power: JoogalCK, at around 500 Power, was offered difficulty 5.
- Ranking: since almost everyone reaches 100%, ties are broken by who finished first. My analysis: if you care about your position, play early in the week, on the highest difficulty you can clear. If you don't, what matters are the points tiers, and those don't depend on anyone else.
Details and source
This comes from the videos of the week of Oct 27 and the official notices. The stage rule changes every week; the rest stays.
LAST WEEK: THE HORDE AND THE CELLAR (OCT 27 TO NOV 2)
The decks on this page are from last week and stay as a reference, because the cards are the same. What worked:
- The Horde (every 3 buys, the Shop price went up by 1): the summon engine with Cabby Trainer I, Sir Rose II, Archmandrake and Ginger Honcho. NoControlTower cleared difficulty 10 with over 12,000 damage.
- The Cellar (every 4 buys, the price went up by 1): the same engine, with Alchemush I, scored 1.9 million on difficulty 12. A Suncoin deck that saved until round 7 and spent it all on round 8 with Lady Tulip and Sharp Sentry scored 822K on 9.
My analysis for this week: the Cellar's Suncoin deck opens with Coco Coinhog and cost-3 cards that merge early, which fits getting out of 1★ fast. The summon engine depends on the open question about Sprouts.
Played Temple Ruins? Send your deck, difficulty and score through the Feedback tab, and it goes into this guide.


