Pixel Muster Guide: Gold, Stars, Alliances and Wild Rounds
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Pixel Muster is our newest free game: a storybook auto battler in your browser. It is late at night in an old bookshop, and eight storytellers (you and seven rivals) open pop-up books on the tables. Figures from the fairy tales step off the pages and fight. You choose which figures to buy, which to keep and where they stand; the fights play themselves. Like everything on NoInternet Arcade, it keeps working offline after your first visit, and a game in progress is saved at every step.
This guide walks through the game screen by screen. Every picture is a real screenshot of the game. Prefer to watch? The two-minute video at the top shows how three copies merge into a stronger figure and how alliances switch on.
The screen at a glance

- Top bar: the round, your HP, your gold, your level with its XP bar, how many units stand on your page, and the shop odds at your level.
- Left: the seven rivals and their HP, then your alliances.
- Middle: the open book. The back page belongs to the rival you fight next, the front page (the bottom half) is your page. Under it sits your bench: eight slots for units you keep but do not field.
- Right: the shop (five cards) and the buttons: Roll a new shop, buy XP, Lock the shop for next round, open your Items, and FIGHT!
A round in short
Every round has two parts:
- Prep. Buy figures in the shop, sell what you do not need, level up, place your figures on your page and give them items.
- Fight. Press FIGHT! and the figures fight on their own: they walk to the nearest foe, attack, fill their mana and cast their ability.
- Shop during the fight. The shop deals the next round’s five cards as the fight starts, so you have the whole fight to look at them, and nothing rerolls when it ends: what you see is what the next prep starts with. Press SHOP (Q on a keyboard) while the figures fight to buy to the bench, reroll, lock, buy XP or sell bench units. Your page waits for the fight to end: units you buy join it in the next prep, and three of a kind with a copy on the page merge then. Interest counts the gold you had as the fight began, so gold you spend during the fight still earned it.
Lose a fight and you lose HP: one for every enemy figure still standing, plus 2 to 5 more from round 11 on. Everyone starts with 100 HP. The last storyteller with HP left wins.
Buying and the 2-star merge
A card costs its tier in gold (1 to 5). Click or tap it and the figure lands on your bench; drag it onto your page to field it. When you already own two copies, the card shows two gold stars: buying it merges the three copies at once into a 2-star edition with double HP and attack damage and a stronger ability.

If your bench is full you can still buy the third copy: it merges straight away. Selling a figure gives its price back (a little less for 2-stars and 3-stars above tier 1).
From 2 stars to 3 stars
Three 2-star copies make a 3-star: a gilded miniature with four times the HP and damage. The merge chains: with two 2-stars and two loose copies, buying one more copy builds the third 2-star and then the 3-star in one go. The new edition stays where a copy already stood on your page.

Alliances
Every figure has three tags. Enough different figures with the same tag on your page switch on its alliance (two copies of one figure count once, a figure with a double tag counts twice). Hover an alliance (or hold a finger on it) to read every level of it.

- Core (3 / 6 / 9): Beast (armor), Child (mana for everyone), Trickster (leap to the back row, critical hits), Wild (evasion), Humble (armor and healing, doubled while outnumbered), Noble (less damage taken, even less next to another Noble).
- Mid (2 / 4 / 6): Wanderer (hit the weakest foe, walk through units), Crown (more attack damage for all), Predator (every hit makes them stronger), Cursed (foes lose armor), Witch (foes lose magic resist), Pair (a figure fights one star higher), Gold (extra gold every round), Relic (stronger items, two items at 6), Frost (chills), Shifter (a second wind below 40% HP), Hunter (double attacks), Fool (attackers turn into geese).
- Elite (2 / 4): Giant (big HP that grows with every kill), Fairy (healing links), Glutton (lifesteal and growth), Princess (a last gift to the weakest ally), Aquatic (magic resist for all), Toy (attack speed).
The nine tier 5 figures are Aces: each one is the Ace of a tag and adds an extra power while that alliance is on. The Snow Queen, for example, freezes any foe chilled three times by your Frost figures.
Finding an alliance’s units
Hover an alliance in the list (on a phone: tap it) and the game lights up every unit of that alliance: the shop cards glow in the alliance’s color with its badge, and your units on the page and the bench get a ring. Everything else dims, so you see at once which cards to buy.

It works the other way round too. Hover a shop card and the alliances list shows what buying it would do once it stands on your page: here the Swan Prince takes Beast from 5 to 6 (the next level) and starts two new alliances.

Levels, XP and the shop odds
Your level is how many figures may stand on your page. You get 1 XP a round, and every click of the XP button buys 4 XP for 5 gold. Leveling is not always 5 gold, though: each level needs more XP than the last (1, 2, 4, 8, 16, 32, 56, 88 and 128 XP in all for levels 2 to 10), so the first levels take one click and the late ones many. The button tells you what the next level costs from where you are (“Lv7: 10 gold”), and the top bar shows your XP toward it.

Higher levels also change the shop. The odds line in the top bar (over the book on a phone held upright) shows the chance of each tier for every card at your level: at level 1 every card is tier 1, and the rarer tiers appear as you level up, tier 5 only near the top.
All eight players buy from one shared pool: 45 copies of each tier 1 figure, 30 of tier 2, 25 of tier 3, 22 of tier 4 and 14 of tier 5. If your rivals collect the same figures, you will see them less. Hold a finger on a card (or hover it) to see how many copies are left.
Too many units on the page
You may move more units onto your page than your level allows, for example to try a layout. The game warns you at once: the unit counter turns red, a banner over the book says how many will go back, and the units that will leave (the last ones you placed) glow red with a ”!” badge. When the fight starts they return to the bench.

Gold
Gold is the heart of the game:
- Base income: 1 gold in round 1, then 2, 3, 4 and from round 5 on 5 gold a round.
- A win: +1 gold.
- Interest: +1 for every 10 gold you hold when the fight starts, up to +5 at 50 gold.
- Streaks: 3-4 wins in a row +1, 5-6 +2, 7 +3, 8 +4 (then the streak starts over); 3-4 losses +1, 5 or more +2.
The banner at the start of every prep shows where your gold came from. A reroll costs 2 gold, 4 XP cost 5 gold. After a lost fight against a rival your next reroll is free (not on Hardcore).
The fight
Press FIGHT! and watch. Every unit picks its own target. Each attack (and each hit taken) fills its mana, the blue bar under the green HP bar; when it is full the unit casts its ability: a beam, a heal, a stun, a summon. The damage meter on the right shows who did the most.

Fights run at x1, x2 or x4, or can be skipped. Tanks belong in front; archers and casters behind them.
Items
The wild rounds (1, 2, 3, 10, 15, 20 and every fifth round after) are fights against creatures of the forest. Win one and you pick one item from three; lose and you still get one at random. Every option shows its full effect, so tap (or click) one to read it, then press Pick. A long press opens the item’s card.

Items come in four kinds:
- For a figure: one each (two for Relic figures at Relic 6): an axe, a shield, boots, a wolf pelt, a crystal ball, the Sword in the Stone…
- Tag items: Fairy Dust and the Royal Seal also give their holder a tag.
- Kept items: they work on their own, such as the Cornucopia (four loot choices), the Guardian Egg (cancels one lost fight’s damage) or the Royal Decree (one more figure on your page).
- Contraptions: a hay bale, a straw dummy, a cauldron or a pumpkin patch stand on your page (two at most) and do not count toward your level.
Open ITEMS (or press Q) to manage them all in one place: the bag, and every item in use with the portrait and stars of the figure holding it. Tap or click an item, then a figure on your page or bench (the ones that can take it light up), or drag it there. A figure that already holds an item swaps it (a gold ring shows which). Tap the bag to take an item off, or drag it back into the panel. Contraptions go on a free cell of your page and can be moved or picked up the same way. Hold a finger on an item (or hover it) to read what it does. With a keyboard or gamepad, pick an item, then move the cursor to a figure or the bag and pick again. Items change during the prep only, not while the figures fight.

The wild rounds
Hedgehogs and wolf cubs come first, then bridge trolls with thick armor in round 10 (bring magic damage or Cursed), grey wolves that leap at your back row in 15, nightmare bears with crushing blows in 20, night ravens that shoot from far away in 25, stone giants in 30, the Great Dragon in 35, a mirror copy of your own page in 40, the Leshy in 45 and the Ink Blot from round 50 on.
On a phone
Hold the phone upright and the game switches to its own layout: the rivals across the top, the book in the middle, your alliances, the shop and big buttons at the bottom. Turn it sideways for the wide layout, which stretches to fill the whole screen of any phone.

Tap a card to buy. Drag a figure to move it, tap it for its card, and hold a finger on anything to read it. Tap an alliance and its units light up, just like hovering on a computer.

Controls
- Mouse: click a card to buy, drag figures between the bench and your page, drag one to the shop to sell it. Right click or hover for an info card.
- Keyboard: 1-5 buy, D reroll, F buy XP, L lock the shop, Q items (during a fight: the shop), E sell the figure under the mouse, Space FIGHT!, X fight speed, S skip, Esc pause. In the loot pick, 1-4 select and Space takes the item. The arrow keys and Enter move a cursor over everything.
- Gamepad: the D-pad or stick moves the same cursor, A picks and places, B cancels, X rerolls, Y buys XP, LB / RB jump between areas, RT changes the fight speed, Start pauses.
- Phone and tablet: upright or sideways, each with its own layout. Tap a card to buy. Drag a figure to move it, or tap it for its card. Hold a finger on anything for its card. To sell, tap a figure and then SELL.
Tips
- Save early. Keep 10, 20, 30 gold for interest; a bank of 50 gold pays 5 extra a round.
- Fill your page. An empty slot is lost strength, especially in the first rounds.
- Front and back. Tanks in front, archers and casters at the back. Tricksters leap at your back row, so keep a guard near it.
- Pick a plan, then adapt. Two or three alliances are plenty. Hover an alliance to spot its cards in the shop; if the pool runs dry, switch.
- Lock a good shop. If you see a card you need but cannot pay for, lock the shop for next round.
- Level when it matters. Rushing levels brings rarer figures but costs interest. Most games want level 5 around round 5, 6 around round 9, then 7 and 8.
Scoring and difficulty
A game scores 1,000 points for first place, 700 for second, then 500, 350, 250, 150, 80 and 30, plus 10 for every round you played and 5 for every HP the winner has left.

OPTIONS > DIFFICULTY: HARDCORE puts you against seven hard rivals with a 30 second prep timer, no free reroll, 25% more damage from lost fights (in Knockout: 5 hearts instead of 6) and tougher wild rounds, on a leaderboard of its own.
Modes
Open MODES in the title menu. Each mode shows its rules and the leaderboard it ranks on before you press START, and a saved game keeps its mode when you CONTINUE.
- Standard: the game this guide describes, about 35 to 45 rounds.
- Compact: a lost fight costs more (the round part of the damage is doubled and grows five rounds sooner), so a game takes about 30 rounds. Good for a short break.
- Knockout: 6 hearts instead of 100 HP (5 on Hardcore), and a lost or drawn fight costs one. You start at level 4 with a team of three that share an alliance (pick one of three teams), get a free level and an item to pick every 2 rounds, and cannot buy XP. Income is 7 gold a round (interest still counts, so saving pays), and the shop deals as if you were 4 levels higher (at most the odds of level 8), so higher tiers show up early. There are no wild rounds; a game takes about 15 rounds and ends by round 30. The rival tables differ from game to game: most chase the high tiers, some cling to cheap units, so read the boards you meet.
- Daily Muster: one game a day that starts the same for everyone, with Standard rules and Normal rivals. Your first Daily game of the day is your ranked try (pause and continue it as you like); games after it are practice. A new one opens at 00:00 UTC, and the MODES menu shows whether today’s try is used.
Every mode has its own leaderboard, and on Hardcore, Standard, Compact and Knockout rank on Hardcore boards of their own.
Curious who these figures are? The Fairy Tales Behind Pixel Muster tells the real story of all 66.
Ready? Play Pixel Muster, or try another free game such as Pixel Vigil or Pixel Gulp.