Build a ten-strong crew out of randomly drawn characters. Aim for the highest score.
Every player gets their own draw, one a day. Once the ten posts are filled, the run is closed until tomorrow. The date still counts. Some crews come up a little more readily than others. That changes at midnight.
Training can be replayed as often as you like. It counts for neither your streak, your best score, nor your logbook.
SPIN draws a character; you then place them in one of the ten posts. Three passes let you turn a draw down without placing it.
Two fighter posts take anyone. Keeping them free as long as possible is where the skill lies.
The tenth post is unknown at the start. One click reveals it before the first draw. Swordsman, sniper, musician or helmsman.
Once a day, in the daily run only. It draws a devil fruit at random, then reveals who ate it. Recruit them or turn them down. Either way the card is spent. A recruited character can no longer be passed.
One hundred points across three marks. Crew power can overflow its own, pushing a great day past 100.
The combined strength of the ten members: their own power, their haki, their devil fruit and their bounty. Past the mark that fills the gauge, strength still counts: the mark can exceed 35.
Four points for each post filled exactly, one for a related trade, say a sniper as captain.
Four bonuses rewarding how the crew holds together, rather than how strong each member is.
Points for each extra member of the same crew.
Points for each member with Conqueror's Haki.
From six posts filled exactly, the full bonus when all ten are.
Based on the crew's combined bounty, from one billion up.
The score earns a title.
Every character placed in the daily run is recorded there for good.
There are over three hundred. A few appear only through the joker card.