ARENA OF GAMES GUIDE: BEST HANDS, SCORE AND REWARDS

Table of Contents
Arena of Games is the Version 1.6 challenge event that runs from October 29 to November 19, 2026 and pays 1,200 Oroberyl at 3,000,000 Arena Points. Arena Tasks hand out 2,250,000 of those points, so your Trial scores only need 750,000.
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The mode is a card game bolted onto combat. You draw Dataplates (mahjong-style tiles, each carrying a pack of enemies and a Battle Point value), fight everything you drew at once, and score by the total BP. Matching tiles into Lucky Hands like Pair, Flush or Quad multiplies your score and makes the enemies nastier. Lil’ Dodge, who runs the Trial Arena, put it this way in the event blurb: “All sorts of fun combinations await your discovery.”
Everything below comes from the Version 1.6 game data, checked on October 29, 2026, and from our own launch-day screenshots of the event: the deck lists, the score table, all eight hands with their enemy buffs, every task and every milestone. Where we interpret a number rather than read it straight off a table or the game screen, we say so.
Endfield Hub is a fan-made resource and is not affiliated with Hypergryph or Yostar. Event art shown here is from Arknights: Endfield (Hypergryph/Gryphline).
TL;DR: the strategy in eight lines
- Tasks first. 15 Arena Tasks pay 2,250,000 of the 3,000,000 points. Plan your Trials around finishing them, not around raw score.
- You need 10 successful Trials for the task chain, 5 of them above 10 BP, 3 Hand of Today draws, one Trial at 500,000+, and one each of Flush, Full House and Quad.
- Two Dataplates can never overflow. Three overflow about 39% of the time, four about 80%.
- Past 10 BP every point is worth double (10,000 instead of 5,000 per BP), so if you overflow, overflow on purpose.
- Pair is close to free. Its enemy buff only bites operators above 50% HP.
- Straight, Quad and Flush change your kill order. Kill low BP first under Straight, clear adds before the Chief under Quad, hold ultimates for the alpha enemy under Flush.
- Rewards Doubling is daily-limited. Switch it on between your 1st and 3rd Dataplate, and only when the draw is heading for a hand.
- Round 1 feeds Round 2. A bigger Round 1 score raises the Round 2 multiplier, but a Round 1 forfeit pays nothing. Secure Round 1, then gamble in Round 2.
Schedule and unlock
| Date (server time) | |
|---|---|
| Event opens | October 29, 2026, 12:00 |
| Phase 2 (milestones 11 to 15) | November 11, 2026, 04:00 |
| Event ends | November 19, 2026, 04:00 |
| Requirement | Authority Level 30 |
| Dataplate deck reset | Every 3 days |
The whole event lasts 21 days, which matters for Hand of Today (more on that below). If you are new to 1.6, our Sanctuary of Ink recap covers the banners running alongside it.
How a Trial works


- Draw Dataplates. Each plate shows an enemy set, its level, its Battle Points (BP, 1 to 5) and its suit (Bamboo, Characters or Circles, as in mahjong). The BP sits in the top-left corner of the plate and the suit in the top-right. The game’s own description: “The BP represents the difficulty of the Dataplate in the Trial.”
- Decide when to stop. “You can make 5 draws per Trial. You can also stop drawing and challenge the Trial anytime you want.” The bar along the bottom shows the score for every BP total, with your current total highlighted.
- Fight. “All the enemies on the Dataplates will attack at once. Defeat them all to rack up your score.”
- Round 2. “Each arena challenge is a 2-round trial. The score earned in Round 1 will give an additional increase to the score multiplier of the next round.”
- Tally. Score converts to Arena Points 1:1. The game notes that “there is a score tallying limit per round.”

Retreat and Forfeit
After a cleared round you get two buttons: Retreat and Next Round. “Choosing Retreat ends the Trial right now without starting the next round, and instead tallies your winnings. After starting the next round, you can still choose to tally your score before making any draw.” So starting Round 2 costs you nothing until you draw.
Once a plate is on the table the rules harden: “Once a Dataplate has been drawn, you can only Forfeit the Trial or keep going. Forfeiting in Round 1 gives zero score. Forfeiting in Round 2 gives part of the score from Round 1.”


Round 1 boosts Round 2
The results screen after Round 1 shows a Score UP Next Round multiplier. In our run, a Round 1 worth 25,000 (7 BP, no hand) gave ×1.2 on Round 2. The game says the boost comes from the Round 1 score, so a bigger Round 1 should give a bigger Round 2 multiplier. We only have the one data point, so we can’t give the full curve yet.


Data Overflow
The rule in the game’s words: “Exceeding 10 Battle Points (BP) triggers Data Overflow and increases the levels of enemies on the Dataplates drawn.” Base enemy level on every plate is 60. The tutorial example below draws 4 + 1 + 1 + 3 + 5 = 14 BP, and the warning tag lights up under the score bar.

Rewards Doubling
A daily-limited toggle that doubles the payout. It “can be activated after drawing at least 1 Dataplate, and activation can be adjusted before drawing the 3rd Dataplate.” In other words, you see one or two plates before committing it.
Score per BP (and why 11 BP is the magic number)
The event’s score table lists 20 values, one base score per total BP, and 20 BP is the cap (marked MAX in game). The in-game score bar and the October 6 special program both show the same numbers (see our Version 1.6 recap):

| Total BP | Score | Gain per BP |
|---|---|---|
| 1 | 1,000 | |
| 2 | 3,000 | +2,000 |
| 3 | 6,000 | +3,000 |
| 4 | 10,000 | +4,000 |
| 5 | 15,000 | +5,000 |
| 6 to 10 | 20,000 to 40,000 | +5,000 each |
| 11 | 50,000 | +10,000 |
| 12 to 19 | 60,000 to 130,000 | +10,000 each |
| 20 | 150,000 | +20,000 |
Two things fall out of this:
- Low totals are bad value. 5 BP pays 15,000 while 10 BP pays 40,000. A single 5-BP plate earns far less than two plates totalling 10.
- The step at 11 is the reward for overflowing. Going from 10 to 11 BP adds 25% to the score, and every BP after that adds 10,000. You get paid for the higher enemy levels.
The Dataplate deck

The game data defines two deck lists. Every plate has equal draw weight.
| Deck | 1 BP | 2 BP | 3 BP | 4 BP | 5 BP | Total |
|---|---|---|---|---|---|---|
| Small deck | 6 | 6 | 6 | 6 | 10 | 34 |
| Large deck | 8 | 8 | 8 | 8 | 12 | 44 |
5-BP plates make up almost a third of either deck, which is why totals climb fast. “The Dataplate deck resets once every 3 days. Resetting changes the size of the Dataplate deck and the enemy types on the Dataplates.” The panel on the right of the Trial screen shows how many plates of each BP are left, so check it before you draw.

Odds from a fresh small deck
We counted every possible draw from the 34-plate deck. “Contains” means the draw includes at least that combination.
| Plates drawn | Average BP | Chance of Overflow (11+ BP) | Contains a Pair | Contains Triplet | Contains Straight | Contains Full House | Contains Quad |
|---|---|---|---|---|---|---|---|
| 2 | 6.5 | 0% | 18.7% | ||||
| 3 | 9.7 | 38.9% | 49.5% | 3.3% | |||
| 4 | 12.9 | 80.1% | 78.6% | 11.6% | 7.5% | 0.6% | |
| 5 | 16.2 | 96.6% | 95.3% | 25.3% | 18.6% | 5.2% | 2.5% |
The 44-plate deck lands within a point or two of these numbers. Flush odds depend on how suits are spread across the deck, which the deck list doesn’t state, so they’re left out.
What this means at the table:
- Two plates are always safe. With 8 or more BP after two plates, a third plate overflows more often than not (at 7 BP it is about a coin flip).
- Four plates almost always overflow. If you draw a fourth, you have committed to an Overflow Trial, so treat it as one of your five Overflow tasks.
- Quad is rare. Even five plates hit it 2.5% of the time from a fresh deck. The Flush, Full House and Quad task is the one to chase with the counter in mind, for example right after a reset when the 5-BP stack is full.
Lucky Hands: multipliers and enemy buffs

“Drawing Dataplates that match a Lucky Hand (special combination of BP and Suits) gives a boost to the rewards multiplier but also buffs the enemies.” The table below lists each hand’s score multiplier, normally and as the Hand of Today, plus what it does to the enemies. The multipliers match the in-game Hand Details panel (Pair ×2.4 as Hand of Today, Quad ×6, Straight Flush ×8). “When a draw satisfies several hands, only the one with the highest base multiplier takes effect,” so a Full House pays as a Full House, not as a Pair plus a Triplet.
| Hand | Requirement | Multiplier | As Hand of Today | Enemy buff (normal) | Our risk read |
|---|---|---|---|---|---|
| Pair | 2 plates, same BP | ×1.2 | ×2.4 | Enemies in the hand apply 1 stack of Arts Infliction when they hit operators above 50% HP | Low. Free score |
| Two Pair | 2 pairs | ×1.4 | ×2.8 | Same, but 2 stacks of Infliction | Low to medium |
| Triplet | 3 plates, same BP | ×1.6 | ×3.2 | Enemies in the hand gain 3 shield stacks | Medium. Bring stagger |
| Straight | 4 sequential BP | ×1.8 | ×3.6 | Each kill gives all other enemies permanent ATK and Max HP, scaled by the dead enemy’s BP | Medium. Kill order matters |
| Full House | Triplet plus a pair | ×2 | ×4 | All enemies gain +15 Resistance to your team’s elements | Medium. Mixed teams shrug it off |
| Flush | All plates one suit (4+) | ×4 | ×8 | When all enemies die, a special alpha-tier enemy joins | High |
| Quad | 4 plates, same BP | ×6 | ×12 | The highest-BP enemy becomes a Chief with big Interruption Resistance, ATK and Max HP, and heals when other enemies deal damage | High |
| Straight Flush | 5 sequential BP, one suit | ×8 | ×8 (never Hand of Today) | Alpha-tier enemy joins at the end, and every kill also buffs the remaining enemies (the alpha gets every boost) | Very high |

With no hand on the table, the panel simply reads “No earning multipliers or enemy buffs.”
Hand of Today upgrades the enemy buff too. The Hand of Today versions: Pair and Two Pair switch from Infliction to a full Arts Reaction; Triplet adds +33% ATK, Max HP and Movement Speed on top of the shields; Straight adds HP restoration on every kill; Full House goes to +20 Resistance; Flush makes the alpha enemy much stronger; Quad makes two Chiefs instead of one.
Hands that are in play but not the Hand of Today still pay: “Even if your draw does not match the Hand of Today, you can still earn a rewards multiplier boost by matching other Lucky Hands.”
Hand of Today rotation

The Hand of Today changes daily. The game data’s rotation list holds seven hands in this order (Pair, Two Pair, Triplet, Straight, Flush, Full House, Quad) three times over, 21 entries for a 21-day event. Straight Flush is never the Hand of Today. On launch day (October 29) the game showed Pair, the list’s first entry. If the rest follows the list in order, the calendar looks like this:
| Hand of Today | Dates (projected) |
|---|---|
| Pair | Oct 29, Nov 5, Nov 12 |
| Two Pair | Oct 30, Nov 6, Nov 13 |
| Triplet | Oct 31, Nov 7, Nov 14 |
| Straight | Nov 1, Nov 8, Nov 15 |
| Flush | Nov 2, Nov 9, Nov 16 |
| Full House | Nov 3, Nov 10, Nov 17 |
| Quad | Nov 4, Nov 11, Nov 18 |
This is our projection from the list order plus one confirmed day, not a schedule the game publishes. Check the Hand of Today panel at the bottom left of the Trial screen before you plan a run, and we will correct the table if a day breaks the pattern.
Optimization and strategy

1. Build your run around the Arena Tasks
These tasks are the event. Here is what they pay:
| Arena Task | Arena Points |
|---|---|
| Single Trial score ≥ 150,000 | 100,000 |
| Single Trial score ≥ 300,000 | 100,000 |
| Single Trial score ≥ 500,000 | 100,000 |
| Achieve Hand of Today 1 / 2 / 3 times | 100,000 / 150,000 / 200,000 |
| Complete 1 / 3 / 5 Trials above 10 BP | 50,000 / 100,000 / 150,000 |
| Successfully complete 1 / 2 / 4 / 6 / 8 Trials | 100,000 / 100,000 / 200,000 / 200,000 / 300,000 |
| Achieve Flush, Full House and Quad at least once each | 300,000 |
| Successfully complete 10 Trials | “Get Lucky Now” profile portrait |
| Total | 2,250,000 points + portrait |
The cheapest route to 3,000,000:
- 10 successful Trials (900,000 points from the chain alone).
- Make 5 of them Overflow Trials (300,000). Since four plates overflow 80% of the time anyway, this happens naturally once you draw deep.
- Hit the Hand of Today 3 times (450,000). On a Pair or Two Pair day this is easy (a Pair shows up in about half of all 3-plate draws), so knock it out on October 29 and 30 or the repeat Pair and Two Pair days instead of waiting for Quad day.
- One big Trial at 500,000+ also clears the 150K and 300K tasks (300,000 total) and the “Dataplate Counter” achievement, which asks for the same 500K single Trial.
- Flush, Full House and Quad once each (300,000). Hardest task in the set. Combine it with the deck counter and a fresh reset.
Hit all of that and your normal Trial scores easily cover the last 750,000.
2. Know when to stop drawing
- Need a clear, not a score? Stop at 9 or 10 BP. Two plates never overflow, and a third is safe if your first two total 5 or less.
- Going over 10? Commit. 11 BP pays 50,000 against 40,000 for 10, and the payout keeps rising 10,000 per BP. Overflowing to 11 and stopping is the worst version of the risk.
- Read the counter. If most 5-BP plates are already gone, the next draw averages lower and overflow risk drops. If they are all still there, two plates can already sit at 10.
3. Spend Rewards Doubling on your best draw of the day
You can toggle it on after plate 1 and change your mind up to plate 3. Turn it on when the first two plates already form a Pair of the day’s hand, or when you are clearly heading into a big Overflow total. Do not waste the daily use on a safe 8-BP clear.
4. Secure Round 1, gamble in Round 2
Round 1 does two jobs: it banks score, and it sets the Round 2 multiplier. A Round 1 forfeit pays nothing, while a Round 2 forfeit still returns part of Round 1. So in Round 1, draw to a total you know your team can clear (around 9 or 10 BP, or a Pair that comes free). Keep the risky Hand of Today, Flush and Overflow attempts for Round 2, where the Round 1 boost multiplies them and a loss only costs part of your score. You can start Round 2 and still Retreat before your first draw, so look at your team’s state before committing.
5. Fight each hand on its own terms
- Pair / Two Pair: the Infliction only lands on operators above 50% HP. A healer who keeps the team topped up is actually feeding it, so focus on killing fast. On the Hand of Today version it becomes a full Arts Reaction, so bring sustain.
- Triplet: three shield stacks on the hand’s enemies. Bring operators that break shields and stagger quickly; our stagger tier list ranks them.
- Straight: every kill buffs the survivors by the dead enemy’s BP. Kill low-BP enemies first and the highest-BP enemy last, so its big buff has no one left to land on.
- Full House: +15 (or +20) Resistance to the elements of the operators you bring. A mono-element team takes the full hit on everything. A mixed team or a Physical carry spreads it.
- Quad: the Chief heals whenever other enemies deal damage. Clear the adds first, then burst the Chief.
- Flush and Straight Flush: clearing the board spawns an alpha-tier enemy. Hold your ultimates and burst for that last fight instead of spending them on the first wave.
6. Team building
Every Trial throws all its enemies at you at once, so area damage is the backbone. Our AoE DPS tier list and team tier list are the places to start. Enemies on the plates range from Rockhowlers and Waterlamps at 1 to 2 BP up to Bonekrusher Siegeknuckles, YSTF Captain Blightshade and Tidewalker δ at 5 BP; the enemy database has their weaknesses.
7. Watch the phase 2 split

Milestones 1 to 10 cap at 2,000,000 points during phase 1, and milestones 11 to 15 (the last 400 Oroberyl) only open on November 11. If you hit 2,000,000 early, finish unclaimed point tasks after phase 2 opens instead of before, in case points above the phase 1 cap don’t carry over. This is our reading of the milestone settings, not a rule the event spells out, so check how your Arena Points behave in game.
All 15 Arena Milestone rewards
| Milestone | Arena Points | Rewards |
|---|---|---|
| 1 | 200,000 | Advanced Combat Record ×10, Protodisk ×10 |
| 2 | 400,000 | Arms INSP Set ×10, Cast Die ×10 |
| 3 | 600,000 | Oroberyl ×200, Mark of Perseverance ×1 |
| 4 | 800,000 | T-Creds ×30,000, Protoprism ×50 |
| 5 | 1,000,000 | Advanced Cognitive Carrier ×5, Protoset ×10 |
| 6 | 1,200,000 | Oroberyl ×300, Mark of Perseverance ×1 |
| 7 | 1,400,000 | Arms INSP Set ×15, Heavy Cast Die ×10 |
| 8 | 1,600,000 | T-Creds ×30,000, Protohedron ×15 |
| 9 | 1,800,000 | Advanced Progression Selection Crate Ⅱ ×3, T-Creds ×30,000 |
| 10 | 2,000,000 | Oroberyl ×300, Mark of Perseverance ×2 |
| 11 (phase 2) | 2,200,000 | Advanced Progression Selection Crate Ⅱ ×3, T-Creds ×30,000 |
| 12 (phase 2) | 2,400,000 | Advanced Cognitive Carrier ×10, T-Creds ×30,000 |
| 13 (phase 2) | 2,600,000 | Advanced Progression Selection Crate Ⅱ ×3, T-Creds ×30,000 |
| 14 (phase 2) | 2,800,000 | T-Creds ×30,000, Protohedron ×20 |
| 15 (phase 2) | 3,000,000 | Oroberyl ×400, Mark of Perseverance ×2 |
Totals: 1,200 Oroberyl, 6 Mark of Perseverance, 210,000 T-Creds, 9 Advanced Progression Selection Crate Ⅱ, 15 Advanced Cognitive Carrier, 25 Arms INSP Set, 35 Protohedron, 50 Protoprism, and 10 each of Advanced Combat Record, Protodisk, Protoset, Cast Die and Heavy Cast Die. The 10-Trial task adds the “Get Lucky Now” profile portrait (“May you draw a flush in every hand!”).
Leaderboard benchmarks
The event has a single-Trial score leaderboard seeded with operator entries. Use them as targets: Yvonne 588,000, Estella 495,600, Akekuri 434,000, Perlica 337,200, Chen Qianyu 310,800, Fluorite 284,400, Catcher 231,600 and Antal 203,000. Beating Akekuri’s 434,000 puts you most of the way to the 500K task.
How we built this guide
- Source: the Version 1.6 game data for the event (deck lists, score table, hand table, enemy buff text, tasks, milestones, rewards and schedule), checked October 29, 2026.
- Computed by us: the draw odds, which count every possible draw from the 34-plate deck with equal weights and leave out suits.
- Cross-checked against the game screen and the official October 6 program: the score table, the 20 BP cap, the suit names, the hand multipliers, the highest-hand-only rule, the Retreat and Forfeit rules, and launch day’s Hand of Today (Pair).
- From one run of our own: the ×1.2 Round 2 boost after a 25,000-point Round 1.
- Our reading, not stated outright by the game: the Hand of Today calendar after October 29 and the phase 1 point cap. We will update this page if play shows otherwise.
- Not tested in combat yet. The fight advice follows from the buff text as the game words it.
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