This is an in-depth guide for club events which details how to play.
Match
1. Rating: Your club's rating is how to check whether your club is winning or losing the match.
Good: winning
Draw
Bad: losing
2. Attack: Clicking this will take you to the attack page.
3. Smile Fever: When this gauge is filled completely, your club's attack/defense power goes up 100%.
3a. You fill the gauge with self-confidence, which is gotten for each win and when you go campaigning.
4. Campaigning: Much like raid events, when you go campaigning, bonuses may pop up to help you during the match.
5. Combo: Whenever you win a match, it will add to the combo. A higher combo means a higher percentage of attack up.
6. Current Situation: Your current ranking, how many points you have gotten from the current round, and how many points you have in total.
Below is any bonuses you have from assist kares.
7. Recent Points: A listing of any points any club members have gotten.
1. Opponent: Your current opponent for the match.
Displayed to the side is their level, defense cost, and defense power.
The higher the defense cost, the higher the defense power.
2. Attack: Here, you can attack your opponent.
If you lose the attack, you do not gain any broaches or points.
2a. You get a total of 4 free hearts that can refilled with Cheer Gumi.
2b. You can use the event item, Popular Apple. Doing so will increase your point get by 6.
2c. Using this option will result in a draw in your attack. It does not count as a win, but it also does not count as a lose, so while it's less, you still can get points.
3. Combo: Whenever you win a match, it will add to the combo. A higher combo means a higher percentage of attack up.
4. Decks: You can choose your oshimen deck to attack your opponent with.
1. Popularity Points: Your current event points, plus how many points you got from your attack.
2. Rewards: The rewards you got from the win, and the points rewards.
3. Rating: Your club's current rating and the time left in the round.
4. Self-Confidence: How much self-confidence you have and how much your win gave. Filling the gauge completely will up your attack power by 100%.
5. Decks Used: The deck you used and the opponent's deck you faced off with.
Attack
Result