Crates beta(0.8.0)





How to play Crates

Crates is a duck market. You collect rubber ducks, trade them against other players on a live order book, and try to grow what you're worth. This page is the whole game in one place — what everything does, how to actually make money, and how the social side fits together. Fifteen minutes here will save you your starting stake.

You're reading this logged out, which is fine — everything below is accurate. Make an account and you'll start with 25,000 credits and a personal checklist on this page.
Chapter 1

The loop, in sixty seconds

There are two currencies. Credits are the free one — you start with 25,000 and earn more every day just by turning up. Crate Coin is the paid one; you never need it, and nothing in this guide assumes you have any.

  1. You get ducks — from crates, from Duck Rush, from the free daily games, from combining, or by buying them off other players.
  2. Ducks have a tier, and the tier decides what a duck is worth. Every duck can always be sold back to the house for a guaranteed floor price, so nothing you own is ever worthless.
  3. You trade them on a live order book against other players and five market-maker bots. Prices move all day.
  4. You equip up to 5 ducks for their perks — cheaper fees, better prices, and in a couple of cases daily passive income.
  5. Your net worth — credits plus everything you hold at market price — is the score. That's what the leaderboard ranks and what your group is measured on.
⚠️ The one mistake everybody makes. New players open crates until the money is gone, then get stuck. Crates and Duck Rush are sinks — they hand back roughly 90p in the pound on average. They're how you spend, not how you earn. Chapter 5 is where the earning is.
Chapter 2

Ducks, tiers and the price floor

There are 39 ducks in the game, sorted into tiers. The tier is everything: it sets the guaranteed floor price, how often a duck drops, and whether it carries a perk.

Common floor 500 cr
Uncommon floor 2,000 cr
Rare floor 8,000 cr
Epic floor 32,000 cr
Legendary floor 128,000 cr
Mythic floor 512,000 cr
Celestial floor 2,048,000 cr

Each tier is worth four times the one below it. That matters more than anything else in the game: one Rare is worth sixteen Commons, and one Legendary is worth 256 of them.

The floor price is a floor, not a value

You can always sell any duck straight back to the house for the floor above — instantly, no buyer needed. That's your safety net, and it's why you can never be truly broke while holding ducks.

💡 But the floor is the worst price you'll ever get. Other players will often pay well above it for a duck they want, especially something rare or a limited edition. Selling a good duck to the house is usually leaving money on the table — list it on the auction house instead.

Only Common ducks have no perk. Everything Uncommon and up carries an effect (chapter 6), and some ducks are limited editions with a hard supply cap — once they're minted out, the only way to get one is off another player. Browse the lot in the Duckdex.

Chapter 3

The market

The market is a real order book, the same shape as a stock exchange. Every duck type has buyers stacked on one side and sellers on the other. A trade happens when the two meet.

Limit orders, and why you should use them

  • A limit order says "buy at this price or lower" / "sell at this price or higher". It sits on the book until someone takes it.
  • Crossing the spread means placing an order that fills immediately against the best price already on the book. Fast, but you pay the worse side of the spread every single time.

The gap between the best buy and the best sell is the spread, and it is the single most reliable source of profit in this game. Cross it and you pay it. Post inside it and you get paid it.

💡 The trader's habit. Instead of hitting the best offer, post your own bid just above it and wait. You'll fill a little slower and a lot cheaper. Do this a hundred times and the difference is your whole profit margin.

Who you're trading against

Five market-maker bots quote both sides all day and keep the book alive, and they follow trends — a sustained move keeps building. The rest of the book is real players. Prices genuinely move, so buying a dip and selling a rally works exactly the way you'd expect.

Costs

Trading fee is 0.1% on a sale — deliberately tiny, and reducible to zero with the right equipped duck. Buying costs nothing extra. There is no reason not to trade often.

Chapter 4

Crates and Duck Rush — how you spend

This is the chapter nobody writes honestly, so here it is. Crates and Duck Rush both pay back about 90% of what you put in, on average, measured at the guaranteed floor price of what comes out. They are not investments. They're how you turn credits into a collection, and the fun is the pull, not the profit.

CrateCostPaysAverage back
Scrap Crate 750 cr 1 duck 653 cr (87%)
Basic Crate 1,000 cr 1 duck 908 cr (91%)
Standard Crate 3,000 cr 1 duck 2,712 cr (90%)
Gilded Crate 15,000 cr 1 duck 13,364 cr (89%)

Note that the average back doesn't change much between crates. A dearer crate isn't better value — it's higher variance, with a real shot at the tiers that carry the good perks. Pick the one that matches what you're hunting, not the one you think pays best.

Duck Rush

Duck Rush is the always-on one: pay to enter a pond, a swarm of ducks floods the screen, and every duck you click is yours to keep. No daily limit — play it as often as you can afford.

PondEntryNetGoldenTimeBest case
The Shallows 8,000 cr 6 2 35s 90%
The Reef 27,500 cr 12 4 50s 89%
The Abyss 97,500 cr 20 6 65s 89%

Every ordinary duck in the water is drawn identically, so you can't tell what you've got until you land it — that's deliberate, and it's why the game can't be cheated. The golden ducks are the exception: they sparkle, they roll on a much better table, and there are only a handful per round.

💡 How to actually play it well. Filling your net is the easy part — there are hundreds of ducks on screen and you'll usually fill it with time to spare. Your score is decided almost entirely by how many golden ducks you get, and they arrive spread across the round. So don't burn your net on the first ordinary ducks you see. Hold slots back, hunt the sparkles, and mop up ordinary ducks near the end.
⚠️ Leaving the page mid-round forfeits it — the entry fee is already paid. Always land your catch.
Chapter 5 — the important one

How to make money, long term

Five income streams, roughly in the order you should build them. The first two are free and risk-free, and most players ignore them.

1. The free floor — collect it every single day

Turning up costs nothing and pays every day:

  • Daily reward: 1,500 credits on day one, rising to 9,000 on a seven-day streak — 27,500 a week if you don't miss. Miss a day and the streak resets to the bottom, so don't.
  • Duck Triathlon: up to 2,500 credits plus a free crate for a podium.
  • Duck Flip: up to 6,400 credits if you bank a long streak.
  • Duck Dive: around 2,500 credits for a strong run, plus a free crate.

That's up to 11,400 credits a day from the games on a very good day, on top of the daily claim — and all three also hand out free crates, which are the cheapest ducks you will ever get. Ten minutes a day, no risk, no spending. Over a week that's comfortably more than the stake you started with.

2. Passive income — the ducks that pay you rent

Two ducks pay you every single day, forever, just for being equipped:

  • Tycoon Duck (Epic) — Earns 0.5%/day of your held duck value.
  • Gold Duck (Legendary) — Earns 1%/day of your held duck value.

That percentage is of your entire duck collection's value, paid daily. It compounds: the more you hold, the more it pays, and it pays while you're asleep. Getting one of these equipped is the single highest-value thing you can do in this game. If you pull one, do not sell it.

3. Trade the spread

Post limit orders instead of crossing. Buy the dips the bots overshoot into, sell the rallies they chase. The fee is 0.1% and can be reduced to zero, so there's no drag on doing this a lot. This is the stream with no ceiling — it scales with your attention and your capital, not with a daily timer.

4. Sell to players, not to the house

The house floor is a guaranteed exit, not a fair price. For anything Rare or above — and especially limited editions — list it on the auction house and let people bid. The house takes 5% of the winning bid, each new bid must beat the last by 5%, and you can run 8 listings at once over 1 hour / 6 hours / 24 hours. A wanted duck routinely clears well above its floor.

5. Combine, carefully

Combining feeds ducks in and rolls for one of the next tier up. Your chance is your input value against the target's, times 90% — so like everything else, the house holds an edge, and combining is a slow way to lose value unless you're doing it deliberately.

💡 Combine to complete the Duckdex or to chase a specific perk duck, not to grow your net worth. Two perks make it much less painful: combine luck raises the odds, and the Phoenix's Rebirth refunds your ducks when a combine fails. Equip those before a big attempt.

Putting it together — your first week

  1. Day one: claim your daily, play all three free games, and open nothing. Learn the market with the money sitting still.
  2. Days two to three: keep claiming, keep playing the free games, and open the free crates they give you. Equip the best perk duck you own — start with a fee or trading perk.
  3. Once you're above ~50,000 credits: start posting limit orders on the market. Small, patient, both sides.
  4. When you pull something Epic or better: check whether it's a dividend duck. If it is, equip it and never sell it. If it isn't, auction it rather than selling to the house.
  5. Only then spend surplus on crates and Duck Rush — and only what you'd be happy to lose, because on average you'll get about 90% of it back.
⚠️ The one rule. Never put your working capital through a sink. Keep enough credits to trade with, and gamble only what's spare. The players who last are the ones whose income is boring.
Chapter 6

Perks — the ducks that work for you

You can equip up to 5 ducks at once on the My Ducks page. An equipped duck's effect is live everywhere in the game — and it's free to change your deck whenever you like.

💡 Perks don't stack. Two ducks with the same kind of effect don't add up — only the stronger one counts. So the best deck is 5 different kinds of perk, not five of your best ducks. Your equipped deck is also your Triathlon race team, so a broad deck wins there too.
EffectWhat it doesBest in game
Midas Touch Pays you credits daily, as a % of everything you hold. The only true passive income. Gold Duck (Legendary)
Earns 1%/day of your held duck value
Flawless Cuts the trading fee you pay when someone buys your duck. Diamond Duck (Legendary)
Zero trading fees
Cooks the Books Raises the guaranteed floor price on every sell-to-house. Chef Duck (Rare)
+4% on every sell-to-house
Black Hole Money back when you buy a duck off another player. Void Duck (Legendary)
3% off buying ducks off players
Viral A bonus on top when another player buys yours. Neon Duck (Legendary)
+4% when a player buys your duck
Cosmic Luck Shifts crate odds toward the rarer tiers. Galaxy Duck (Legendary)
+10% better crate odds (shifts to rarer)
Blessing Raises your combine success chance. Halo Duck (Epic)
+15% combine success chance
Rebirth A failed combine gives your ducks back instead of eating them. Phoenix Duck (Legendary)
A failed combine refunds your ducks

Nothing above Legendary ever drops from a crate, a game or a pond — the tiers beyond it exist only through combining and events.

Chapter 7

The community side

Crates is multiplayer in a way that isn't obvious from the market screen. Here's the whole social layer and what each bit is actually for.

Friends

Add anyone from Find players or straight from the friends hub. Friends give you:

  • Private chat — one-to-one, live.
  • An activity feed — what your circle pulled, forged, won and gifted, as it happens.
  • A private arcade league — the daily mini-game leaderboard, scoped to just your friends. Far more fun than a global board you'll never top.
  • Gifting — send a duck to a friend outright. Capped at 250,000 credits of value per day so it can't be used to funnel a hoard into one account.

Groups

Trading groups are clans. Join an open one instantly, or found your own for 25,000 credits. A group gets you:

  • A private group chat and a roster with owner/officer roles.
  • A shared vault — pool ducks the whole group can draw on.
  • Your own leaderboard, ranking members by net worth, plus a global ranking of groups.
  • Rivalries — challenge another group to a timed match. Whichever group's combined net worth grows more over the window wins. No credits change hands; it's for the record.
  • A daily arcade league — every mini-game run a member takes adds to the group's score for the day, out of 300 per member. A shared goal that resets every midnight.

Competing

  • Net worth — the main ranking, players and groups.
  • Arcade boards — per game, today and all-time, everyone or friends only. Arcade points cap each free game at 100 a day, so playing all three beats grinding one. Duck Rush is paid, so it has its own board and never earns arcade points — rank isn't for sale.
  • Duck Flip is the same deck for everyone each day, so today's streaks are directly comparable. It's the one board that's a pure like-for-like contest.

Bringing people in

Every profile has a referral link. When someone you brought in reaches level 5, you get 50,000 credits and they get 25,000. It only pays on a player who actually sticks around, so it's worth helping them get started rather than just dropping the link.

Chapter 8

Every number in one place

Starting credits25,000
Daily reward, day 1 → day 71,500 → 9,000 (27,500/week)
Free daily games3, up to 11,400 cr/day + free crates
Trading fee (on sales)0.1% — can reach 0%
Auction house fee5% of the winning bid
Crates return, on average~90% of what you spend
Duck Rush return, played perfectly~89% of the entry fee
Combine edge90% of fair odds
Equipped duck slots5 (no stacking)
Best passive income perk1%/day of your held duck value
Gift cap per day250,000 cr of value
Founding a group25,000 cr
Referral reward50,000 to you, 25,000 to them
Ducks in the game39

Every figure on this page is read straight from the live game config when the page loads — if something gets rebalanced, this guide changes with it.