UNSUPERVISED

0 Gold

Assignment 01 / 08

Goat management.

It was described as a petting zoo.

Assignment goal 0 / 3

Defeat three goats to unlock the next assignment.

Automatic card combat
Academy training farm Goat monster

Hugo

Warrior · Training 0

Goat

80 / 80
Three-card practice hand
Hand 0
Practice deck Deck
Mixed hand
0 Damage

Waiting for the first hand.

Academy teacher
A word from the faculty

“Hugo has shown up. A promising start.”

Academy yearbook.

No graduates yet.

An unusually empty hall of fame. Complete all eight assignments and graduate your first recruit to earn a place here.

First-graduation rewards

One permanent unlock per class, shared by every recruit. Existing graduates count. No gold or commendations required.

      A better academy.

      Each graduate earns one commendation. Improvements cost one per level, up to three levels each. Gold cannot buy them.

      Combat theory

      Permanent damage, multiplied with course training and lessons.

      Starter purse

      Starting gold on confirmed enrollment, never on reload.

      Fieldwork

      More away income, including expected tax collections. The four-hour cap stays the same.

      Enroll a new recruit?

      Hugo has graduated and stays in your yearbook. Enroll a new recruit who benefits from the academy's experience, against a tougher course.

      Next intake

      Bonuses below are relative to Course 1. Your new recruit starts with no purchased lessons.

      Course damage bonus
      Monster health bonus
      Base gold bonus

      First-graduation rewards

      Earned rewards apply to every class. Damage and away rewards multiply other bonuses; Rogue gold adds to the Starter purse.

        • Reset: current gold (replaced by the Starter purse), all four lesson tracks, assignment progress, and run stats.
        • Keep: yearbook, first-graduation rewards, commendations, permanent improvements, academy training, and sound preferences.

        Independent study guide.

        Current class benefit: Choose your next class when enrolling after graduation; never during a course. All classes use three suits, ranks 1–9, and three-card hands.

        Practice rules

        Three cards play automatically every 4 seconds, down to 2.8 seconds with Combat drills. Add their values for damage. Three matching suits give a ×2 Flush (×2.5 for Wizards). Warriors get +10% on ordinary hands instead. Training strengthens every hand. Loot lessons add gold per kill. Combat drills have 8 levels: the first four cut 0.2 seconds each, then the next four cut 0.1 seconds each. Card reveals stay the same speed.

        Tax lessons unlock a 15% chance per hand to collect 10% of the monster’s base gold, rounded up. Levels 2–6 add 5 percentage points each, reaching 40%; levels 7–12 add 2 points each, reaching 52%. Rogues add 5 points, starting at 5% without lessons and reaching 57%. Tax can be collected on lethal hits too, as a separate bonus. Drills and Tax lessons purchases apply from the next hand.

        Hugo gets a new outfit at training levels 1, 3 and 5. Equipment is cosmetic; it adds no extra damage bonus.

        Defeat three monsters per assignment, then choose Next assignment after the current hand resolves. You can keep farming gold before moving on. Complete all eight assignments to graduate.

        Academy progression: each completed course adds 50 percentage points of academy damage for the next recruit. Each new course adds 20 points to monster health and base gold. Academy damage multiplies training; the displayed damage bonus includes both. Graduation saves a yearbook entry. Enrollment previews all changes, resets gold and lessons, and keeps the yearbook and academy bonuses.

        First-graduation rewards: each class unlocks one permanent benefit for every recruit. See earned and unearned rewards in the yearbook or enrollment preview. Rewards are automatic from your graduate history, never a repeatable claim. Damage and away rewards multiply other bonuses; starting gold adds to the Starter purse on confirmed enrollment.

        While you're away

        Hugo earns gold while you're away, up to four hours. All four upgrades and academy strength improve away income, with tougher monsters taken into account; Tax lessons add expected collections rather than random rolls. Away gold does not advance assignments. A manual pause earns no away gold.

        Progress saves in this browser only. No account needed.

        Keyboard: P pause · M sound · T train · L loot · D drills · K tax lessons · Esc close help / resume

        An idle side adventure

        Welcome to the Academy.

        Hugo has arrived for training. The faculty has decided that supervision is more of a suggestion.

        Unsupervised is a small idle side adventure from We Slay Monsters. Guide Hugo through eight questionable assignments: he handles the fighting, you spend his gold on training, better loot, faster combat drills, and Tax lessons.

        In the full game, you make the calls—exploring dungeons and fighting monsters with poker hands. Here, you can leave the hitting to Hugo.

        Progress saves in this browser. No account needed.

        See the full game