Repeat Solve for Fodder Grinding
Upgrade SBCs are designed to be repeated — and repeating one by hand twenty times is misery. Repeat Solve runs the same repeatable challenge as many times as you choose, feeding it your cheapest eligible fodder each round.

What repeatable challenges are for
An upgrade challenge takes a squad of lower-rated cards and returns a pack that might contain something better. Individually the trade is unremarkable. Run twenty times against a club full of cards you were never going to use, it is the main way a bloated club turns into something useful.
The catch is that the challenge resets each time, so doing it twenty times means building twenty squads by hand. Almost nobody does. The cards stay in the club, doing nothing, until the season ends.
Setting the count
Repeatable challenges show a repeat counter on the solve panel. Choose how many rounds you want — five, fifty, or as many as your club supports — and each round solves, submits and restarts the challenge.
The honest advice on the number: run it as many times as you have genuinely spare fodder for, and no further. These challenges are excellent value with cards that had no other use, and poor value with cards you will want next week.
It stops when it should
Two things end a run early, both deliberately:
- Your club runs out of eligible cards. The run ends and reports how many rounds finished, rather than repeatedly attempting something that cannot succeed.
- Several attempts fail. Something has changed, and the sensible response is to stop and tell you rather than churn.
You also stay at the screen throughout and can stop it yourself at any point.
Why the protections matter more here
A single solve spends eleven cards. A fifty-round repeat spends several hundred. That is the difference between a mistake you notice and a mistake that empties your club, which is why the exclude list, the rating cap and the special-card toggles apply on every round rather than only the first.
If you are going to protect cards at any point, do it before a repeat run.

Pairing it with duplicate detection
Repeat solving works best on a club that has already been sorted. Duplicates routed into SBC storage as packs are opened become exactly the raw material an upgrade challenge wants, and a repeat run turns that pile into packs without you handling any of it individually.
That combination — dupes to storage on the way in, repeat runs on the way out — is the whole loop, and it costs no coins at any point.
What it will not do
It does not improve what the upgrade challenge returns. The pack at the end is the pack the game decided to give you, and running the challenge fifty times gives you fifty ordinary outcomes rather than fifty good ones. The value is in converting dead cards into chances at all, not in improving those chances.
It also will not repeat a challenge the game does not mark as repeatable, will not run past the count you set, and will not continue once your club can no longer fill the requirements.
Using it, step by step
- Open a repeatable SBC. The solve panel shows a repeat counter on repeatable challenges.
- Set the count. Choose how many times to run — 5, 50, or up to the maximum.
- Supervise the run. Each round solves and submits automatically with a live counter and a final summary.
Frequently Asked Questions
Which challenges can be repeated?
The ones the game marks as repeatable — typically upgrade challenges that turn a set of lower-rated cards into a pack, and which reset after each completion. The repeat counter only appears on those.
What happens when I run out of fodder?
The run stops on its own and tells you how many rounds completed. It does not keep attempting a challenge your club can no longer fill.
Can I set it running and leave?
No. You supervise the run and can stop it whenever you want. This is intentional — a tool that empties your club unattended is a tool that empties your club unattended.
Will repeating burn cards I care about?
Not the ones you have protected. The exclude list, the rating cap and the special-card toggles apply on every round, not just the first. Repeat runs are where those protections matter most, because a run spends a lot of cards quickly.
How many times should I run one?
As many as you have spare fodder for, and no more. Upgrade challenges are worth doing with cards that were never going to be used otherwise; they are not worth feeding cards you would have wanted later.
See also: managing fodder and duplicates, solving whole sets, and duplicate detection. Every feature is listed on the features overview.
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