Campaign 2.0 is the rebuilt roguelite campaign that shipped with Tape to Tape 1.0. You lead Angus McShaggy and a Squad across a branching map of rival teams and events, building the roster as you go, and a single loss sends you back to the start.
Quick Answer
Pick a Squad, then work across the map through three acts, using Training Centers, the No. 1 Fan and the Blademaster to build your team. Beat the boss at the end of Act 3 to finish the run. If you lose, the run ends, but the challenges you completed unlock new players, Squads and Power-ups for the next attempt.
Campaign at a glance
| Detail | Info |
|---|---|
| Acts | 3, with the final boss in Act 3 |
| Playable Squads | 19 |
| Squads open from the start | 16-Bit, Modern, Violence and the basic Squads |
| Squads to unlock | 13 |
| Losing a match | Ends the run |
| Kept between runs | Unlocked players, Power-ups, Relics, Squads and Benchwarmers |
Step 1: Choose your Squad
Your Squad sets the rules of the run, not just your starting players. Each one has its own mechanics, restrictions and bench space.
| Squad | Playstyle |
|---|---|
| GM Squad | Build the team by hiring Free Agents |
| Violence Squad | Physical hockey, bodychecks and explosions |
| Slapshot Squad | Slapshots only, no wrist shots |
| Modern Squad | Offsides and manual poke checks |
| 16-Bit Squad | Retro rules with speed bursts |
Check the bench before you commit, because extra Benchwarmers need bench space. Locked Squads show their unlock requirements on the selection screen. To switch to a different Squad later, see how to change your campaign team.
Step 2: Work across the map
Each run gives you a new route, new opponents and new events. Between matches, pick the stops that fix your team's weak spot.
| Stop | What it does |
|---|---|
| Training Center | Raises player attributes |
| No. 1 Fan | Unlocks a new talent for a player |
| Blademaster | Upgrades |
| Infirmary | Lets you sacrifice a player to help the rest of the team |
| Elite and Boss matches | Harder opponents with their own players, abilities and tactics |
Note: before each match, look at the opponent and rotate your bench so the attributes you need are on the ice.
Step 3: Recruit and manage the bench
You can hire new players during a run, and Squads with bench space can carry extra Benchwarmers. Injuries hurt players' attributes, so decide between games who stays in the lineup.
Stack Power-ups and Relics that work together. Effects combine, so pick the ones that support the shots and tactics your Squad allows.
Step 4: Beat the Act 3 boss
The run ends with the boss at the end of Act 3. Go in with your healthiest lineup and the players whose attributes counter that opponent.
If scoring is what stops you, work on how to score in Tape to Tape before the next attempt.
What happens after a run
Losing ends the run, and you start the next one from Act 1. What you keep are unlocks: completing challenges unlocks players, Power-ups, Relics, Squads and Benchwarmers, so every attempt gives later runs more options.
Check the unlock screen after each run to see what opened up, then read how to unlock teams to plan your next Squad.
FAQ
Choose a Squad that fits how you want to play. Check its rules and bench space before you start building the team.
No. Every run has a different route, opponents and events.
Yes, you can hire players during the run. Carrying extra Benchwarmers needs a Squad with bench space.
Training Center raises attributes, the No. 1 Fan adds a talent, and the Blademaster upgrades your team. Pick Power-ups and Relics that stack together.
The run ends. Your unlocked players, Squads, Power-ups and Relics stay, so the next run has more options.