Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For jokers that trigger on specific playing cards (for instance the 4 different sin jokers), the joker position doesn't matter unless you have multiple that get triggered by a particular card. They trigger when the relevant card is scored, which is before the jokers themselves get checked from left to right. For instance if you have Photograph, try moving your face card(s) as far right in the hand you play as possible, though it only matters if you have other cards that add multiplier.
You're not always going to see it go strictly left to right because some jokers trigger when a card is played and others trigger after the whole hand is played.
If you have multiple Polychromes, you will want the Polychromes that add Multipliers further left, for the same reason.
Conversely, you want Holographics that have multiplier effects in their skills further right than regular Holographics.
There are several phases where things happen:
On Hand Played (this is when upgrades usually happen, such as Ride the Bus, Runner, etc)*
On Card Scored (regardless of what the bonus is--chips, +mult or xmult--it triggers for each relevant card when the card scores)
Cards Held (Raised Fist, Shoot the Moon, Barron)
Then Jokers.
Each phase operates left to right within its context (so cards held in hand: if you have a K and a Q and both Barron and Shoot the Moon, you'll want to move your K to the right of the Q before playing the hand) and additives add and multipliers multiply. If an adder comes after a multiplier, it does not know about the previous multiplier.
That is:
2 x 3 + 5 = 11
2 + 5 x 3 = 21
*There's technically a phase before this, but its incredibly niche. That phase is "boss does its thing" if its thing is relevant (eg. The Ox or The Arm). Thus Space Joker will trigger after The Arm.