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Unless you have some specific jokers in mind we can discuss, I don't know how I can help you.
All of these should be a little stronger I could name more but these are what i would start with.
The only scenario I can see Green joker being worth it is in combo with Burglar, early game. Else there is many options that are about as good as that combo but in a single joker instead. Sure, you could decide to use Green joker just for fun (without Burglar), but then it becomes one of two things. Either its mult bonus stays really low or you use less discard, play more hands, and because of it, leave a lot of money behind.
I could see Green joker being buffed. Like, start with a +5 mult, at least. Or maybe not get -1 with every discard used. Maybe if the first discard used every round had no consequence it would be okay.
And Obelisk, I get it, but at the same time, I don't really see a way to make it work. I guess if you're fine with small bonuses, that reset now and then, then it's not a problem. But again, so many options are better, it makes Obelisk a bad card. The best that could happen is something like, you focused on flushes for many, many rounds. Then when you finally switch to Flush Full, you get offered an Obelisk. That has potential. You might even switch to Flush Five later and get many rounds of Obelisk ramping up.
But that scenario is luck based. I won't waste a joker slot with Obelisk, hoping that i'll make it work later.
Obelisk would be much more interesting if, in case of a tie between two hands for most hands played, it did not reset Obelisk. So you could play one hand, then another, and keep Obelisk ramping. Then the +0.2 bonus would probably be too much, but whatever it would need to be nerfed to would still make a more fun version of the Obelisk, IMO.
I've tried using green joker several times. I've tried to just play normally and hope for the best, and it always stays around 0, 1 or 2. when I've tried to actually play more hands to get its mult up, I end up losing out on the extra money I would've gotten from beating the round with leftover hands. I agree it either needs some base mult, or loses mult less often in some way or another. alternatively, maybe if it only cost like $1 or something lol. i know it can potentially be strong with the burglar joker, but as malogoss pointed out this really isn't worth 2 joker slots.
i kind of want to try and make a build around green joker / burglar just for the challenge, maybe using blue deck for the +1 hands and then getting the +1 hand voucher. still don't think it's ever worth buying though.
Superposition is also great, but you have to think of it as an economy card. Probably want to pick it up early to milk for a few antes, then drop it later for better combo pieces.
Rocket you definitely want early, and it's probably best with decks like Black Deck (low number of starting hands) that need help generating income.
Turtle Bean, Chaos, Oops all 6s, generally not great on their own, but can be a great boost with the right Jokers. But the thing about this game is that you don't need Jokers to beat the first 4 blinds, so you can just skip these. Even the basic vanilla Joker can be enough to get you breathing room for a few blinds to get more shop opportunities.
The sign of a good game is that I really like a few of the ones you think are useless, though they're not a-listers. Walkie talkie is extremely powerful (by common standards) and fun if you can focus on those ranks, but you have to build around it. Chaos the Clown (that's the "1 free reroll" card right?) pays for itself immediately if you have a slot open mid-game, and can save a surprising amount of money if you stick with it. Hallucination generates decent value over time (1 free tarot per shop if you're not skipping booster). I don't remember what some of those others do. Turtle Bean is absurdly OP if you get it a few levels before the end of the game, ok short-term card otherwise. The only one you listed that I remember what it does and agree it's bad is rocket.
Get rocket as the first joker, and when it gives you 11 cash per blind, it is pretty good.
Obelisk is crummy in a focused-on-one-hand run, but if you find it late enough in a run where you spam particular hands to upgrade a joker it goes bonkers - as long as you make sure your deck is a little stacked in odds so you're not forced to play that hand anymore. The tie thing would be nice, since it can be hard to pull off anyway, but it's not like there's not already plenty of scenarios where it's viable.