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However, if you have a joker that for instance has "100 extra chips if your hand contains a Three of a Kind" you WILL get that 100 chip bonus when you play a Full House as it CONTAINS a Three of a Kind.
2. You only get scored for the hand type that you play. Even if you play a Full House, your hand will count as a Full House and will not benefit from your Pair or Three of a kind level.
3. Once again, not when purely counting the base score of the hand. However, it does work for some jokers! A Full House will proc jokers that have an effect "if hands contains a Pair/Three of a Kind". It's usually well indicated in descriptions, but you might have to do some trial and error in order to really get how everything works!
Meanwhile if you can't manage to draw Two Pair on your final hand, you're still likely to have a single Pair. So leveling Pair is the better choice here, to get maximum points out of scenarios where you have to play a suboptimal hand.
Pair Lv.1 -> Pair Lv.2
Full House Lv.1 -> Full House Lv.2
You get the idea.
2) No, hand value (chips x mult) at [Level.X] doesn't add up to anything. It is your basic value that you can upgrade either though planet cards or by skipping certain blinds.
Example:
Pair [Lv.1] (10 x 2)
Pair [Lv.2] (25 x 3)
Pair [Lv.3] (40 x 4)
That's what you get [plus individual played card value] when you play a hand without any Jokers. That's what I refer to as 'hand value'.
You are confusing hand value and Jokers. Jokers allow you to get various bonuses that go towards increasing your hand value (chip x mult) at [Level.X]. And that's where you can combine different cards indeed. If you play Full House, Joker cards that use [Pair]/[Three of a Kind] as a condition will indeed apply to your played hand value. Jokers that use [Pair] as a condition will also apply to these hands if you play them: Pair, Two Pairs, Full House, Three of a Kind, Four of a Kind, Flush (if you have a [Pair] in a Flush), Five of a Kind. That said, Jokers that have Pair as a condition don't usually give you that many bonuses, but they are sure versitile.
1) It depends on way too many things to even recommend something. I'd say that ideally you should try and avoid Jokers that cater to specific hands. Often times these runs are ruined by specific boss blinds / bad bonus scaling. Anyway, here's my priority list:
Ante 1-3: Flushes, easily the best hand to get you started. Getting just one Flush planet card in early Ante 1 is enough to forget about spending money up until mid Ante 2 which more than enough to save some money for decent cards/rerolls.
Ante 3-5: I'd go for the most common hands: High Cards, Pairs. If you have the right Jokers, even those can carry you through the entire run.
Ante 5-8: Easily Straights/Four of a Kind/Five of a Kind as a 'desperation move'. They are harder to get, but they can easily save you with their insane base value (+30/+3 for each level). When your main hand starts to fail you (or bosses prevent you from playing your main hand), attempting for a higher value hand can save you and at least carry you to the shop so that you can buy other Jokers/ upgrade other hands/ change your strategy if possible. Besides, after the recent update, it seems like getting Straights has become A LOT easier. Maybe it's just me though.