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5-card-hands. (Straights, Flushes, Full House, ect.)
bc it's statistically easier to consistently play 4 card (or less) hands.
One aspect that's not immediately obvious is controlling your income; everything starts from trying to clear blinds with least amount of hands played (remaining hands give you +1 each) and saving up a to build interest ($5 gives you $1 each blind, $10 gives you $2, $15 gives you $3 etc.). Less hands require aforementioned poker skills (effective discards to produce relatively easy high value hands) while latter requires taking advantage of gold producing jokers and tags (skipping blinds).
The third step would be understanding the scoring mechanism; first comes chips, then +mult, then ×mult. Early on it is easier to build a bigger amount of chips to produce high value hands (simply playing an ace or a face cards gives you five times more chips than playing a 2), but the score required to clear a blind increases exponentially while getting more chips becomes more and more difficult which means you'll have to also increase your multpliers. In the end you need to combine all three to really ramp up your score which means finding a ×mult joker that fits your build or as an alternative, lots of glass and steel cards (from tarots).
Once you can do all that, it's much easier to build your deck since you can tell by instinct how valuable each booster, joker, and voucher is. At this point it is important to notice that stuff that is strong early game might become weak later and vice versa, don't be afraid of changing your gameplan by selling old jokers and replacing them with new ones as long as it fits your deck of cards. In general, jokers with a static number (for example Joker's "+4 Mult") are strong at the beginning while jokers with a scaling number (for example Fortune Teller's "+1 Mult per Tarot card used this run") are stronger in late game.
My personal recommendation for an easy build would be a deck focused on playing two pairs and full house; the two types of hands have tons of overlap (4 out of 5 cards) and any jokers with "contains a pair" or "contains a two pair" effect applies to both of them which means finding usable jokers is easy (the ultimate goal is "Spare Trousers", great synergy and is available from the start without unlocking). This also means planet boosters are more likely to give something useful (even pair, three of a kind, and four of a kind can be useful) and shaping your deck with tarot / card boosters has a clear goal (making duplicates of high value cards while eliminating lower value cards, all done to increase the chance of drawing pairs and triplets).
Another strength of the build is that its risks are divided quite well; it can play around most boss blind effects quite well without having a lethal weakness (the worst one is IMO "Decreases the level of Hand you play by 1") since it can handle both multiple and single hand types, doesn't rely on a single suit or face cards (because of that ideally you should be replicating aces and high numbers of different suits), and it's easy to spot/play pairs even when cards are face down by using the sorting system.
- You can use a hand to discard unwanted cards anyway. For example, if you're playing a 2 pair (4 cards), you can yeet an unwanted 5th card in there to get rid of it.
- Try to focus on Jokers that help you score points by giving you + chips, + mult and x mult. Jokers which give you gold, booster packs, etc, are nice at the start, but eventually you need to sell them because they won't increase your score.
- Ideally you want to identify 1 or 2 hand types to focus on during each run, and then buy planet cards to increase the points scored by those hands. This should be determined by which jokers you've bought in this run. (If you've got + chips for a flush and + mult for 2 pair, don't level up straights).
- You don't have to play every blind. Skipping them can give you some incredible rewards. Having said that, some jokers do benefit from playing every blind because you can keep building up their multipliers. (For example, + chips increases every time you play a 4 card hand).