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The advantage to Two Pair, apart from the Jokers, is that you only need to play four cards, so then hands are easier to build. You can also build a winning run around Pair and even High Card, but the Jokers you need to support that are not so easy to come by.
It's optimal to have a money Joker so that you build funds quickly, then you can use rerolls to get the Jokers that will really help you out.
EDIT: Uranus, not Neptune. I always get those two confused. I'm not Uranus retentive.
You could find an early Spare Trousers and there you go. If you build something half good around that joker, Two Pairs will carry you to a win.
You could find an early joker that scales with each hand played. Supernova, Ride the Bus, Green joker. In that case, the natural builds are High Card or Pair. It is important that you then find a source of +chips. Stone cards work very well with those small hands. Bonus cards can helps. But having a +chips joker can save your run. You could also find a Burnt joker. It's one of the best jokers to have, it can level up your Pair each round. Or Blackboard is a strong joker when you play small hands. I won't go through all pros and cons, but High Card and Pair are very reliable, you should never fail to play one. On the scary side, beware, the Needle is one boss that can be problematic if you are not well prepared. Worth noting that Burglar is a nice joker to have with Pair/HC builds AND it also hard counters the Needle. Or just be a bit lucky, never face the Needle, problem solved ;)
Playing straights can be strong too, but it's often tricky. You should still try if you get an opportunity, like a Runner joker, Shortcut, or a Trading Card to help you thin your deck. Bad draws can abruptly end a run so extra draws, a thin deck, bigger hand size, all those things can help a lot. There are ways to make it work. I'd say "high risk, high reward". But experimented players can make it work. Try it, see if you can make it work.
Else, it may sound weird, but 4 of a kind is a very solid build once it gets rolling. All you need is like a Strength tarot card, a Death card, DNA joker, Cryptid spectral card, things like that and 4 of a kind can work. So have as many 9's as possible, for example. Try to destroy other cards except maybe your 6-7-8's because those can become 9's with a few Strength cards. Something nice about playing 4oak is that each Mars planet card you find will help a lot, that hand scales a lot with each level. So much so that skipping a blind to give 4oak +3 levels can be worth it sometimes.
The following does not happen that often, but that's how fast 4oak scales. 1 hand kill on the last boss before any card or any joker scores:
steamcommunity.com/sharedfiles/filedetails/?id=3416982788
But in any case, whatever the deck/stake/hand:
economy rules, scaling jokers are often key, seals can help a lot.
That's it, roll with the jokers you see. Good luck.
Unrelated to that: use tarot cards and spectral cards to copy cards, rank up cards and change cards. Like you death a 2 into a 10, duplicate 10s, copy 10s, pick 10s from standard packs. Next thing you know you'll be making 5 of a kinds which are big points and scale fast with xMulti jokers.
I think the big problem with other combinations is the strong influence of randomness. Sometimes the game seems to deliberately not give you the cards you need, although the deck has a potentially high chance of dropping them. You look into your deck, you may have conditional five deuces, two sevens, you make a reasonable bet on a deuce to collect a combination specifically for it, and not for a seven, but the deuce still does not drop. I look again and again and see vertical rows of undropped cards in all suits, the value that I need for the combination
Advice. I don't know what to advise. Globally, if you can't get a strong combination of cards - get a strong combination of jokers. Sometimes you can get strong jokers that give a lot of points even if you play all sorts of trash from your hand.
-High Card / Pair: Best used in combination with Green / Ride the Bus Joker.
-Two Pair / Full House: Spare Trouser + Square Joker combo, 2 Pairs are easy in early game but you can easily transition to Full House after enough deckfixing.
-3OAK / 4OAK: Might be tricky at first but a couple of Strength / Death or an Ouija spectral card and you will have a better chance at finding your combo.
-Straight / Straight Flush: This is the hardest hand to work toward but they're very strong and can carry the run with just planet cards alone. Shortcut is your best bet, 4 Finger helps too.
-Flush House / Flush Five: These requires heavy deckfixing but if you can work toward them, they score very well and can carry with just enhanced cards and one xMult Joker.
Deck thinning means you are less likely to draw dead cards. You don't end up drawing your whole deck because you hit a good hand faster. This is basic deck construction strategy.
I don't thin my deck 'that' much. I prefer to clone and focus on 1 or type card ranks and go for guaranteed full houses to 5 of a kinds. Even Flush Fives if I can manage enough tarots.
Death cards are one of my go tos.
I've had problems with the abandoned deck where I'm just getting 2 pairs before I even have anything available to boost 2 pairs so they aren't garbage chips.
Just cuz the abandoned deck starts off 16 cards thinned doesn't make it magically immune to chain drawing bad draws. It only makes it easieir to get what you want but isn't a magical solution to all problems and still requires deck fixing.
You're also out of any joker opportunities that use face cards so that is a limit on potential