Evaluating jokers by level
- We divide jokers into levels based on their effectiveness to fulfill the gold bet.
- Some jokers, such as the “eight,” “acrobat,” and “ancient joker,” are rated as effective for the early stages of the game, but may be less useful at higher stakes.
- Other jokers such as “arrow”, “astronomer” and “baron” are rated as less effective for gold betting, but can be useful in the early stages of the game.
- Some jokers, such as “baseball card” and “class board”, are rated as very effective for making gold bets, especially in the early stages of the game.
Overview of jokers
Bootstraps: gives plus two tons for every five dollars, but requires spending money to increase blinds.
Brainstorm: mimics the ability of the leftmost joker, but can be worse due to the need to be on the left.
Burglar: increases the number of jokers and gives an economic bonus, but may not always be useful.
Burnt Joker: increases the level of a dropped poker combination, but may be less useful due to the loss of dropped cards.
Business Card: gives you a chance to get two dollars if you win, but may be replaced by better scoring options.
Time Extender: increases time for each card dealt, but resets when defeating a boss.
Recommendations
- Card Shuffler: A top-notch joker for low-stakes games, especially for beating Gold Steak.
- Time Extender: top-rated for late game stages, allows you to utilize early power for huge multiplicative scaling.
Jokers in the game
Tarot cards are available at the start of each round, which can be useful for scoring points or building a deck.
Castle gives plus three chips for each card of a random suit dropped.
Ceremonial Dagger destroys the joker on the right and doubles the value of the cell.
Certificate adds a randomly printed game card to your hand at the start of the round.
Chaos the Clown grants a free reroll for each store.
The clever joker gives plus 100 chips if the played combination draws a rack.
Cloud 9 gives one dollar for every nine in a full deck.
Constellation gives time.
Sly Joker gives plus 80 chips if the played combination includes a flush.
Crazy Joker gives twelve points if there is a straight in the combination played.
Credit Card
- The credit card allows you to get minus $20 in credit, which can be useful for keeping up the pace of the game and bypassing expensive jokers.
- The credit card costs a dollar and sells for a dollar, making it useful for those looking to save money.
Deferred Rewards
- The delayed reward gives two dollars for each reset if no resets are used at the end of the round.
- This can be useful depending on the deck and situation, but can make the player weaker.
Cunning Joker
- The tricky joker gives plus one or your chips if the combination played has a straight.
- This is not a good choice, as a straight is hard to make and a payout of 100 chips is not worth the effort.
Diet Coke
- A diet stake allows you to deal a card for a double up.
- This is situationally useful, but can be difficult to use if the joker list is already full.
DNA Analysis
- DNA Analysis allows you to add a permanent copy of a card to your deck and take it into your hand.
- This is useful for deck building and getting big combinations, but stops working at the end of the game.
Joker Overview
Drunkard – one shot advantage, but not very useful.
Dusk – power gain in the last hand played.
Erosion – plus four mt for each card less than the starting amount.
Faceless Joker – five dollars for three or more face cards.
Fibonacci – plus 235 points for each ace.
Four Fingers – allows you to make all flushes and straights with four cards.
Flash Card – plus two mt for each store roll.
Flower Pot – win three times as much if there is a winning card of each suit.
Fortune Teller – plus one mt for each tarot card used.
Gift Card – adds one dollar to the value of the joker box and consumable card.
Glass Joker – time 0.5 Mult for each glass card destroyed.
Gluttonous Joker gives +4 mt when a card of the clubs suit is drawn, and can be useful early on.
Golden Joker earns $4 at the end of each round and can be useful for accumulating interest.
Golden Ticket gives $3 per gold card won, but may not be as useful if you prefer to keep cards in your hand.
Green Joker gives +1 mt per hand played and -1 mt per reset, can be useful early on but loses its value later.
Hack can work if you have the right context and fibonacci, but is not suitable for every deck.
Half Joker gives +20 mt when there are 3 cards or less in a played combo, can be useful early on to get through the game quickly.
Hallucination gives a chance to create a random tarot card, but may not be as useful in the late stage.
Hanged Chad re-activates the 1st played card used in scoring, can be useful for some cards but no long term benefit.
Multiplicative Jokers
- A discussion of the various multiplicative jokers, their pros and cons.
- Some jokers such as the “eternal joker”, “hologram” and “vampire” can be useful but require certain conditions to work.
Other jokers
Juggler and “luchador” can be situational, but are not always useful.
Lucky cat and “crazy joker” can be unreliable and don’t always scale.
Loyalty Card can be useful, but requires a free slot in the deck.
Marble Joker can be useful, but not always.
Matador: economic joker, awkward to use, may not work in certain situations.
Mary Andy: gives plus three resets, minus one hand size, may be useful in certain cases.
Mask of Midas: allows you to see more of your deck, but not always justified.
Mime: reactivates abilities, but requires a reduction in hand size and discarded cards.
Mr. Bones: prevents death, but requires certain conditions to work.
Joker Evaluation
Obelisk: gives plus 15 mt, but requires foresight and effort.
Odd Todd: deals plague cards, but requires effort to obtain chips.
Onyx Agate: gives plus 8 mt, but may be less reliable.
Perkeo: creates a negative copy of a random card, can be useful for some decks.
Photograph: gives plus 2 mt for each card played, but depends on the situation.
Popcorn: gives plus 20 mt but minus 4 mt for each round, can be useful for quick rounds.
Raised Fist: doubles the rank of the lowest card in your hand, can be useful early on.
Ramen: gives double the profit but loses for each card dropped, a basic level that can be useful.
Overview of economic jokers
Red Card: a scaling joker that triples your points when you skip a booster pack.
Reserved parking gives a chance to get one dollar for every hand played.
Ride the Bus gives plus one mt for every hand played without winning a face card.
Riff-Raff generates two regular jokers when the blind is selected.
Rocket gives one dollar at the end of the round and increases earnings by two dollars when beating the boss blind.
Showman allows the joker, tarot, planet, and spectrum cards to appear multiple times.
Rough Gem gives one dollar for played diamond suit cards when winning.
Runner gets plus ten chips if the combination played includes a straight.
The session is to play a straight flush and get a random spectral card.
Economic shenanigans
Scary face gives played face cards plus 30 chips, “scientist” gives 20 chips and plus 4 mt, “joker” gives 13 tons for each queen in the hand, “shortcut” allows for straight draws with gaps of the same rank.
Jokers and their use
Smiley face gives played open cards plus 4 mt for winning, “molding” – gives plus 4 mt for scoring cards, “sock and shoe” – reactivates all open cards.
Space joker – raises the level of a played poker combination before it is before it is scored, “spare pants” – wins plus 2 mt when there are two pairs in a winning combination.
Splash – counts every card played when scoring, “steel joker” – brings a lot of value.
Steel jokers
- Steel jokers give multiplicative scaling and can be very valuable.
- It is recommended to add them to your deck in large quantities.
Stone Jokers
- Stone jokers generate ships and can be a good choice for certain situations.
- However, they require diluting the deck with stone cards.
Stuntman
- Stuntman gives 300 chips and can be a good choice for those who collect pairs and have a senior card.
- However, it is minus two hand sizes and may not be the best choice for hard-to-reach classes.
Supernova
- Supernova adds the number of times poker combinations have been played to the molt.
- This is an “A” level joker for those who focus on easily attainable combinations.
- It can be especially useful if you have already collected a lot of senior cards or pear cards.
Multiplicative jokers
Joker: a good option to start the game, but not always effective in the long run.
Duo: good option for rare multiplicative jokers, suitable for many decks.
Family: good option for pairs, but requires deck reduction.
Idol: less consistent than other options.
Trio: a flexible option, but can be less consistent.
Return to the past: a good economic joker, but can be inconsistent.
Shoot the Moon: good economic joker, but requires a high level of play.
Trading Card: a good economic joker, but can be difficult to use at high stakes.
Triboulet: a good joker for large sets of face cards.
Troubadour: a good joker for scaling, but not always reliable.
Turtle Bean: a good joker to start the round, but can be inconsistent at the end.
Vampires: a good joker for quick scaling, but can be inconsistent.
Joker Overview
Radio Joker gives 10 chips for every ten or four, making it similar to Scholar but more specific to cards that are less likely to be high-density.
Wiley Joker gives 8 chips for every two combinations won, making it a good option for scaling the ship.
Yorick Joker gives 5 lines after using 23 resets, but this can be tricky for early game.
Joker Joker gives 12 points for a three, but it’s worse than mystic top and interactive abstract joker.