Early game[]
One of your primary goals for this section of the game should be obtaining a solid Chips or Mult joker. Without one, your run will likely die by the Ante 2 Boss Blind, if not sooner.
Some good Chips / Mult jokers for this section of the game are:
- Scary Face, Smiley Face, Odd Todd, and Even Steven can provide good Chips or Mult when cards of certain ranks are scored.
- The four Sinful Jokers (Wrathful Joker, Lusty Joker, Gluttonous Joker, and Greedy Joker) give Mult when cards of a certain suit are scored.
- Joker can act as a good slot filler, as its cheap price and decent effect can help your run stay afloat until better Jokers are found.
- Abstract Joker and Swashbuckler can also be used as slot fillers, as they directly benefit from filling your Joker slots.
- Jokers that benefit certain poker hands, such as Sly Joker or Droll Joker can be helpful if you plan on focusing on a certain hand type.
- In the same vein, Supernova can be good if you plan on only playing one type of hand.
- Grabbing Gros Michel around this stage of the game can be good, as the sooner it gets destroyed, the more chances the powerful Cavendish has to appear.
Mid-end game (Ante 8)[]
Once you get past the early game, it's time to pivot your build into one or two specific hands type, and pick up Jokers that improve your odds accordingly. Always have at least one +Chip Joker, one +Mult Joker (preferably scaling type, be it Fortune Teller, Spare Trousers, Ride the Bus, etc...
- Jokers with edition (Foil, Holographic, Polychrome) can substitute either Chip / Mult source Jokers. Picking up a Foil Golden Joker for example, will provide both econ benefit and chip source until something better can be found.
- Be on the look out for xMult Joker, these are important to boost your score in Ante 7 and 8. Scaling xMult Jokers are the best choice, but they can be risky due to dependent on other factors, and bad RNG can make them next to useless.
- Enhancing playing cards and poker hands via Tarot and Planet Cards whenever you can. Always keep your money above $25 for passive income via Interest.
- Watch out for Boss Blinds that may hard counter your build. Try to pick up Director's Cut if possible, or look for Reroll tags.
Builds and Synergies[]
A major factor in winning a run is forming a build. A build is a combination of Jokers and enhanced cards of specific ranks or suits which synergize well together. A good example of a build would be this:
- Jokers: Baron, Mime, Juggler and Troubadour.
- Deck: Entirely made up of steel kings.
This build utilizes Baron's and Mime's abilities together to cause every King held in hand to grant approximately X5 Mult. As every card held in hand has a 100% chance of being a Steel King, plus Juggler and Troubadour increasing the hand size to 11, and steel cards are affected by Mime's ability, this leads to an incredibly high amount of multiplier, that is very likely to beat any blind thrown it's way.
Every other Joker in this build has an effect that directly supports Baron's ability. Jokers working together like this is called a synergy, and taking advantage of these synergies is key to victory. And while yes, it is possible to win with Jokers that don't synergize, you are much more likely to win with Jokers that do.