Consumables Guide#

Consumables Guide

Consumables come in three types: Tarot cards (22) reshape the deck, Planet cards (12) upgrade hand levels, and Spectral cards (18) trade a cost for a powerful effect. Every effect on this page is checked against official data.

System Overview#

Type How to obtain Role
Tarot Arcana packs, the shop, generated by discarding Purple Seals Reshapes the deck — enhancements, suit and rank conversion
Planet Celestial packs, the shop, generated by Blue Seals at end of round Upgrades hand levels — permanent base score
Spectral Spectral packs, the shop (Ghost Deck), Tags High reward, high risk — a one-shot change to the run

You start with 2 consumable slots, which the Crystal Ball Voucher can raise to 3. See the “Spectral Cards” page for the full Spectral list; this page keeps them brief.

All 22 Tarot Cards (Official Effects)#

Tarot card Official effect
The Fool Copies the last Tarot or Planet card used this run (cannot copy The Fool itself)
The Magician 2 selected cards become Lucky Cards (Lucky: 1/5 chance of +20 Mult and 1/15 chance of earning $20 when scored)
The High Priestess Creates up to 2 random Planet cards (requires empty slots)
The Empress 2 selected cards become Mult Cards (+4 Mult when scored)
The Emperor Creates up to 2 random Tarot cards (requires empty slots)
The Hierophant 2 selected cards become Bonus Cards (+30 chips when scored)
The Lovers 1 selected card becomes a Wild Card (can count as any suit)
The Chariot 1 selected card becomes a Steel Card (×1.5 Mult while held in hand)
Justice 1 selected card becomes a Glass Card (×2 when scored, but 1/4 chance of shattering)
The Hermit Doubles your money (earns at most $20)
Wheel of Fortune 1/4 chance to give a random Joker the Foil, Holographic or Polychrome version
Strength Up to 2 selected cards gain +1 rank
The Hanged Man Destroys up to 2 selected cards
Death Select 2 cards — the left card becomes a copy of the right card
Temperance Gain the total sell value of all your current Jokers (up to $50)
The Devil 1 selected card becomes a Gold Card (earns $3 if held in hand until end of round)
The Tower 1 selected card becomes a Stone Card (+50 chips, no rank or suit)
The Star Up to 3 selected cards are converted to Diamonds
The Moon Up to 3 selected cards are converted to Clubs
The Sun Up to 3 selected cards are converted to Hearts
Judgement Creates a random Joker (requires an empty slot)
The World Up to 3 selected cards are converted to Spades

Common mix-ups clarified: the four cards that enchant are The Magician (Lucky), The Empress (Mult), The Hierophant (Bonus) and The Lovers (Wild); Wheel of Fortune only affects Jokers and can fail; The Hermit caps at $20, not $40; The Star converts to Diamonds and The World to Spades — do not learn them backwards.

Tarot Usage Priority#

Stage Use first Reason
Early The Hermit, The Hanged Man Double your money to roll the economy, and shrink the deck for better draw quality
Mid Death, Strength, The Sun/The Moon/The World Condense the deck into the shape your build needs
Late The Chariot, Justice, The Fool Steel and Glass cards directly decide your score ceiling — The Fool copies your strongest Tarot

All 12 Planet Cards (Official Mapping and Growth)#

Planet cards upgrade the matching hand type — each level adds base chips and base Mult for that hand. Planet X, Ceres and Eris are hidden Planets: they only appear in that run’s shop after you have played the corresponding hand.

Planet card Hand type Gain per level
Pluto High Card +1 Mult, +10 chips
Mercury Pair +1 Mult, +15 chips
Uranus Two Pair +1 Mult, +20 chips
Venus Three of a Kind +2 Mult, +20 chips
Saturn Straight +3 Mult, +30 chips
Jupiter Flush +2 Mult, +15 chips
Earth Full House +2 Mult, +25 chips
Mars Four of a Kind +3 Mult, +30 chips
Neptune Straight Flush +4 Mult, +40 chips
Planet X Five of a Kind +3 Mult, +35 chips
Ceres Flush House +4 Mult, +40 chips
Eris Flush Five +3 Mult, +50 chips

Mapping traps: Mercury is Pair while Pluto is High Card; Saturn maps to Straight and Jupiter to Flush; Uranus maps to Two Pair — this is the official order, not the order of planet size.

Planet Card Strategy#

Approach Description
Single-point break Push 1-2 hand types into double-digit levels — spreading your investment has a low return
High Card build Pluto is cheap and easy to get — Steel builds push High Card past level 15
Flush build Run Jupiter and Neptune on two tracks — Straight Flush is the mid game burst point
Telescope synergy The Telescope Voucher makes Celestial packs always contain the Planet card for your most-played hand

Seals and Editions Quick Reference#

Spectral cards and some Jokers attach Seals or Editions to cards:

Seal Official effect
Gold Seal Earns $3 when that card is scored
Red Seal Retriggers once when that card is scored
Blue Seal Creates a random Planet card when held in hand at end of round
Purple Seal Creates a random Tarot card when that card is discarded
Edition Official effect
Foil +50 chips when scored
Holographic +10 Mult when scored
Polychrome ×1.5 Mult when scored
Negative Jokers only — does not take up a Joker slot

内容最后验证于 2026-07