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 |