Card Enhancements#
A Card Enhancement is an effect that can be attached to a single playing card — one Glass Card is a built-in ×2 Mult, one Steel Card is a permanent Mult generator sitting in your hand. Add enhancements to your deck through Tarot and Spectral cards, and every card you play becomes worth twice as much.
Modifier System Overview#
Every playing card can hold at the same time: 1 Enhancement + 1 Edition + 1 Seal. The three categories never conflict and all apply together.
| Type | Count | Notes |
|---|---|---|
| Enhancement | 8 types | Scoring/held effects (the star of this page) |
| Edition | 4 types (+ base) | Foil/Holographic/Polychrome/Negative decorative versions |
| Seal | 4 types | Trigger-based enchantments (Gold/Red/Blue/Purple) |
All 8 Enhancements (Official Values and Tarot Mapping)#
| Enhancement | Effect | Tarot card that grants it |
|---|---|---|
| Bonus Card | +30 chips when scored | The Hierophant |
| Mult Card | +4 Mult when scored | The Empress |
| Wild Card | Can count as any suit | The Lovers |
| Glass Card | ×2 Mult when scored; 1/4 chance to destroy the card | Justice |
| Steel Card | ×1.5 Mult while held in hand | The Chariot |
| Stone Card | +50 chips; no rank or suit | The Tower |
| Gold Card | +$3 if still in hand at end of round | The Devil |
| Lucky Card | 1/5 chance of +20 Mult; 1/15 chance to win $20 | The Magician |
Mapping mnemonic: The Hierophant gives chips, The Empress gives Mult, The Lovers changes suit, Justice makes Glass, The Chariot makes Steel, The Tower makes Stone, The Devil makes Gold, The Magician makes Lucky — each one matches the traditional meaning of the Tarot artwork, so stop mixing them up.
Enhancement Details in Practice#
Bonus Card and Mult Card: The Two Basic-Value Engines#
Bonus Card is +30 chips and Mult Card is +4 Mult — the cheapest sources of raw numbers early on. The Hierophant and The Empress can each convert up to 2 cards at once. Note that both only work “when played and scored”: leaving them in your hand gives you nothing.
Glass Card: The Highest Burst and a Real Risk#
It gives ×2 Mult when played and scored — stronger than any +Mult enhancement — but every scoring card has a 1/4 chance of being destroyed outright. Techniques: schedule Glass Cards for your final hand of the round (win and run, no loss if they break), hedge with Jokers that reroll probabilities, and pair them with retrigger effects so the ×2 applies several times.
Steel Card: A Passive Engine in Your Hand#
Steel Cards do not need to be played — they give ×1.5 Mult just for being held. That is the essential difference from Glass Cards: Steel is a permanent Mult that “is on the field every round”. Combined with Vouchers and Jokers that raise hand size (so you can stock up more Steel Cards) and with Red Seal retriggers, it is a standard part of Endless mode.
Stone Card: Exclusive to High Card Builds#
Stone Cards have no rank or suit and a fixed +50 chips — they do not count toward hand evaluation. Loading five cards with Stone Cards means fewer cards actually form the hand: High Card builds fit naturally (you only play 1 card anyway), while Flush builds are actively broken by them.
Gold Card: Economy in Hand#
Each Gold Card still in hand at end of round gives +$3 — you do not play it, you just hold it. Three Gold Cards means $9 per round, more than the base interest cap. The cost is hand space: it snowballs into an advantage in the early and mid game, and you have to be willing to let them go during the decisive rounds.
Lucky Card: Two Independent Rolls#
Every scoring card rolls twice independently: 1/5 chance of +20 Mult and 1/15 chance of +$20 — both can trigger off the same card. The Oops! All 6s Joker doubles the probabilities and sends the expected value through the roof. Lucky Cards scale with “number of scoring triggers” — the more retriggers, the more profit.
Seals: 4 Trigger-Based Enchantments#
| Seal | Official effect | Spectral card that grants it |
|---|---|---|
| Gold Seal | Earns $3 when the card is played and scored | Talisman |
| Red Seal | That card is retriggered 1 time | Deja Vu |
| Blue Seal | When held in hand, creates the Planet card of the last hand played at end of round (requires a free slot) | Trance |
| Purple Seal | Creates a Tarot card when the card is discarded (requires a free slot) | Medium |
Watch out for Purple Seal: its trigger is on discard — not “held in hand at end of round”. It serves the “discard to generate resources” loop, not holding value.
Seal Builds#
| Combo | Logic |
|---|---|
| Red Seal + Steel Card | ×1.5 in hand triggers twice, so ×2.25 per card — the ceiling of Baron builds |
| Red Seal + Glass Card | ×2 retriggered is ×4, and you don’t mind if it breaks (it already paid for itself) |
| Gold Seal + high-frequency scoring cards | Your core cards are played every round — a steady $3 printer |
| Blue Seal + keep-cards-in-hand builds | Planet cards come for free — hand levels keep climbing |
| Purple Seal + discarding every round | Turns the discard action into a Tarot engine |
Editions: 4 Decorative Tiers#
| Edition | Effect |
|---|---|
| Foil | +50 chips |
| Holographic | +10 Mult |
| Polychrome | ×1.5 Mult |
| Negative | +1 Joker or consumable slot (does not occupy the original slot) |
Editions can only be added through the Wheel of Fortune Tarot (applied to Jokers you already have), the Aura Spectral card (applied to cards in your deck) and similar means — a card’s edition is permanent and cannot be overwritten. The fact that Negative takes no slot makes it the uncrowned king of the editions.
Frequently Asked Questions#
| Question | Answer |
|---|---|
| Can one card have several enhancements? | No — Enhancement, Edition and Seal each occupy one category; within a category the new one replaces the old and they overwrite each other (editions and stickers excepted) |
| Does a debuff turn off enhancements? | Yes — a debuffed card loses all of its enhancements; exceptions: the Negative edition and Stone Cards (which have no suit or rank anyway) |
| Can Glass Card breaking be avoided? | Not completely — it is a fixed 1/4 chance; you can only hedge by playing them less, playing them later, or using reroll-style Jokers |
| Must Steel Cards be played? | No — quite the opposite: they only work while held in hand |
| Do Gold Cards pay if you play them? | No — a Gold Card must stay in hand until end of round |
| Which card is worth a Red Seal most? | Steel Cards (×1.5 doubled) and Glass Cards (×2 doubled) first — the more valuable the scoring, the more a retrigger pays |
| How do you mass-produce Enhanced cards? | The Hierophant/The Empress/The Lovers each convert 2 cards; Familiar, Grim and Incantation Spectral cards convert cards in random batches — at the cost of destroying cards |
Summary#
| Key point | One-line advice |
|---|---|
| Value memory | +30 chips / +4 Mult / ×2 Glass / ×1.5 Steel / +50 Stone / $3 Gold |
| Tarot mnemonic | Hierophant - Empress - Lovers - Justice - Chariot - Tower - Devil - Magician |
| Power ranking | Mult Cards early, Steel Cards mid, Glass plus Red Seal late |
| Purple Seal trap | It triggers on discard — do not read it as “held at end of round” |
| Endless direction | Steel plus Red Seal plus Baron, the only infinitely scaling line |