Joker Collection#
Jokers are the engine of your build — understanding the effect of each card and how they combine is the key to putting up high-scoring runs. This page compiles rarity odds, core categories and build ideas based on official data.
Rarity and Appearance Odds#
| Rarity |
Shop appearance rate |
Notes |
| Common |
70% |
Mostly basic effects — early transitions and economy support |
| Uncommon |
25% |
Conditional mid-sized effects — the main force in the mid and late game |
| Rare |
5% |
Build-defining — usually the answer to a finished build |
| Legendary |
Does not appear in the shop |
Only obtainable through the Soul Spectral card — at most one per run |
There are five Legendary Jokers: Triboulet (scored Kings and Queens each ×2), Baron (×1.5 per King held in hand), Canio (grows when face cards are destroyed), Yorick (grows every 23 discards) and Chicot (disables all Boss Blind effects). They never show up in the shop, so whenever you see Soul, take it.
Refresh mechanic: every shop refresh rerolls the rarity roll for all cards and Jokers — fishing for a specific rarity requires enough gold to refresh repeatedly.
Core Categories at a Glance#
| Category |
Role |
Official examples |
| Plus Mult |
Provides additive Mult — an early floor |
Smiley Face (+5 Mult per scoring face card), Fibonacci (A/2/3/5/8 each +8 Mult) |
| Multiplicative |
Provides multiplicative Mult — the key to high scores |
Photograph (×2 for the first scoring face card), The Duo (×2 if the hand contains a Pair) |
| Chips |
Raises base chips |
Bull (+2 chips per $1 held), Stone Joker (+25 chips per Stone Card in the deck) |
| Economy |
Provides money |
Golden Joker ($4 at end of round), Cloud 9 ($1 per 9 in the deck at end of round) |
| Retrigger |
Makes cards score twice |
Hack (retriggers 2/3/4/5), Sock and Buskin (retriggers all face cards) |
| Suit-based |
Suit-based bonuses |
Bloodstone (Hearts have a 1/3 chance of ×2), Onyx Agate (+8 Mult per Club card) |
Recommended Strong Jokers#
Build-Defining Cores — Worth Building Around the Moment You Get Them#
| Joker |
Rarity |
Official effect |
| Baron |
Rare |
×1.5 Mult for each King held in hand — with Steel cards and copying effects, the combination with the highest theoretical ceiling |
| Bloodstone |
Uncommon |
Scoring Heart cards have a 1/3 chance of ×2 Mult — the expected Mult with five Hearts scoring is about ×4.2 |
| DNA |
Rare |
If the first hand of the round is a single card, permanently copy it into your deck — the growth engine of Steel builds |
| Blueprint |
Rare |
Copies the effect of the Joker to its right — copying Baron adds one more multiplier step |
| Brainstorm |
Rare |
Copies the effect of the leftmost Joker — unlocked after discarding a Straight Flush |
| Steel Joker |
Uncommon |
×0.25 Mult for each Steel Card in your deck — the more Steel, the stronger |
Strong All-Rounders — Profit the Moment You Pick Them Up#
| Joker |
Rarity |
Official effect |
| Joker |
Common |
+4 Mult — the cheapest, most stable transition |
| Photograph |
Uncommon |
×2 Mult for the first scoring face card — strong in every stage |
| Smiley Face |
Uncommon |
+5 Mult per scoring face card — the Mult engine of face card builds |
| Hack |
Uncommon |
Retriggers every scoring 2/3/4/5 — doubles the value of Enhanced cards |
| Sock and Buskin |
Uncommon |
Retriggers all scoring face cards — the natural partner of Photograph |
| The Tribe |
Rare |
×2 Mult if the hand contains a Flush — the core of Flush builds (unlocked by winning without playing a Flush) |
| The Duo |
Rare |
×2 Mult if the hand contains a Pair — unlocked by winning without playing a Pair |
| Campfire |
Rare |
×0.25 Mult for each card sold, resets after defeating a Boss Blind |
Note: some official numbers that are often misremembered — Scary Face is “+30 chips per scoring face card”, not Mult; Abstract Joker is “+3 Mult for each Joker card”; Rough Gem is “$1 per scoring Diamond”, not extra chips; Matador is “earn $8 when a played hand triggers a Boss Blind effect”.
Classic Builds#
Steel King Baron Build (The Highest Theoretical Ceiling)#
| Component |
Role |
| DNA |
Play a single card as the first hand of the round — keep copying Kings into the deck |
| Baron |
×1.5 per King held in hand |
| Steel Enhancement |
Turn Kings into Steel Cards — Steel Cards in hand carry their own ×1.5 |
| Blueprint/Brainstorm |
Copy Baron — stack one more multiplier step |
The idea: open with High Card hands (you do not care about the score of the hand itself), and use every means other than the Black Hole Spectral card to compress the deck into Steel Kings — Baron multiplied by Steel Joker explodes exponentially. This is one of the standard solutions for chasing the 1e12 score achievement.
Face Card Burst Build#
| Component |
Role |
| Photograph |
×2 for the first scoring face card |
| Smiley Face |
+5 Mult per face card |
| Scary Face |
+30 chips per face card |
| Sock and Buskin |
Retriggers every face card |
The idea: open with Pairs or Three of a Kind to reduce how many face cards you spend, and use Tarot cards in the mid game to compress the deck toward face cards.
Flush Explosion Build#
| Component |
Role |
| Bloodstone |
Hearts have a 1/3 chance of ×2 |
| The Tribe |
×2 if the hand contains a Flush |
| Ancient Joker |
One suit is chosen each round, and scoring cards of that suit each ×1.5 |
| Rough Gem |
$1 per scoring Diamond card — economy support for Straight Flush builds |
The idea: use Tarot cards (The Star/The Sun/The Moon/The World) to concentrate the deck into a single suit — Hearts pay the most because Bloodstone only eats Hearts.
Economy Jokers and Interest#
| Joker |
Official effect |
Notes |
| Golden Joker |
$4 at end of each round |
The most stable passive income |
| Cloud 9 |
Each 9 in the deck earns $1 at end of round |
A build that stuffs the deck with 9s in the late game |
| Rocket |
$1 at end of round, +$2 after defeating a Boss Blind |
Growing economy that keeps snowballing |
| Matador |
$8 when a played hand triggers a Boss Blind effect |
Free money against certain Bosses |
| Golden Ticket |
Each scoring Gold Card earns $3 |
Pairs with the Gold Card enhancement |
Interest mechanic (official): at end of round you earn $1 of interest for every $5 held, with a base cap of $5; the To the Moon Joker raises the cap to $10; the Seed Money Voucher raises it to $10 and the Money Tree Voucher to $20. Build the habit of saving past the interest line in the early and mid game — do not empty your wallet.
High-Score Techniques#
| Technique |
Notes |
| Red Seal Steel Card |
Red Seal makes scoring retrigger once — a Steel Card in hand gives ×1.5×1.5 = ×2.25 |
| Glass Card burst |
Glass carries its own ×2, but has a 1/4 chance of shattering after each scoring — a high-stakes gamble |
| Polychrome Edition |
Polychrome gives a Joker ×1.5 Mult — the Wheel of Fortune Tarot has a 1/4 chance to add it |
| Negative Edition |
Negative Jokers take no slot — the Ectoplasm Spectral card can add it to a random Joker |
| Hand levels |
Planet cards push your main hand type higher — every level is permanent base score |
Legendary Jokers (Soul Card Source)#
| Legendary |
Official effect |
| Triboulet |
Scored Kings and Queens each give ×2 Mult |
| Baron |
×1.5 Mult for each King held in hand |
| Canio |
Permanently +1 Mult whenever a face card is destroyed |
| Yorick |
Permanently ×1.5 for every 23 cards discarded |
| Chicot |
Disables the effects of all Boss Blinds |