Vouchers Guide#
Vouchers are permanent upgrade items sold in the shop — they stay in effect for the whole run once purchased. There are 16 pairs, 32 in total: each pair consists of a base Voucher and an upgraded Voucher, and you must buy the base one before the upgraded one can appear in later shops. The standard price of every Voucher is $10
All 16 Voucher Pairs (Official Effects and Unlocks)#
| # | Base Voucher | Base effect | Upgraded Voucher | Upgraded effect | Upgraded unlock condition |
|---|---|---|---|---|---|
| 1 | Overstock | +1 card slot in the shop | Overstock Plus | +1 more card slot in the shop (+2 total) | Spend $2500 in the shop in total |
| 2 | Clearance Sale | 25% off cards and packs in the shop | Liquidation | 50% off cards and packs in the shop | Redeem 10 Vouchers in a single run |
| 3 | Hone | Foil / Holographic / Polychrome card rate ×2 | Glow Up | Foil / Holographic / Polychrome card rate ×4 | Hold 5 Jokers with Foil / Holographic / Polychrome |
| 4 | Reroll Surplus | Shop reroll costs $2 less | Reroll Glut | Shop reroll costs another $2 less ($4 total) | Reroll the shop 100 times in total |
| 5 | Crystal Ball | +1 consumable slot | Omen Globe | Cards in Tarot Packs have a chance to become Spectral cards (20% each) | Use 25 Tarot cards from packs |
| 6 | Telescopes | Celestial Packs always contain the Planet card for your most played hand | Observatory | Planet cards held in hand give ×1.5 Mult to their matching hand type | Use 25 Planet cards from packs |
| 7 | Grabber | +1 hand per round | Nacho Tong | +1 more hand per round (+2 total) | Play 2500 cards in total |
| 8 | Wasteful | +1 discard per round | Recycling | +1 more discard per round (+2 total) | Discard 2500 cards in total |
| 9 | Tarot Merchant | Tarot card appearance rate in the shop ×2 | Tarot Tycoon | Tarot card appearance rate in the shop ×4 | Buy 50 Tarot cards from the shop |
| 10 | Planet Merchant | Planet card appearance rate in the shop ×2 | Planet Tycoon | Planet card appearance rate in the shop ×4 | Buy 50 Planet cards from the shop |
| 11 | Seed Money | Interest cap per round raised to $10 | Money Tree | Interest cap per round raised to $20 | Earn full interest for 10 rounds in a row |
| 12 | Blank | No effect?! | Antimatter | +1 Joker slot | Redeem Blank 10 times in total |
| 13 | Magic Trick | The shop starts selling single playing cards | Illusion | Shop cards may come with Enhancements, Editions and/or Seals | Buy 20 playing cards from the shop |
| 14 | Hieroglyph | -1 Ante; -1 hand size per round | Petroglyph | -1 Ante; -1 discard per round | Reach Ante 12 |
| 15 | Director’s Cut | Reroll the Boss Blind once per Ante ($10 each time) | Retcon | Reroll the Boss Blind any number of times ($10 each time) | Discover 25 kinds of Blinds |
| 16 | Paint Brush | +1 hand size | Palette | +1 more hand size (+2 total) | Reduce hand size to 5 cards |
Note: the Hieroglyph / Petroglyph pair is a downside-type Voucher — -1 Ante shortens the whole run by one Ante (3 fewer Blinds), at the cost of -1 hand size or -1 discard per round. It’s a “high-risk speedrun” option; beginners should buy it with caution
Key Vouchers in Detail#
Observatory: the Strongest Late-Game Engine#
Observatory is not “a free hand type upgrade every round” — its effect is that Planet cards held in hand give ×1.5 Mult directly to their matching hand type (no need to play them; they work just sitting in your consumable area). Pair it with the extra consumable slots from Crystal Ball to stockpile Planet cards, and each one is a permanent ×1.5 — that’s what carries late-game scores in Planet builds
Antimatter: the Only Joker Slot Expansion#
The Blank Voucher itself does nothing, but its upgrade “Antimatter” is the only +1 Joker slot in the whole game — the ultimate goal for every archetype. The unlock condition is redeeming Blank 10 times in total (counted across runs), so push that Blank upgrade progress along whenever you get the chance
Omen Globe: the Spectral Acquisition Amplifier#
The upgraded Omen Globe gives each card in a Tarot Pack a 20% chance to become a Spectral card — turning Tarot Packs into half Spectral Packs. Spectral cards can directly reshape deck composition (enhance / destroy / copy), which is hugely valuable for deck-thinning builds
Seed Money / Money Tree: the Interest System#
Normal interest is $1 per $5 saved, capped at $5; Seed Money raises it to $10 and Money Tree to $20. Note that the Green Deck earns no interest, so these two Vouchers do nothing for it — also note that interest is calculated on your savings balance at end of round, so an endgame cash-out (spending everything at the last moment) loses you nothing
Purchase Priority Suggestions#
| Priority | Voucher | Reason |
|---|---|---|
| T0 | Grabber / Wasteful | +hands / +discards are hard currency — hands are scoring chances, discards are stability |
| T0 | Crystal Ball | +1 consumable slot benefits every archetype, and the upgrade line leads to Omen Globe |
| T1 | Telescopes → Observatory | The core of Planet builds; even outside Planet builds, ×1.5 per Planet card in hand is solid |
| T1 | Clearance Sale → Liquidation | Half price across the board, pays for itself very fast |
| T1 | Paint Brush → Palette | The higher your hand size, the more reliably five-card hands come together |
| T2 | Overstock → Overstock Plus | More shop choices, but no change in quality |
| T2 | Tarot / Planet Merchant → Tycoon | Only worth it for the matching archetype |
| Special | Blank → Antimatter | +1 slot is the strongest effect, but the unlock cycle is long and its value in the current run depends on timing |
| Buy with caution | Hieroglyph → Petroglyph | -1 Ante is a double-edged sword; the -1 hand size / -1 discard cost is real |
Combo Ideas#
| Combo | Vouchers | Thinking |
|---|---|---|
| Planet engine | Crystal Ball + Omen Globe + Telescopes + Observatory | Stockpile Planets in consumable slots, each one in hand is a permanent ×1.5 Mult |
| Economy flywheel | Seed Money → Money Tree + Clearance Sale → Liquidation | Doubled interest cap plus half price across the board — savings snowball |
| Maximum actions | Grabber → Nacho Tong + Wasteful → Recycling | +2 hands and +2 discards, maximizing your options every round |
| Shop domination | Overstock Plus + Hone → Glow Up | More slots plus high Edition rates, hunting for finished Jokers |
| Boss counter | Director’s Cut → Retcon | At high Stakes, rerolling a lethal Boss is a survival tool |
Voucher Strategy at High Stakes#
| Situation | Advice |
|---|---|
| Black Stake (Eternal appears) | The three questions before buying a Joker become four — can this Voucher free up a slot for me; Antimatter’s value rises further |
| Blue Stake (-1 discard) | Wasteful → Recycling’s +2 discards gains priority, partly offsetting the Stake penalty |
| Orange Stake (Perishable appears) | Don’t plan long-term builds around Perishable Jokers — the permanence of Vouchers contrasts sharply with the temporary nature of Jokers |
| Gold Stake (Rental appears) | Economy Vouchers (Clearance Sale / Seed Money) keep your cash flow positive in a Rental environment |
| Boss reroll needs | Director’s Cut → Retcon is nearly mandatory at high Stakes — when countered by a suit Boss or The Violet Vessel, a reroll is your comeback |
Put the other way around: buying a Voucher never crowds out your Joker build space — the only opportunity cost left is the money itself
A counter-intuitive fact: Vouchers don’t occupy Joker slots — they are “free” permanent upgrades, and you should almost never skip one when your budget allows. The only thing to hold back on is the downside cost of the Hieroglyph pair
FAQ#
| Question | Answer |
|---|---|
| How much do Vouchers cost? | The standard price is $10 — base and upgraded Vouchers cost the same (from 1.0.0h, upgraded Vouchers dropped from $20 to $10) |
| Can I see the upgraded Voucher without buying the base one? | No — you must buy that pair’s base Voucher first before the upgraded one can appear in later shops |
| Does Clearance Sale affect Voucher prices? | Yes — Clearance Sale / Liquidation discount Vouchers too, even though the description doesn’t say so |
| When is the Blank Voucher useful? | Useless in the short term — but Antimatter’s unlock relies on redeeming it repeatedly, so it’s a long-term necessity |
| Should I buy Hieroglyph? | Usable in speedrun builds; not recommended for normal runs — the -1 hand size / -1 discard cost lasts the whole run |
| What makes Retcon better than Director’s Cut? | No limit — you can reroll the Boss repeatedly within an Ante until you roll one you can beat |
| In what order do interest caps stack? | $5 base → Seed Money $10 → Money Tree $20, replacing one stage at a time |
Vouchers are the only upgrade layer that never competes with your Jokers for space — across a full run, they quietly decide how much economy and how many hands you get to spend
Treat the Blank → Antimatter line as a long-term project: redeem Blank whenever your budget allows, because +1 Joker slot is worth more than almost anything else in the shop