Vouchers Guide#

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

内容最后验证于 2026-07