Start a new run and pick the Red Deck; on a fresh account it is the only deck available.
B
Binoguio says:
Fifty-two cards. Let us bend every rule poker ever had.
Beat each ante in three waves: Small Blind, Big Blind, then the Boss Blind. Clear ante eight to win the run.
Click the deck in the bottom right corner to view it: four copies of every card, plus counts of aces, face cards, numbered cards and each suit.
Open settings from the pause menu to change the game speed, swap the Play and Discard button sides, and reduce the CRT effect or the screen shake.
Open Run Info to see every poker hand's level, chips and mult. Every hand starts at level 1.
Score a hand as chips times mult: add the hand's base chips plus every scored card's chips, then multiply by the mult.
Treat the blind's chip target as its health: meet or exceed it and the blind falls. The reward money shows as dollar signs next to the target.
Select up to five cards in the eight-card hand and press Discard to redraw them; discards are limited per blind, just like hands.
B
Binoguio says:
Eight cards in hand. Poker decks were a suggestion anyway.
Press Play Hand and the game scores the best poker hand among the played cards; extra cards that do not fit the hand score nothing.
Before playing, do the math: face cards score 10 chips, aces 11, numbered cards their face value, and blue numbers add chips while red numbers add mult.
Recalculate twice before pressing Play Hand: a played hand cannot be taken back, and eager math mistakes cost the round.
Win the blind and cash out: the blind's reward first, then one dollar for every hand left unused.
Fight the blinds instead of skipping while learning: a skipped blind pays a tag, but costs the reward money and the shop visit.
Use the shop after each beaten blind: two card slots on top, booster packs below, one voucher, and a reroll that only changes the two top cards.
B
Binoguio says:
The shop. Where discipline goes to die, happily.
Bank five dollars to earn one dollar of interest at round end, capped at five dollars per round; spend past twenty-five only for something worth it.
Read joker rarities in the shop: Common, Uncommon and Rare hint at power, but a strong Common can still beat a situational Rare.
Buy the Hiker when it appears: every played card permanently gains four extra chips when scored, so the deck grows stronger every hand.
Do not count the Hiker's bonus in the hand it first plays: it applies after the card scores, so the extra chips start on the next play.
Buy the diamond-suit joker when offered: mult added on every scored diamond compounds faster than flat chips.
Check the Boss Blind preview before every ante ends: its effect can invalidate the whole strategy, and the boss itself can never be skipped.
Face The Club by dropping Clubs from the plan: debuffed cards still fill a hand but score no chips, no mult, and no abilities.
B
Binoguio says:
A whole deck of clubs, and the ocean says no.
Discard aggressively toward one suit when a blind hides nothing: sorting by suit shows exactly how many target cards remain in the deck.
Remember discarded cards do not return to the deck during a blind, so every discard of the wrong suit raises the odds for the right one.
Level up a poker hand with its planet card: each level adds chips and mult to every future play of that hand.
Match planets to the plan: Earth levels Full House, Jupiter levels Flush, and each planet card names the hand it strengthens.
Buy the Vampire when offered: it consumes the enhancement off every enhanced card played and grows its times mult permanently.
B
Binoguio says:
A vampire that eats cards. The birds respect it.
Feed the Vampire only true enhancements: Glass, Steel, Gold, Bonus, Mult, Lucky, Wild and Stone count; seals and plain upgraded chips do not.
Place a times-mult joker last in the joker row: bonuses are added first and multiplied after, so order changes the total.
Buy Baseball Card when running several Uncommon jokers: every Uncommon joker in play adds its own times mult.
Sell any joker or consumable to free a slot: click the card and take its sell value. Only five jokers fit by default.
Keep a second scoring hand ready at all times: one boss that debuffs the main suit has ended plenty of first runs.
Apply a Purple Seal to a card already destined for the discard pile: every sealed card discarded creates a tarot card.
Open booster packs for deck fuel: Buffoon packs give jokers, Standard packs add playing cards, Celestial packs give planets, and Arcana packs give tarots.
Use spectral packs when they appear: spectrals act on cards already in hand immediately, not on cards picked from the deck.
Treat Wheel of Fortune as a gamble: one chance in four to add a Polychrome edition to a joker, and it usually misses.
Redeem the Grabber voucher on sight: one extra discard every round for the rest of the run is worth the money.
Buy Seed Money once income stabilizes: it raises the interest cap to ten dollars per round for the rest of the run.
Hold Steel Cards in hand instead of playing them: each one multiplies the hand by 1.5 while sitting there.
Enhance cards to Lucky with tarots when the Vampire needs food: a scored Lucky card can pay twenty dollars on a chance.
B
Binoguio says:
Twenty dollars from one card. Lucky indeed.
Feed Glass Cards to the Vampire without fear: the glass shatter chance only rolls after scoring, and the Vampire eats the enhancement first.
Use Stone Cards as filler that always scores: they have no rank or suit, count in any hand, and add fifty chips each.
Buy Midas Mask in the late run: every played face card turns to Gold, feeding both the Vampire and the wallet at once.
Use The Fool to recreate the last tarot enhancement used, then spend it on another card destined for the Vampire.
Read every boss before the fight and plan around it: The Wall demands four times the chips, The Arm drops the played hand one level, and The Psychic forces five-card hands.
Play around The Mark's face-down face cards: sort by rank, discard the unknowns first, and redraw until the hand is readable.
Discard the entire first draw when The House hides it face down: an extra discard from a voucher makes the wasted hand cheap.
Face The Psychic with five-card hands: fill the hand with real scorers and pad it with disposable cards, since not every card needs to score.
Replace build-up jokers once ahead: a scaling joker like the Hiker has done its job when the deck is already boosted, so sell it for a stronger effect.
Score with the strongest leveled hand, poker instincts aside: a high-level Three of a Kind beats a level 1 Full House every time.
B
Binoguio says:
Poker says full house wins. Poker has never seen level seven.
Buy the Telescope voucher when flushes lead the run: Celestial packs then always carry the planet card for the most played hand.
Stop hoarding past twenty-five dollars: interest is capped, so reroll shops and buy packs instead of letting cash idle.
Open the Verdant Leaf fight by selling the least useful joker immediately: all cards stay debuffed until one joker is sold.
Beat the ante eight boss to win the run, then collect the unlocked jokers and decks from the main menu.
B
Binoguio says:
One sell button stands between the deck and the wall of debuffs.