Epic Games Lucky Zodiac slot lite
Jokers
Jokers are special cards that are fundamental to the gameplay of Balatoro. Jokers are included in the card game and are not played alongside regular cards, but are purchased from the store or sometimes in other ways and are stored in a special slot for jokers until the player sells or kills them. As a rule, players start the game with five slots for jokers, but under certain life conditions, they can lose or buy slots. Jokers have unique effects that lead to interactions between friends, and a strong composition of jokers is usually important for players to beat the blinds with large antes.
As of the completion of update 1. 0. 1g, there are 150 jokers of different rarities, of which 105 are unlocked from the start and 45 can be unlocked under certain conditions.
Table of Contents
- 1 Modifiers
- 2 Rarity
- 3 Meaningful Joker Definition
- 4 List of Jokers
Modifiers [ ] (English)
Various publications displayed in the collection.
Jokers have the potential to be upgraded to one of four different editions:
- Basic (standard card)
- Foil (+50 chips)
- Holographic (+10 chips)
- Polychrome (x1, 5 multi)
- Negative (+1 Joker connector)
At larger stakes, the odds of seeing a Joker are high, even if it has an "Eternal", "Perishable" or "Rental" sticker on it.
Rarity
Jokers come in four rarities, indicating the likelihood of them appearing in a given draw: Common (61 cards), Uncommon (64 cards), Rare (20 cards), Famous (5 pcs). In general, higher rarity jokers are more likely to be powerful, but it is difficult to categorize whether a joker is "better" when there is no direct counterpart to the higher rarity joker.
When randomly generating jokers, there is a 70% chance of getting a normal joker, a 25% chance of getting a special joker, and a 5% chance of getting a rare joker. Famous jokers only come from "Soul Spectrum" cards.
Important definitions of jokers
Jokers have definitions that are very important to understand how they work.
- Full: The effect is activated when the card is full. The effect is not activated if the card has been played but not scored, is not in a poker hand, or is under the Sightless boss debuff.
- HAS: The hand has a reference hand for itself. For example, Three Kind contains a pair. The four types played with the five cards of the same shift are "included" and causes the flash joker effect. More detailed information about which hand contains other hands can be found in the information about this IRGE hand. It is noteworthy that four cards of one shirt do not say "include" two pairs.
- Poker Hand-Pair means that the entire hand is declared as a pair, and the played cards do not configure their hand beyond the highest rank.
- When the blind is selected: This effect is valid when a mix is selected. It will not be valid if the blinds come off.
- In the deck: The effect depends on the remaining cards of the deck, and it is not assumed that the card in your hand will be played or dropped.
- Absolute deck: Provides a card that belongs to the entire deck and turn it from one to all cards, regardless of whether it exists in the extended, play, drop, or in your hand.
- Added: Add a card to the deck.
- Elimination: Send a motivated card. If the joker is killed, you will not receive the funds or prizes to resale.
- Make: Whether it's a consumable or a joker, make a specific card and make it. As a result, a space that is obliged to rent a card is required every time.
- Acquisition: (Usually) add the immutable effect to the motivated card. In principle, it is applied to the joker that has the effect, but it is not every time in the case of a hiker.
- Retrigger: Acquires another card under specific conditions specified by this joker. This auxiliary score will activate all the effects that occur at the time of this card for other jokers, enhancement, publications, seals (excluding reddish printing), and the effects of the chips of the card itself.
- Debaffed: This joker and its newspapers are no longer on. It protects your complete sale price (and still have the ability to apply to Swashbuckler/ Temporary). There is still a possibility of being imposed by random effects, these things, or lucky gears, but there is no Boss of the Red Red Heart.
(See "Start type" and "Start sequence" for details)
List of Joker []
Cheapwild is displayed in the player's collection as "un detected" until it is obtained during the racing that is not awarded. Most of the locked jokers in the collection indicate the conditions for unlocking, and in some cases, the players are almost satisfied with this condition. There are also five hidden jokers that cannot be purchased at the shop. These are unlocked by obtaining the Soul Spector Card. For each joker, more detailed information, including interactions and exceptions, can be viewed on the corresponding joker page.
In the table below, the image of the joker is indicated by the appropriate symbol:
+C joker from chip | +M additional joker | XM Passion Multi Joker | + Chip and addictive mult i-joker |
!! Catchy joker | Treat Joker again | +Joker Store |
Nr | Joker | effect | price | Rarity | Unlock condition | type | action |
---|---|---|---|---|---|---|---|
1 | Mischief | +4 multi | $ 2 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
2 | I like mischief | The card that the diamond hit will win a +3 manga at the time of scoring. | $ 5 | Alterney | Can be used from the beginning | +m | Glasses |
3 | Sensual mischief | When the played card hits the heart, the manga is +3 when accumulating points | $ 5 | Alterney | Can be used from the beginning | +m | Glasses |
4 | Joker of anger | Play the card with the score of Spade and get a +3 manga at the time of scoring | $ 5 | Alterney | Can be used from the beginning | +m | Glasses |
5 | Greedy joker | Play the card in the club bump and collect points to give a +3 manga | $ 5 | Alterney | Can be used from the beginning | +m | Glasses |
6 | Cheerful joker | +8mULT if at hand | $ 3 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
7 | Zanny Joker | If there is a thre e-o f-a -ked in your hand,+12 multi | $ 4 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
8 | Reckless joker | If the hand role is 2 pairs,+10 Marc | $ 4 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
9 | Reckless joker | +12 Multi, if the hand you play is straight | $ 4 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
10 | Fan joker | If the played hand is a flash,+10MULT | $ 4 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
11 | Betrayal joker | +50 chips if there is a pair in the hand while playing | $ 3 | Alterney | Can be used from the beginning | +c | It doesn't shake. |
12 | Smart joker | +100 chips if there are 3 in the hand | $ 4 | Alterney | Can be used from the beginning | +c | It doesn't shake. |
13 | Betrayal joker | If the hand you play is 2 pairs,+80 chips | $ 4 | Alterney | Can be used from the beginning | +c | It doesn't shake. |
14 | Smart joker | If the hand you play is straight +100 chips | $ 4 | Alterney | Can be used from the beginning | +c | It doesn't shake. |
15 | Betrayal joker | If the hand you play is flashed +80 chips | $ 4 | Alterney | Can be used from the beginning | +c | It doesn't shake. |
16 | Joking half | If your hand is 3 or less,+20 multi. | $ 5 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
17 | Joker stencil | X1 Multi for each free joker slot. Including joker stencil (currently X1 multi) | $ 8 | rare | Can be used from the beginning | XM | It doesn't shake. |
18 | Four fingers | All flashes and play are possible with 4 pieces | $ 7 | rare | Can be used from the beginning | !! | N/A |
19 | Pantomime | Repeat all the skills in your hand | $ 5 | rare | Can be used from the beginning | . | Hand |
20 | Credit card | Up to $ 20 | $ 1 | Alterney | Can be used from the beginning | +$ | N/A |
21 | Ceremony Dagger | When the "blind" is selected, the right joker will be destroyed and twice the cost of selling this animation will be added forever (currently +0 animation). | $ 6 | rare | Can be used from the beginning | +m | It doesn't shake. |
22 | banner | Remaining excrement +30 chips | $ 5 | Alterney | Can be used from the beginning | +c | It doesn't shake. |
23 | Mystic Top | +15 discounts, at the remaining 0 discount | $ 5 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
24 | Marble Joker | At the time of blind, add one stone card to the deck. | $ 6 | rare | Can be used from the beginning | !! | N/A |
25 | Loyalty card | 6 X4 cartoon remaining 5 hands for each hand play | $ 5 | rare | Can be used from the beginning | XM | It doesn't shake. |
26 | 8 balls | With a probability of 1 to 4 every 8 pieces, a tarot card can be made when it falls (there should be a room) | $ 5 | Alterney | Can be used from the beginning | !! | Glasses |
27 | Typical | +? Multi | $ 4 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
28 | Twilight | Purchase all cards played on the last hand of the round. | $ 5 | rare | Can be used from the beginning | . | Glasses |
29 | Stick fist | Double the rank of the lowest card in your hand in the multi. | $ 5 | Alterney | Can be used from the beginning | +m | Hand |
30 | Clown chaos | Shop Lirell once free | $ 4 | Alterney | Can be used from the beginning | !! | N/A |
31 | Fibonacci | Each ace, 2, 3, 5, 8, play, and when they fall, you will get a +8 manga. | $ 8 | rare | Can be used from the beginning | +m | Glasses |
32 | Steel joker | 0. 2 times per steel card of the deck (currently 1 times). | $ 7 | rare | Can be used from the beginning. (If there is no Steel card on the deck, it will not be displayed in the shop). | XM | It doesn't shake. |
33 | Terrible face | The ostensibly played card gives +30 chips when hidden. | $ 4 | Alterney | Can be used from the beginning | +c | Glasses |
34 | Summary Joker | +3 multi per joke card (now +0 multi) | $ 4 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
35 | development cost | If you won $ 2 before the release and was never used until the end of the round. | $ 4 | Alterney | Can be used from the beginning | +$ | N/A |
36 | hack | Repeat recording every time you play 2, 3, 4, 5. | $ 6 | rare | Can be used from the beginning | . | Glasses |
37 | Palia Idori | All cards are ostensible | $ 5 | rare | Can be used from the beginning | !! | N/A |
38 | Gros Michel | +15 Cartoon 1-6 chance of being annihilated at the end of the round. | $ 5 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
39 | Ambulance Steven | +4 with a set of glasses (10, 8, 6, 4, 2) played cards in even ranks in the cartoon | $ 4 | Alterney | Can be used from the beginning | +m | Glasses |
40 | Any Todd | Allocate +31 chips when counting glasses if an odd-ranked card is played (A, 9, 7, 5, 3) | $ 4 | Alterney | Can be used from the beginning | +c | Glasses |
41 | Scientist | +20 chips and +4 Cartoon when an Ace is played. | $ 4 | Alterney | Can be used from the beginning | + + | Glasses |
42 | Business Card | Face-up cards have a 1-to-2 chance of providing $2 when in power. | $ 4 | Alterney | Can be used from the beginning | +$ | Glasses |
43 | Supernova | Adds the number of poker hands played in this course | $ 5 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
44 | Get on the bus | This joker receives +1 cartoon for each face-up card in your hand you play in turn (currently +0 cartoon) | $ 6 | Alterney | Can be used from the beginning | +m | Mixed |
45 | Galactic joker | Chances 1 to 4 increase the poker hand | $ 5 | rare | Can be used from the beginning | !! | Played |
46 | Testicles | Receive $3 of implementation cost at the end of the round. | $ 4 | Alterney | Can be used from the beginning | +$ | N/A |
47 | Breaker | If "Blind" is chosen, receive +3 hand and check all cards. | $ 6 | rare | Can be used from the beginning | !! | N/A |
48 | Board | If all cards are in hand, X3 Multi-Bini or Dope | $ 6 | rare | Can be used from the beginning | XM | It doesn't shake. |
49 | Runner | Get +15 chips. | $ 5 | Alterney | Can be used from the beginning | +c | Mixed |
50 | Ice Cream | +100 chip s-5 chips/hand | $ 5 | Alterney | Can be used from the beginning | +c | It doesn't shake. |
51 | DNA | If you only have 1 card in your starting hand, add 1 long-term to your deck and add it to your hand | $ 8 | Rare | Can be used from the beginning | !! | Played |
52 | Golf | Played cards count when calculating points | $ 3 | Alterney | Can be used from the beginning | !! | N/A |
53 | Blue Joker | +2 chips for each other card in your deck (currently +104 chips) | $ 5 | Alterney | Can be used from the beginning | +c | It doesn't shake. |
54 | Thrill of Six | If you have one 6 in your starting hand, remove it to simulate a range (there should be room). | $ 6 | rare | Can be used from the beginning | !! | N/A |
55 | Pleiades | This joker is mulled every time X0. 1 planet cards are played (X1 MUL in real time). | $ 6 | rare | Can be used from the beginning | XM | It doesn't shake. |
56 | Walker | Receive +5 chips per card played with a set of glasses every day. | $ 5 | rare | Can be used from the beginning | +c | Glasses |
57 | Faceless joker | Earn $5 when you play 3 or more personal cards at the same time. | $ 4 | Alterney | Can be used from the beginning | +$ | When discarding |
58 | Green joker | +1 Mult i-1 Mult i-1 Multi (currently +0 multi) to the hand you play | $ 4 | Alterney | Can be used from the beginning | +m | Mixed |
59 | Superimposition | If there is an ace and piece in the poker's hand, make a tarot card (there should be a room). | $ 4 | Alterney | Can be used from the beginning | !! | It doesn't shake. |
60 | List of items | If the earned $ 4 poker hand is [Poker Hand], the poker hand will change at the end of the round | $ 4 | Alterney | Can be used from the beginning | +$ | Played |
61 | Cabendish | Destroy this card at the end of the round with the probability of X3 cartoon 1 to 1000. | $ 4 | Alterney | Can be used from the beginning. (If Gro Michel is not sel f-destructed on the current course, it will not be displayed in the shop). | XM | It doesn't shake. |
62 | Acute card | If the poker hand is already playing in this round, X3 multi. | $ 6 | rare | Can be used from the beginning | XM | It doesn't shake. |
63 | Red card | This joker receives +3 multi when passing the booster (currently +0 multi) | $ 5 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
64 | Madness | Each time a small blind or big blind is selected, get x0. 5 Mult and destroy the joker. | $ 7 | rare | Can be used from the beginning | XM | It doesn't shake. |
65 | Square joker | This joker receives+4 chips when the hand is just four (currently 0 chips). | $ 4 | Alterney | Can be used from the beginning | +c | Mixed |
66 | session | If the poker hand is straight, make a random spectal card (there should be a room) | $ 6 | rare | Can be used from the beginning | !! | It doesn't shake. |
67 | Rough | If you select "blinds", you will be able to have two Common shockers (you should be). | $ 6 | Alterney | Can be used from the beginning | !! | N/A |
68 | Vampire | This joker receives the X0. 1 multi for the "enhanced point" played by the card, and remove the "enhanced" card (currently X1 multi). | $ 7 | rare | Can be used from the beginning | XM | Mixed |
69 | direct | 1 You can create a straight line at the rank interval (eg: 10 8 6 5 3) | $ 7 | rare | Can be used from the beginning | !! | N/A |
70 | hologram | This joker receives X0. 25 Mult every time Trump is added to the deck. | $ 7 | rare | Can be used from the beginning | XM | It doesn't shake. |
71 | Playing card | If the hand plays with $ 4 or less, make a tarot card | $ 8 | Rare | Can be used from the beginning | !! | It doesn't shake. |
72 | Baron | If you get each king, it will be 1, 5 times. | $ 8 | Rare | Can be used from the beginning | XM | Hand |
73 | Cloud 9 | Get $ 1 for each deck at the end of the round (now $ 4) | $ 7 | rare | Can be used from the beginning | +$ | N/A |
74 | rocket | Get $ 1 at the end of the round. Increase $ 2 with blinds. | $ 6 | rare | Can be used from the beginning | +$ | N/A |
75 | Oberisk | This joker receives X0. 2 Mul for each hand played without playing the most played poker hand (now X1 mul). | $ 8 | Rare | Can be used from the beginning | XM | Mixed |
76 | Midas's larch | When scoring a glass, all the face cards played become gold cards | $ 7 | rare | Can be used from the beginning | !! | Played |
77 | Lucador | Sell this card and erase the current blind length | $ 5 | rare | Can be used from the beginning | !! | N/A |
78 | photograph | The first card played on the face emphasizes X2 manga when hidden. | $ 5 | Alterney | Can be used from the beginning | XM | Glasses |
79 | Gift card | At the end of the round, add $ 1 from the selling price to the joker card and consumables | $ 6 | rare | Can be used from the beginning | +$ | N/A |
80 | Turtle bob | Hand volume +5 and small size for one round | $ 6 | rare | Can be used from the beginning | !! | N/A |
81 | Erosion | +4 manga for each card of my absolute deck (Volume 1 of the Modp] (now +0 manga) | $ 6 | rare | Can be used from the beginning | +m | It doesn't shake. |
82 | Chance for guidance parking | $ 1 is bid for the card where the person in the hand stands with a 1-2 probability | $ 6 | Alterney | Can be used from the beginning | +$ | Hand |
83 | Mailing | Get $ 5 each time you destroy the rank. | $ 4 | Alterney | Can be used from the beginning | +$ | When discarding |
84 | To the moon | Add $ 1 every $ 5 at the end of the round. | $ 5 | rare | Can be used from the beginning | +$ | N/A |
85 | Vision | There is a chance to make a tarot card once in two times when the booster is opened. | $ 4 | Alterney | Can be used from the beginning | !! | N/A |
86 | happy | +1 cartoon for each tarot card used in this round (now +0) | $ 6 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
87 | juggler | +1 The size of the arm | $ 4 | Alterney | Can be used from the beginning | !! | N/A |
88 | Alto | +1 reset in each round | $ 4 | Alterney | Can be used from the beginning | !! | N/A |
89 | Stone Joker | Absolutely decked stone card +25 chips (currently +0 chips) | $ 6 | rare | Available from the beginning. (If there is no stone card on your deck, it is not found in the shop). | +c | It doesn't shake. |
90 | Yellow joker | Get $ 4 at the end of the round | $ 6 | Alterney | Can be used from the beginning | +$ | N/A |
91 | Fukukan | This joker receives X0. 25 Mult every time Lucky Card is enabled (X1 Mul in real time). | $ 6 | rare | Can be used from the beginning. (If there is no "lucky" card on the deck, it is not found in the shop). | XM | Mixed |
92 | card | Special jokers are distinguished by X1. | $ 8 | Rare | Can be used from the beginning | XM | Other jokers |
93 | Bull | +2 chips for each dollar (+0 chip in real time) | $ 6 | rare | Can be used from the beginning | +c | It doesn't shake. |
94 | Diet cork | Sell this card and donate. | $ 6 | rare | Can be used from the beginning | !! | N/A |
95 | Trading card | If there is only one card in the first reset in the round, kill it and get $ 3 | $ 6 | rare | Can be used from the beginning | +$ | When discarding |
96 | Flash card | This joker receives +2 cartoon every time you reortrol in the shop (now +0 cartoon). | $ 5 | rare | Can be used from the beginning | +m | It doesn't shake. |
97 | Popcorn | +20 Mar c-4 Marc/ Round | $ 5 | Alterney | Can be used from the beginning | +m | It doesn't shake. |
98 | Spare pants | This joker gets +2 Maru if you have two in your hand. | $ 6 | rare | Can be used from the beginning | +m | Mixed |
99 | Antique joker | The cards played in color] acquire x1 per sheet, scores 5 cartons, scoring fluctuates at the end of the round. | $ 8 | Rare | Can be used from the beginning | XM | Glasses |
100 | Windows | X2 MULT loses X0, 01 Mult every time you throw away one card. | $ 6 | rare | Can be used from the beginning | XM | Mixed |
101 | transceiver | Each time you play 10 or 4 times, you get +10 chips and +4 cartoon. | $ 4 | Alterney | Can be used from the beginning | + + | Glasses |
102 | Celzer | R e-distribute your hand to 10 rights right. | $ 6 | rare | Can be used from the beginning | . | Glasses |
103 | slot | This joker gets +3 chips each time you throw away one card [color]. | $ 6 | rare | Can be used from the beginning | +c | Mixed |
104 | Smoothly | Play a card with a face mark and score +5 cartoon | $ 4 | Alterney | Can be used from the beginning | +m | Glasses |
105 | Bonfire | This joker receives X0, 25 MULT every time a card is sold, and is discarded after defeating chief blind (now X1 MULT). | $ 9 | Rare | Can be used from the beginning | XM | It doesn't shake. |
106 | Yellow card | Get $ 4 to collect the gold card you played | $ 5 | Alterney | Play 5 hands, including only gold cards. (To see the gold card at the shop, you need to be on the player's deck). | +$ | Glasses |
107 | Mr. Bones | Prevent death. If the number of tips collected is 25%or more of the important number of chips, sel f-destruction will be destroyed. | $ 5 | rare | 5 Races lose | !! | N/A |
108 | Acrobatics | X3 multi with the last hand of the round | $ 6 | rare | Play 200 hands | XM | It doesn't shake. |
109 | Socks and baskin | Retriigger of all plate cards you played | $ 6 | rare | Play 300 picture cards in all games. | . | Glasses |
110 | Swash backler | Add the selling price of another joker to the cartoon (rea l-time+1 cartoon) | $ 4 | Alterney | Sell 20 jokers. | +m | It doesn't shake. |
111 | Torbador | Handling quantity +2, 1-round hand-1 | $ 6 | rare | 5 Rounds in order and play only 1 hand in any round. (Exhaust is not allowed). | !! | N/A |
112 | Certificate | At the start of the round, add a playing card with a random stamp to your hand. | $ 6 | rare | A yellow stamp is pressed on a golden card. | !! | N/A |
113 | Grease Joker | Heart and diamonds are 1 hit, vine and cross are counted as 1 hit | $ 7 | rare | More than 3 wildcards. | !! | N/A |
114 | Kickback | X0. 25 times (currently x1 times) for each blind failure in that turn. | $ 6 | rare | Continue distributing the main. | XM | It doesn't shake. |
115 | Chad suspended | Redistribute one played card and use it for scoring two more times | $ 4 | Alterney | Beat the boss blind with the highest card hand. | . | Glasses |
116 | Tacky Gem | Earn $1 for each card that hits a diamond | $ 7 | rare | Make sure you have at least 30 diamonds in your pile. | +$ | Glasses |
117 | Bloody Granite | Has a 1 in 2 chance of getting an X1, 5 from a heart card. | $ 7 | rare | Your deck must contain at least 30 worms. | XM | Glasses |
118 | Arrow points | Cards played with spades are worth +50 chips | $ 7 | rare | You have 30 or more spades in your deck. | +c | Glasses |
119 | Onyx Agate | Played cards like clubs display 7 cartoon when drawn | $ 7 | rare | Ensure that there are 30 or more clubs in the deck. | +m | Glasses |
120 | Glass Joker | This Joker receives X0, 75 Mult for each glass card destroyed (real time X1 Mult) | $ 6 | rare | Has 5 or more glass cards in his stack (players cannot see in the shop without glass cards in their stack). | XM | It doesn't shake. |
121 | Showman | Joker, Tarot, Planet and Spectral cards have a high chance of being seen multiple times. | $ 5 | rare | Reach the 4th ante value | !! | N/A |
122 | Flower Pot | X3 multi if the poker hand contains diamonds, clubs, hearts and spades | $ 6 | rare | Ante 8th | XM | It doesn't shake. |
123 | Blueprint | Copy the power of the right-side joker | $ 10 | Rare | Win one turn | !! | |
124 | V Joker | This joker gets +8 chips every 2 throws (currently +0 chips) | $ 8 | Rare | Win within 18 rounds. | +c | Mixed |
125 | Merry Andy | +3 cards each round, hand siz e-1 | $ 7 | rare | Win a turn within 12 rounds | !! | N/A |
126 | Oops All 6 | 2x the stated odds (e. g. 1 in 3 -& amp; gt; 2 in 3) | $ 4 | rare | Win at least 10. 000 chips in one hand. | !! | N/A |
127 | Idol | Multiply by X2 for each card of [rank] [color] played.Cards change every round. | $ 6 | rare | Earn at least 1, 000, 000 chips in one hand. | XM | Glasses |
128 | See 2 | X2 multiply if hand contains closed club and closed cards. | $ 6 | rare | Play a hand with 4 to 7 clubs. Other knockouts that are considered clubs (e. g. open suits) with rank 7 are still listed. | XM | It doesn't shake. |
129 | Bullfighter | Earn $8 if the Blind Boss skill is activated on the hand played. | $ 7 | rare | Defeat Blind Chief single-handed without using memory cards. | +$ | It doesn't shake. |
130 | Lane impact | This Joker receives X0, 5 Mult for each Jack discarded this round (currently X1 Mult). | $ 8 | Rare | Discard 5 Jacks at the same time. | XM | Mixed |
131 | Duet | If you have a pair in your hand, multiply x2 | $ 8 | Rare | Win the race without putting a pair of pairs. | XM | It doesn't shake. |
132 | Trinity | X3 multi, 3 in your hand | $ 8 | Rare | Win the race without using three skins | XM | It doesn't shake. |
133 | Family | X4 MULT, if there are four forms in your hand. | $ 8 | Rare | Win the series without putting out Four of A Kind. | XM | It doesn't shake. |
134 | Sequence | X3 multi (if there is a straight) | $ 8 | Rare | Win the series without a straight | XM | It doesn't shake. |
135 | (・ ∀ ・) | X2 Multi, if there is a flash on the played hand | $ 8 | Rare | Win the turn without flashing | XM | It doesn't shake. |
136 | Stuntman | Chip +250 sheets, hand volum e-2 | $ 7 | Rare | Acquires at least 100 million (100. 00. 000) chips per hand. | +c | It doesn't shake. |
137 | Invisible Joker | 2 Sell this card after the round and replicate any joker (0/22 in real time) (remove the copy of the copy) | $ 8 | Rare | Win the game without having 4 or more jokers. | !! | N/A |
138 | Brainstorming | Copy the last left joker skill | $ 10 | Rare | Fold the royal flash | !! | |
139 | satellite | Acquired $ 1 at the end of the round per unique planetary card used in the round | $ 6 | rare | Providing at least $ 400 | +$ | N/A |
140 | Shoot the moon | One queen on hand +13 Marc | $ 5 | Alterney | Play all the heart cards on your deck in one round. | +m | Hand |
141 | driver's license | X3 Cartoon (If there are 16 or more cards upgraded into the ultimate deck) (currently 0 sheets) | $ 7 | Rare | Upgrade 16 deck cards | XM | It doesn't shake. |
142 | Cartmancer | If you select a blind man, you will create a tarot card (you have to be the owner of that place) | $ 6 | rare | Discover each tarot card | !! | N/A |
143 | Astrologer | All planetary cards and astronomical card games in the store are free | $ 8 | rare | Unlocks all planetary cards | !! | N/A |
144 | Burning joker | Increase the poker's hand by one in each round | $ 8 | Rare | Sell 50 cards. | !! | When discarding |
145 | Boot strap | +2 mult for every $ 5 (now+0mULT) | $ 7 | rare | Make sure you have two or more jokers of different colors at the same time. | +m | It doesn't shake. |
146 | Kanio | This joker gets the X1 MULT when a card with a face is destroyed (X1 MULT in real time). | N/A | Wel l-known | Find this joker from Soul Card. | XM | It doesn't shake. |
147 | Tribule | Play the road and queen and assign X2 animation at the time of scoring. | N/A | Wel l-known | Find this joker from Soul Card. | XM | Glasses |
148 | Yoriku | This joker receives X1 MULT for 23 discards (currently X1 MULT). | N/A | Wel l-known | Find this joker from Soul Card. | XM | Mixed |
149 | Chicot | Disable the effect of blind chief | N/A | Wel l-known | Find this joker from Soul Card. | !! | N/A |
150 | Pelkeo | Create a random consumption card consumption card at the end of the shop | N/A | Wel l-known | Find this joker from Soul Card. | !! | N/A |