#Bonus Round & MultiMult Joker

40 messages · Page 1 of 1 (latest)

iron palm
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Bonus Round - $5, Common
Retrigger all played Bonus Cards.
(Only appears in shop if your deck has at least one bonus card)

MultiMult Joker - $7, Uncommon
Mult Cards give x1.25 mult when scored.
(Only appears in shop if your deck has at least one mult card)

Jokers that work with bonus/mult cards to round out the set of enhancement-enhancing jokers.

flat merlin
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this is definitely very neat

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multi should be X1.4 IMO

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but regardless of that; i like both ideas either way

iron palm
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x1.2 maybe for a buff

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1.4 would be way too strong

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a 5-card hand full of mult cards would give uhh lemme calc

flat merlin
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idk, you're giving up other enhancements for what is a weaker poly

flat merlin
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probably slightly below

iron palm
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61 mult, assuming the hand started with 0 mult

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actually huh that seems fair, i'll change

flat merlin
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for an Uncommon i feel its more than fair, considering it requires running what is otherwise a not very good enhancement

iron palm
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i mean mult cards are very solid in earlygame, and by the time you get to the point where mult cards have fallen off it's likely that you still have a few in your deck bc you still have unenhanced cards that you'd rather get rid of instead

flat merlin
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So a good Joker would extend its use past early game, which this does IMO :3

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Same with retriggered bonus cards, except it fills the role of a chip AND a retrigger Joker, which is also cool

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I csn finally retrigger my A, 6, 7, 8, 9 and 10s!

frank sand
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bonus round fib run would go unfathomably hard

flat merlin
fading portal
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they seem very broken no?

mult and bonus are nice effects that scale by 2 per card, instead of 1, like golden cards and such

And the effects that those easy to deckfix for cards get are retriggers (retriggers that will happen on an enhanced card, so they will instantly be good) and 1.4x mult, essentially a bit of a worse ancient joker, but playing towards mult is so much easier than playing towards wilds, and they are common and uncommon respectively?!

hallow spire
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i agree that both should be upped by 1 rarity

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so bonus round should be uncommon and multimult rare

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but these ideas are sick

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and give really good viability to bonus and mult cards outside earlygame

fading portal
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I prefer the approach that extra credit takes tbh

Chain lightning - rare, 8$
Played Mult Cards give X1 Mult when scored, then increase this by X0.2 (Resets each hand)

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with 0.1x instead of 0.2x and it starting at 1.1x (I don't like its current balancing)

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more interesting to play, and not immediatly broken

fading portal
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they do feel a bit bland tho

iron palm
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what about nerfing multimult to like 1.25 or 1.3

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at 1.25 it'd "only" be x3 mult for a hand of 5 mult cards

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at x1.3 it'd be 3.7

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actually looking at x1.4 it'd be overall x5.37 which is kinda high yeah

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with x1.3 it'd be a minimum of 61.8 mult from a 5-card hand at level 1

flat merlin
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Itd be 35.7 at 1.2 lol

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Of mult gained purely by mult card

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1.25 seems fair for its requirement

iron palm
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still need a better name themeing for the mult one