Jokers inspired by rooms from Blue Prince
Consumables inspired by items from Blue Prince
Effects based on next or previous runs only affect runs on the same stake
Entrance Hall - X3.5 Mult, decreases by 0.5 when you obtain a joker
Laundry Room - Swaps Chips and Mult. Gain $1 at the end of the round.
Closet - In 3 rounds, self destructs and creates 2 random consumables
Antechamber - +8 Mult per Ante
Foundation - +8 Mult, persists between runs as long as you reach the same or higher ante as last run
Stopwatch - You cannot lose money for the next 60 seconds.
Lavatory - Removes itself from the pool after blind is defeated.
Walk-in Closet - In 5 rounds, self destructs and creates 4 Negative consumables
Attic - In 7 rounds, self destructs and creates 8 Negative consumables. Chance of generating Spectral cards is doubled.
Clocktower - When you exceed your last run's high score, replace this joker with a joker of your choice from last run's high score hand. Then, 1 in 2 chance to generate a Stopwatch.
Secret Garden Key - Create a Secret Garden (must NOT have room)
Secret Garden - For each unique consumable used this run, 1 in 4 chance to create a Negative copy when this joker is obtained. This joker cannot be sold until your consumable slots are filled. When this joker is sold, destroy all consumables.
Coupon Book - Creates a Coupon Tag.
Salt Shaker - Gain $1 for each consumable used this run.
Ivory Die - Your next reroll is free.
Drawing Room - 1 in 3(max 2 in 3) chance for rerolls to be free.