#List of joker ideas from me and a friend

1 messages · Page 1 of 1 (latest)

teal linden
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Dead Joker's Hand (common)
+0 chips
Adds the chip value of scored Aces and Eights in a played Two Pair. (*or full house/flush house)

Invested Joker (Uncommon)
Grants $0 every round. Each hand with four scored cards adds $1.

Trebuchet (Uncommon)
+0 chips Gains +5 chips every time a card of (x) suit is scored (Changes suit every round)

Winning Ticket (common)
Scored cards have a 1 in 2 chance to become Lucky Cards.

Stellar Joker (Rare)
Gains x0.5 mult when hand is played and consumes one level. (Currently x1 mult)

Insurmountable Joker (Rare)
+1 mult Doubles mult given whenever a Royal Flush is played.

House Rules (Rare)
1 in 2 chance for x2 mult 1 in 3 for x3 1 in 4 for x4

Necromancer (Uncommon)
Manually destroying a card creates two copies.

Phone Call (Uncommon)
Creates one negative Wheel of Fortune for each empty joker slot at the end of the round.

Commissions (common)
+1 mult. Each Blind defeated adds double the money reward to the mult.

Pasta (Common)
x2 mult 1 in 5 chance to lose x0.2 mult at the end of the round.

Spire (uncommon)
Grants $1 at the end of the round. Gains $1 every time you defeat a Blind with a hand that is not your most played hand.

Ace in the Hole (Uncommon)
Retriggers the first scored Ace once for every Ace held in hand.

Arugula (Uncommon)
When a hand is played, permanently add 2x of the base mult to chips. Every played hand decreases the modifier by x0.1.

Singularity (Rare)
Playing a Five of a Kind / Flush Five destroys the scored cards and creates one negative copy. (Negative cards grant +1 hand size while held in hand)

Deja Vu (Uncommon)
Played cards are returned to your deck instead of being discarded after being scored.

Milkshake (Common)
+4 mult, 1 in 100 chance to be destroyed at the end of the round, +1 to mult and destruction chance with every hand played

drifting cove
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Dead Joker's Hand is a bit oddly specific and might be too good for a Common, but it's interesting

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Invested Joker scales way too fast

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Trebuchet is a neat parallel to Castle, but it does outclass it by quite a bit

teal linden
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i wasnt sure if it should be common or uncommon as it is a weird effect

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probably should be a higher rarity

teal linden
drifting cove
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Oh neat

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Anyway I should finish going through these

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Winning Ticket needs to have lower odds for sure

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I like the idea for Stellar Joker (in fact I had a similar idea once), it's a bit fast though

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I don't like Insurmountable Joker scaling exponentially, and Royal Flushes are way too hard to play consistently

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House Rules is fine I guess? Maybe a bit on the strong side with OA6 but it's probably okay. It is kind of boring honestly but it's fine

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Necromancer is cool, but I think it's been suggested before

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Phone Call mentions a specific other card which is typically not allowed

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Commissions is kind of cool, but I think it would be cool if, instead of just adding 2x the blind reward to mult, it added 2x all money earned during cashout to chips

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Also idk why it starts at +1, just start it at +0

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Pasta is a bit too strong for a Common (most Commons don't have Xmult effects)

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Spire is a cool idea; I was initially worried about it scaling too fast, but the best it can scale is 50% faster than Rocket, so it seems balanced to me

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Ace in the Hole is unfortunately a High Card-favoring Joker, which we really don't need more of

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I don't really like that Arugula modifies the base value of the hand in a way separate from planets

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Singularity mentions secret hands, and also negative cards are deconfirmed