#Plus 1 (Rare - maybe legendary)

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slow fiber
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Adds 1 to all numbers (Does not affect Plus 1)
Image could be an upvote

this would effect a lot of parts of the game, and would be very helpful, but would also coem with a lot of side effects which i feel balance it out (maybe).
here are the notable elements it would and wouldnt affect in the categories of Playing, The Shop, Hands, Blinds, Editions Enhancements and Seals, Booster packs and Consumables, Tags, Vouchers, and Jokers

Playing:

  • The 2-10 playing cards would be increased to 3-11. the amount scored would also increase to match the new numbers. Face cards are worth 11 and aces are now worth 12, but their Ranks remain the same. The 11 card can be used in a straight consisting of 7-11, * but can not be used in straights connecting to face cards (straights such as K Q J 10 9 are still possible).
  • The required score for each blind is increased by 1, which will not make much of an impact on difficulty.
  • The number of hands and discards per round are increased by 1 each.
  • The amount of money you currently have is increase by 1 when this joker is first obtained
  • The ante and round numbers both increase by 1, but the requirement for beating the game does too (so the first round would be displayed as Ante 2/9, Round 2 if you started with this joker). The chip amounts scale with the shown ante number like they normally would.
  • Joker slots, Hand size, Consumable slots, and deck size would all increase by 1/1 like the ante number did. However, since the number of consumables held, for example, would also display as increasing by 1 (i.e. you would draw 8 cards but have a counter displaying 9/9), this would have no impact on gameplay besides an aesthetic difference (there would also be an affect on the erosion and blue jokers as discussed later).
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  • End of blind reward cash would be unchanged, as it is represented simply by a set amount of $$$ dollar signs instead of numbers, but the remaining hands and interest money (as well as discard money on green deck) would be effected, becoming "Remaining Hands ($2 each)" and "2 interest per $6 (6 max)". The sum of money would not be affected.
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Hands:

  • when hovering over a poker hand in the Run Info section, an explanation can be seen such as Four of a kind: "4 cards with the same rank. They may be played with 1 other unscored card." Since this section is merely an explanation, the numbers in it do not affect the cards needed to make a hand (so you dont need 6 card straights.)
  • The lvl shown on a hand is increased by 1, such that it can be effected by the arm boss blign for instance, but the actual hand is not levelled up.
  • the number of hands played for each hand increases by 1, affecting things like the Supernova joker.
  • The base chips and mult for each hand are increased by 1
tranquil skiff
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Anything that fundamentally changes the game like that feels too modded imo, it’s a really slippery slope to modify that much at once

woeful shale
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this feels like a modded challange run not even a modded joker tbh

tranquil skiff
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And I nope it just cause I don’t vibe with the concept overall

woeful shale
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this is like 7 effects in one

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at least

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and too many unique only once mechanics to this joker to be fun

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and i agree with the concept being too weird

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oops all 6s works because its a very simple to understand effect

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this would need a paragraph every time someone gets ir

slow fiber
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youve both made solid points
im still gonna finish the post tho

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Blinds:

  • the 1X, 1.5X, 2X, 4X, and 6X base multipliers on blinds found in the collections tab are explanations, and not increased
  • The Hook, Ox, Water, Mouth, Serpent, Needle, Tooth, and Cerulean Bell are affected in an obvious way.
  • The wheel becomes 2 in 8 cards
  • The Psychic becomes unbeatable without selling this joker, as it needs 6 cards to be played.
  • The Manacle becomes -0 hand size (No effect)
  • The verdant leaf requires 2 jokers to be sold, however selling this joker removes its affects and so also fulfills the requirement.
  • The crimson heart disables "One" joker, rather than "1" joker. Since "One" is a word rather than a number, it is unaffected.
buoyant badge
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Technically wouldn't wheel become 2/8balatrojoker balatrojoker

slow fiber
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Editions, Enhancements, and Seals

  • The editions enhancements and seals are all affected in a self explanatory way, but i want to draw attention to
  • Glass and Lucky cards - both sides of the probability are added to
  • Negative - +2 Joker slots (this can easily lead to having more jokers than joker slots if this joker or a negative joker are sold, which is pretty funny)
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oops i forgot the shop

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The Shop:

  • Everything Costs a dollar more
slow fiber
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Booster packs and consumables:

  • Regular, Jumbo, and Mega Standard, Arcana, and Celestial packs become choose 2 of 4, 2 of 6, and 3 of 6 respectively
  • Regular, Jumbo, and Mega Buffoon and Spectral packs become choose 2 of 3, 2 of 5, and 3 of 5 respectively
  • Death selects 3 cards, with nothing happening to the middle card
  • Strength increases the rank of up to 3 cards by 2 (11s are increased to Kings)
  • All other tarot cards are affected as expected, with the magician choosing up to 3 cards, the high priestess creating up to 3 planets, and the wheel of fortune becoming 2 in 5, for example.
  • All planet cards work like expected, upgrading their respective hands by one level, but stronger than usual.
  • Wraith, Sigil, Ouija, Ectoplasm, Ankh, Hex, and Soul all still only affect 1 joker.
  • the first Ouija and Ectoplasm are free (-1 +1 = 0), but subsequent uses still decrease hand size
  • All other effects of spectral cards are effected as expected
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Tags:

  • The Investment, Handy, Garbage, Juggle, D6, Top-up, Speed, Orbital, and Economy tags are all effected as expected
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Vouchers:

  • Hieroglyph and petroglyph have no effect