Multipliers come last
Score is chips multiplied by a multiplier. Effects that add chips and effects that multiply are applied in the order shown in the run info panel, so place the multiplying jokers at the end of the sequence. Check that panel in-game rather than assuming an order.
Planet cards and hand levels
Levelling a hand type raises both its base chips and multiplier permanently. Concentrate on one or two hand types rather than levelling everything a little.
Build around one hand type
Decide whether you are playing flushes, pairs or straights and take jokers that pay off that choice. Five jokers that each reward a different hand type produce a weak average.
Economy jokers early
Jokers that generate money let you reach the shop with enough to actually buy the build-defining joker when it appears. Interest and economy are the engine of a long run.
Read the blind requirement
Each blind states the score you need and may change the rules — no discards, one hand type only. Plan your joker purchases around the upcoming blind, not only the current one.
Tarot and spectral cards
Card modification is permanent and compounds. Turning cards into a single suit or rank makes the hand you are building far easier to hit.
Skip wisely
Skipping a blind gives a reward but loses the money from playing it. Skip early small blinds for a tag that fits your build; do not skip once you need the cash.
