《巴洛塔》成就与挑战指南

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Balatro
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An overview of the achievements and challenges in Balatro, with some general tips. Overview As of version 1.0.0j-FULL, there are a total of 31 achievements and 20 challenges. While most of the achievements are pretty straightforward to get, I will still list them out for completion, along with some notes of the various challenges (since they are required for two of the achievements). Notes will be provided for the more involved requirements. Achievements (1/3) This shouldn't need to be said, but achievements are most easily completed on White Stake (base difficulty) unless the achievement explicitly requires higher stakes. You cannot unlock achievements in Challenge Runs. These will be listed in the order as displayed on other websites, since Steam sorts them by player completion %... Ante Up!Reach Ante 4 Ante Upper!Reach Ante 8 Heads UpWin a RunEssentially the same as reaching Ante 9. All three of the above achievements should be naturally acquired as you work towards beating the game normally. Low StakesWin a run on at least Red Stake difficulty Mid StakesWin a run on at least Black Stake difficulty High StakesWin a run on at least Gold Stake difficultyThere are a total of eight stakes, otherwise known as difficulty modifiers, that unlock on a per-deck basis. Beating a stake unlocks the next stake (again, on a per-deck basis), and each stake compounds on the previous one. The stakes are as follows: Stake Modifier White Base Difficulty Red Small Blind gives no reward money Green Required score scales faster for each Ante Black Shop can have Eternal Jokers (Can't be sold or destroyed) Blue -1 Discard Purple Required score scales faster for each Ante Orange Booster Packs cost +$1 per Ante Gold -1 hand size Card PlayerPlay at least 2500 Cards Card DiscarderDiscard at least 2500 CardsYou should get these naturally over prolonged gameplay. Nest EggHave $400 or more during a single runThere are a good amount of items that can assist with hitting this value. Don't forget to rely on interest or related mechanics as much as possible. The following tables list the cards/vouchers that directly influence monetary values in a positive way with respect to working towards the achievement, although many other items can indirectly assist with it, such as allowing you to complete rounds with less hands used. Don't forget that you can use Endless mode to get this and other achievements as well, if you aren't able to reach your goals by the end of Ante 8. I will not mention this again. Jokers Name Effect Unlock Requirement Business Card Played face cards have a 1 in 2 chance to give $2 when scored Cloud 9 Earn $1 for each 9 in your full deck at end of round Delayed Gratification Earn $2p er discard if no discards are used by end of the round Egg Gains $3 of sell value at end of round Faceless Joker Earn $5 if 3 or more face cards are discarded at the same time Gift Card Add $1 of sell value to every Joker and Consumable card at end of round Golden Joker Earn $4 at end of round Golden Ticket Played Gold cards earn $3 when scored Mail-In Rebate Earn $3 for each discarded Ace, rank changes every round Matador Earn $8 if played hand triggers the Boss Blind ability Unlock by finishing a round with only one hand played, no discards left, and the opponent being a Boss. Midas Mask All face cards become Gold cards when played Reserved Parking Each face card held in hand has a 1 in 2 chance to give $1 Rocket Earn $1 at end of round. Gains $2 when Boss Blind is defeated Rough Gem Played card swith Diamond suit earn $1 when scored Unlock by modifying the deck to include at least 30 Diamonds. To Do List Earn $5 if poker hand is a High Card, poker hand changes on every payout To the Moon Earn an extra $1 of interest for every $5 you have at end of round Trading Card If first discard of round has only 1 card, destroy it and earn $3 Tarot Cards Name Effect The Devil Enhances 1 selected card into a Gold Card The Hermit Doubles money (Max of $20) Temperance Gives the total sell value of all current Jokers (Max of $50) Spectral Cards Name Effect Immolate Destroys 5 random cards in hand, gain $20 Talisman Add a Gold Seal to 1 selected card in your hand Vouchers Name Effect Unlock Requirement Clearance Sale All cards and packs in shop are 25% off Liquidation All cards and packs in shop are 50% off Redeem at least 10 Voucher cards in one run Seed Money Raise the cap on interest earned per round to $10 Money Tree Raise the cap on interest earned per round to $20 Max out the interest per round earnings for 10 consecutive rounds FlushedPlay a Flush with 5 Wild CardsThe Lovers tarot card can help with consistently generating wild cards, although the Familiar/Grim/Incantation spectral cards can also generate these less consistently. 引用自 OC ReMix:For "Flushed" achievement, you should get "normal flush" only. If your hand contains five of 9 with wild cards, it changed as "Five card flush" and you can't get this one. SpeedrunnerWin a run in 12 or fewer roundsAssuming no round skipping, a standard run is completed in 24 rounds (Small, Big, Boss Blinds * 8 Antes). Therefore you will have to skip at least 12 rounds to get this achievement. Probably most easily done with the Anaglyph Deck (After defeating each Boss Blind, gain a Double Tag) if you have that available (Win a run with any deck on at least Black Stake difficulty). Achievements (2/3) ROIBuy 5 Vouchers by Ante 4You will not be able to get this achievement without skipping blinds, since by Ante 4 you would only be able to get 3 vouchers 引用自 Aemor:fyi you can get ROI by buying a voucher that decreases your ante(You need 5 vouchers by the END of Ante 4, so buying your fifth voucher while in Ante 4 will net you this achievement). You'll have to rely on some RNG to get a Voucher Tag (Adds one Voucher to the next shop) and/or the Hieroglyph/Petroglyph vouchers, as well as having enough money to buy them as well. Examples of decks that may have a slightly easier time of completing this achievement due to boosted money/tag manipulation: Blue Deck - +1 hand every round Yellow Deck - Start with extra $10 Green Deck - At end of each Round: $2 per remaining Hand, $1 per remaining Discard, Earn no Interest Anaglyph Deck - After defeating each Boss Blind, gain a Double Tag ShatteredBreak 2 Glass Cards in a single handThe Justice tarot card can help with consistently generating glass cards, although the Familiar/Grim/Incantation spectral cards can also generate these less consistently, on top of not really guaranteeing that you can play the glass cards in the same hand. If you are having trouble with glass cards breaking, the Oops! All 6s joker (Doubles all listed probabilities (ex: 1 in 3 -> 2 in 3)) can help with this. There is a challenge centered around this mechanic, anyhow. RoyalePlay a Royal FlushA straight flush consisting of the highest scoring cards (10 J Q K A). You will probably get this naturally over time, but there are a myriad of ways to make getting this more consistent (wild cards, suit manipulation, card add/removal, etc.). RetrogradeGet any poker hand to level 10Poker hands are normally leveled via Planet Cards, with one of the twelve planets upgrading one of the specific hand types. The High Priestess tarot card (Creates up to 2 random Planet cards), along with the Telescope/Planet Merchant/Planet Tycoon vouchers, can assist with getting this achievement more easily. You also have cards like the Burnt Joker (Upgrade the level of the first discarded poker hand each round), Space Joker (1 in 4 chance to upgrade level of played poker hand), and Black Hole spectral card (Upgrade every poker hand by 1 level) that can also assist. 10KScore 10,000 Chips in a single hand 1,000KScore 1,000,000 Chips in a single hand 100,000KScore 100,000,000 Chips in a single handThere's a lot of tips and tracks to getting a high score, so for the sake of brevity, I will link to this 4 hour+ long video talking about reaching high score hands:

小手:将你的牌组精简至20张或更少。【倒吊人】塔罗牌(最多摧毁2张选定的卡牌)将是你获取此成就的主要手段,不过你也可以依靠诸如【交换卡牌】王牌(若回合首次弃牌仅有1张,则摧毁该牌并获得3美元)、【第六感】王牌(效果较弱,若回合首手牌为单张6,则摧毁该牌并生成一张【幽灵】牌),或者最理想的【献祭】幽灵牌(随机摧毁手牌中的5张卡牌,获得20美元)。建议使用【废弃牌组】(开始游戏时牌组中无花牌)来尝试达成此成就,因为与其他牌组相比,你需要处理的卡牌少了12张。【大手】:你的牌组拥有80张或更多卡牌。要达成此成就,你需要在不移除任何卡牌的情况下至少添加28张卡牌。有助于达成的方法包括:大理石小丑(选择盲注时,向牌组添加一张石头卡牌)、证书小丑(回合开始时,向你的手牌添加一张带有随机印记的随机扑克牌)、DNA小丑(如果回合的首张手牌只有1张卡牌,向牌组添加一张永久复制并将其抽到手牌)、灵体/冷酷/咒语类灵界卡牌(它们创造的卡牌比销毁的多),当然,还可以通过魔术券直接购买标准卡包和/或玩家卡牌。 【你得到的就是你所获得的】:不重roll商店的情况下赢得一局游戏。非常简单直接。我猜只要注意不要误点就行……规则扭曲者:完成任意挑战模式 规则破坏者:完成所有挑战模式 挑战模式需通过使用至少5种不同套牌获胜来解锁,解锁后可点击“开始游戏”按钮,在“新游戏/继续游戏”选项旁的第三个标签页进入。后续章节将详细介绍挑战模式。 传奇:发现一张传奇小丑牌 传奇小丑牌通过灵魂灵体牌生成。你需要在长期游戏和获取灵体卡包的过程中自然获得,不过使用幽灵套牌(商店中可能出现灵体牌,初始携带一张诅咒牌)可能会略微提高找到灵魂牌的几率(假设它确实能在商店中生成)。 天文学:收集所有行星牌 共有12张行星牌。如果你查看运行信息中显示的扑克手牌,会发现只有9种可用手牌。但实际上还有3种隐藏手牌(五同、同花葫芦、同花五)以及它们各自对应的星球(X行星、谷神星、阋神星),这些只有在你打出过相应手牌的游戏局中才会出现。这些是隐藏手牌,因为在标准扑克游戏中无法自然获得,所以你需要进行一些卡牌操作来达成这个成就。 不要忘记购买天体包。 Cartomancy 发现所有塔罗牌 共有22张塔罗牌,且均无解锁要求,因此长时间游玩后你应该能自然获得。 不要忘记购买奥秘包。洞察:收集所有灵体卡牌。共有18张灵体卡牌,其中2张尤为稀有(灵魂和黑洞),且灵体卡牌本身就比星球/塔罗牌更罕见。【幽灵套牌】(灵体卡牌可能出现在商店,初始携带一张诅咒卡牌)或许对达成此成就有帮助,但不确定灵魂和黑洞是否会在该套牌下出现在商店中。记得购买灵体卡包。 极致优惠券达人:收集所有优惠券。共有32张优惠券。许多优惠券有解锁条件,且在游戏初期价格较高,因此相比上述其他收集类成就,此成就可能更难达成。供参考,你可以查看本指南以获取所有凭证/解锁条件以及其他所有物品的更多信息。(别忘了,大部分内容也可以通过游戏内的收藏界面访问,你甚至可以创建第二个档案,并在新档案和“解锁全部”状态之间切换来查看内容。) 成就(3/3) Completionist 发现100%的收藏 总共有340个物品需要收集。由于包含了上述所有基于发现的成就,因此存在一些冗余,以下是物品数量:

Completionist+Win with every deck on Gold Stake difficultyReminder that Gold Stake is the eighth difficulty, and there are 15 decks. Even if you were a god-gamer/luck-meister and won every run in attempts of this achievement, that is a minimum of 120 runs. You will not win every run. Good luck. Completionist++Earn a Gold Sticker on every JokerThere are a total of 150 jokers, and a gold sticker means that you beat a Gold Stake run with that joker in your inventory. This is meant to be the longest-of-term goal achievement, so compared to a lot of other indie-games, it may not be so reasonable to aim for a quick 100% achievement goal for this one... If you want to split the finest of hairs, you may complete this marginally faster with the Black Deck (+1 Joker slot, -1 hand every round), assuming you don't end up losing runs you could otherwise win due to the negative trait. Otherwise, the Negative edition modifier on Jokers can also marginally help you clear this faster assuming it is on jokers you haven't gotten a gold sticker on yet, and aiming for this wouldn't result in you losing the run. Challenges Overview Challenges are games with certain cards, rules, restrictions, and/or deck modifications to fit a certain theme, which modify the gameplay in an interesting or annoying way. To simplify the later section, I will put down the base game modifiers here, then list any changes from that base in the following table. Standard modifiers are as follows: 4 hands per round 3 discards per round 8 hand size 5 Joker Slots 2 Consumable Slots Start with $4 $5 base reroll costThe Deck column will only be filled in if it deviates from the standard deck. The challenges (as of version 1.0.0j-FULL) are as follows: # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 1 The Omlette Egg (x5) All Blinds give no reward money Extra Hands no longer earn money Earn no Interest at end of round Banned Cards: Seed Money (Voucher) Money Tree (Voucher) To the Moon (Joker) Rocket (Joker) Golden Joker Satellite (Joker) 2 15 Minute City Ride the Bus (Eternal) Shortcut (Eternal) 3 Rich get Richer Chips cannot exceed the current $ Start with $100 (+$96) 4 On a Knife's Edge Ceremonial Dagger (Eternal, Pinned) 5 X-ray Vision 1 of 4 cards are drawn face down 6 Mad World Pareidolia (Negative, Eternal) Business Card (Eternal) Extra Hands no longer earn money Earn no Interest at end of round All 10, J, Q, K, A removed 7 Luxury Tax Hold -1 card in hand for every $5 you have 10 hand size (+2) 8 Non-Perishable All shop Jokers are Eternal Banned Cards: Gros Michel (Joker) Ice Cream (Joker) Cavendish (Joker) Turtle Bean (Joker) Ramen (Joker) Diet Cola (Joker) Seltzer (Joker) Popcorn (Joker) Mr. Bones (Joker) Invisible Joker Luchador (Joker) 9 Medusa Marble Joker (Eternal) J, Q, K replaced with Stone Cards (12) 10 Double or Nothing All Played cards become debuffed after scoring All cards have Red Seals 11 Typecast When ante 4 boss is defeated, all Jokers become eternal When ante 4 boss is defeated, set Joker slots to 0 12 Inflation Credit Card Permanently raise prices by $1 on every purchase Banned Cards: Clearance Sale (Voucher) Liquidation (Voucher) 13 Bram Poker Vampire (Joker; Eternal), The Empress (Tarot), The Emperor (Tarot), Magic Trick (Voucher), Illusion (Voucher) Jokers no longer appear in the shop 14 Fragile Oops! All 6s (Negative, Eternal)(x2) Banned Cards: The Magician (Tarot) The Empress (Tarot) The Hierophant (Tarot) The Chariot (Tarot) The Devil (Tarot) The Tower (Tarot) The Lovers (Tarot) Incantation (Spectral) Grim (Spectral) Familiar (Spectral) Standard Pack (Booster) Marble Joker Vampire (Joker) Midas Mask (Joker) Certificate (Joker) Magic Trick (Voucher) Illusion (Voucher)Banned Tags: Standard Tag All cards have the Glass Card Enhancement 15 Monolith Obelisk (Eternal), Marble Joker (Negative, Eternal) 16 Blast Off Constellation (Joker; Eternal),Rocket (Joker; Eternal), Planet Merchant (Voucher), Planet Tycoon (Voucher) 2 hands per round (-2) 2 discards per round (-1) 4 Joker slots (-1) Banned Cards: Grabber (Voucher) Nacho Tong (Voucher) Burglar (Joker) 17 Five-Card Draw Card Shark, Joker 6 discards per round (+3) 5 hand size (-3) 7 Joker Slots (+2) Banned Cards: Juggler (Joker) Troubadour (Joker) Turtle Bean (Joker) 18 Golden Needle Credit Card Discards each cost $1 1 hand per round (-3) 6 discards per round (+3) Start with $10 (+$6) Banned Cards: Grabber (Voucher) Nacho Tong (Voucher) Burglar (Joker) 19 Cruelty Small Blinds give no reward money Big Blinds give no reward money 3 Joker Slots (-2) 20 Jokerless Jokers no longer appear in the shop 0 Joker Slots (-5) Banned Cards: Judgement (Tarot) Wraith (Spectral) The Soul (Spectral) Buffoon Pack (Booster)Banned Tags: Uncommon Tag Rare Tag Negative Tag Foil Tag Holographic Tag Polychrome Tag Buffoon Tag Challenges (1/5) 1. The Omlette # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 1 The Omlette Egg (x5) All Blinds give no reward money Extra Hands no longer earn money Earn no Interest at end of round Banned Cards: Seed Money (Voucher) Money Tree (Voucher) To the Moon (Joker) Rocket (Joker) Golden Joker Satellite (Joker) While you no longer directly get money from any rounds played, you essentially get $15 from your five starting eggs backloaded, until you start selling them. You can also get money from most other means such as tarot cards, vouchers, a bunch of joker card effects, gold playing cards, and so on. Just keep the eggs for as long as possible, selling off individual ones to make space for any good jokers, and this should be pretty straightforward. The Ceremonial Dagger and Swashbuckler Jokers may also somewhat trivialize this challenge if you stumble upon them. 2. 15 Minute City # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 2 15 Minute City Ride the Bus (Eternal) Shortcut (Eternal) Ride the Bus is a great card to start with, and Shortcut makes it an easy decision to focus on building into straights from the get-go. As long as you don't accidentally play scoring face cards, you shouldn't have much trouble with this. 3. Rich get Richer # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 3 Rich get Richer Chips cannot exceed the current $ Start with $100 (+$96) You start with a ton of money, but are pretty incentivized not to spend it due to your score being tied to it. You'll be getting a lot of interest from the get-go though, so keeping your money at a healthy level while maybe putting a bit more focus on multiplier-focused effects can ensure this one is not very problematic. 4. On a Knife's Edge # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 4 On a Knife's Edge Ceremonial Dagger (Eternal, Pinned) Our first and only instance of seeing the Pinned keyword (This Joker stays pinned to the leftmost position). This is important to pay attention to in the context of Ceremonial Dagger, since it forces you to sacrifice a joker if you ever have more than one. When you buy a joker, its sell value is half of its buy value, rounded down (minimum of $1). Therefore, a $2 and a $3 joker will sell for the same value, and of the two to buy for sacrificing, you should be buying the former. As long as you keep this in mind and constantly buy random jokers to feed the dagger, while keeping three other useful jokers away from it, this should be another straightforward challenge, granted you don't run into the Verdant Leaf boss blind... Challenges (2/5) 5. X-ray Vision # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 5 X-ray Vision 1 of 4 cards are drawn face down Potentially one of the first "harder than base" challenges; The Wheel is a boss blind that draws 1 out of 7 cards face down, and now we have that as a permanent effect that is almost twice as bad. Two basic tips of note that may help with this challenge: You can abuse either of the "Sort Hand" features to give yourself a slightly better idea on what face-down cards you are holding. For the Suit sorting in particular, the cards are sorted in the order of Spades - Hearts - Clubs - Diamonds; you can then use face-up cards to guarantee whether or not cards on the far-left are Spades and/or cards on the far-right are Hearts which can allow for safely played Flushes, something you can consider directly building towards. If you don't want to deal with trying to figure out what cards are what, you can employ a "hand-agnostic" strategy to work towards beating this challenge, which essentially involves getting jokers that reward/scale based on playing non-specific hand types.This second point is actually a strategy that can be used for a good amount of the challenges; it is a kind of "head empty" play-style where you literally play nearly whatever hands you want, and the point generation will be good enough to beat the game regardless (it will obviously not scale as well as dedicated combo builds, but the whole of this is consistency). Since this is not an official term, I will give a general framework of the Hand-Agnostic strategy: Focus on jokers that reward/scale based on playing non-specific hand types, as well those that benefit from not using Discards (since we mostly don't care about playing specific cards outside of the obviously boosted playing cards). Examples include: Half Joker (+20 Mult if played hand contains 3 or fewer cards) OR Square Joker (Gains +4 Chips if played hand has exactly 4 cards (Currently 16 Chips)) Banner (+40 Chips for each remaining discard) Delayed Gratification (Earn $2 per discard if no discards are used by end of the round) Supernova (Adds the number of times poker hand has been played to Mult) Blue Joker (+2 Chips for each remaining card in deck) Green Joker (+1 Mult per hand played -1 Mult per discard) Red Card (Gains +3 Mult when any Booster Pack is skipped) Fortune Teller (+1 Mult per Tarot card used this run) Marble Joker (Adds one Stone card to deck when Blind is selected) Burglar (When Blind is selected, gain +3 Hands and lose all discards) Constellation (Gains X0.1 Mult per Planet card used) Card Sharp (X3 Mult if played poker hand has already been played this round) Hologram (Gains X0.25 Mult per playing card added to your deck) Ramen (X2 Mult, loses X0.01 Mult per card discarded) Stuntman (+300 Chips, -2 hand size) DNA (If first hand of round has only 1 card, add a permanent copy to deck and draw it to hand) In the context of jokers like Square Joker/Supernova/Green Joker, you will want to focus on playing as many hands as possible over the course of the game to scale these high enough for overcoming the boss blinds, although this means you probably die to The Needle and Violet Vessel blind, while trivializing a lot of other blinds Planet cards should be focused around High Card and Pair, since those hand types are way more likely to occur when not discarding and/or playing semi-blindly Wild Cards and Red Seals are much less valuable, but Steel Cards are much easier to work with 6. Mad World # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 6 Mad World Pareidolia (Negative, Eternal) Business Card (Eternal) Extra Hands no longer earn money Earn no Interest at end of round All 10, J, Q, K, A removed Since you don't get money from extra hands, you are incentivized to play more hands to increase the amount of money you get via the Pareiodlia/Business Card combo, which means you could make about the same amount of money as a standard run would. Your average hand score starting off though will be a bit lower due to the removal of the higher value cards. Other jokers centered around face cards become a lot more valuable and can easily carry you through this challenge if you happen upon them. These include: Scary Face (Played face cards give +30 Chips when scored) Faceless Joker (Earn $5 if 3 or more face cards are discarded at the same time) Photograph (First played face card gives X2 Mult when scored) Smiley Face (Played face cards give +4 Mult when scored) Midas Mask (All face cards become Gold cards when played) Reserved Parking (Each face card held in hand has a 1 in 2 chance to give $1) Sock and Buskin (Retrigger all played face cards)Other jokers that focus on specific-valued cards can also be pretty good, since you start with 20 less card than normal. Just don't take the Ride the Bus Joker thinking you have no face cards in your deck...also hope you don't run into The Plant or The Mark blinds... 7. Luxury Tax # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 7 Luxury Tax Hold -1 card in hand for every $5 you have 10 hand size (+2) Keeping $14 or less on hand whenever you start a round turns this into a normal run. Once you've gotten a good baseline of jokers, the 10 hand size you get at $4 or less should make this easier than normal. Challenges (3/5) 8. Non-Perishable # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 8 Non-Perishable All shop Jokers are Eternal Banned Cards: Gros Michel (Joker) Ice Cream (Joker) Cavendish (Joker) Turtle Bean (Joker) Ramen (Joker) Diet Cola (Joker) Seltzer (Joker) Popcorn (Joker) Mr. Bones (Joker) Invisible Joker Luchador (Joker) The banned cards include all of the jokers that can destroy themselves or have a sell benefit. Make sure you only buy "useful" jokers (this decision can be made a bit easier if you put more emphasis on enhanced/edition Jokers (i.e., Foil/Holographic/Polychrome/Negative)). 9. Medusa # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 9 Medusa Marble Joker (Eternal) J, Q, K replaced with Stone Cards (12) Employing the Hand-Agnostic strategy may be useful here, since it can get difficult building any strong hands with all the stone cards clogging your deck. You can also consider skipping blinds more often than usual to reduce the amount of times Marble Joker triggers. 10. Double or Nothing # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 10 Double or Nothing All Played cards become debuffed after scoring All cards have Red Seals Another one of the more difficult challenges, as although you have a bunch of red seals which makes the early game easier, late game will see yourself without any cards that can provide individual scores unless you can somehow add enough cards and/or skip enough blinds to preserve your deck as long as possible. The Hand-Agnostic strategy works well here (and may be the ideal method), as there are a ton of Jokers that lose a lot of value when more and more of your deck is debuffed. In those situations, focusing on jokers that provide score boosts irrespective of played card values/enhancements is the most consistent way to beat this. Don't forget to create enhance unplayed starting cards with steel whenever possible, as these work quite well when paired with the red seal and never played. The other enhancements can still find some use if you can save them to get through the bigger blinds. 引用自 "Camkitsune":In Double Or Nothing, you can actually remove debuffs on your cards by applying any Enhancement (Gold/Steel/Bonus/Multi/Wild/Lucky/Stone/Glass) effect. This includes applying one to an already-Enhanced card, even using the same Enhancement to a card that already has it. This can help to keep you afloat for much longer while you try to find a long-term solution to your cards being debuffed. --- Additionally, card debuffs caused by Double or Nothing (and presumably any other challenge that causes cards to be debuffed) will trigger the effect of the Matador Joker. [Earn $8 if the played hand triggers the Boss Blind ability] 11. Typecast # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 11 Typecast When ante 4 boss is defeated, all Jokers become eternal When ante 4 boss is defeated, set Joker slots to 0 This challenge is very similar to 8. Non-Perishable, except that you have a bit more sell flexibility up until the end of Ante 4 where you want to finalize your roster. Otherwise, employ the same strategy as that challenge, while manually ensuring you don't any of those perishable/sell jokers on hand by Ante 5. 12. Inflation # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 12 Inflation Credit Card Permanently raise prices by $1 on every purchase Banned Cards: Clearance Sale (Voucher) Liquidation (Voucher) Jokers that can create cards become a bit more useful here, but otherwise, this challenge isn't too bad if you can get some jokers early-game that scale without shop involvement. Much like actual inflation, you are incentivized to spend less frivolously until you can amass enough money to only buy the essentials (in the context of Balatro, it's stuff that has a high chance of directly improving the run). 13. Bram Poker # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 13 Bram Poker Vampire (Joker; Eternal), The Empress (Tarot), The Emperor (Tarot), Magic Trick (Voucher), Illusion (Voucher) Jokers no longer appear in the shop You can still generate Jokers through Buffoon Packs, so you can amass a full roster without too much issue, while getting strong benefit from the Vampire pretty early on with all the other starting cards. This should be another one of those "easier than standard" challenges. Challenges (4/5) 14. Fragile # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 14 Fragile Oops! All 6s (Negative, Eternal)(x2) Banned Cards: The Magician (Tarot) The Empress (Tarot) The Hierophant (Tarot) The Chariot (Tarot) The Devil (Tarot) The Tower (Tarot) The Lovers (Tarot) Incantation (Spectral) Grim (Spectral) Familiar (Spectral) Standard Pack (Booster) Marble Joker Vampire (Joker) Midas Mask (Joker) Certificate (Joker) Magic Trick (Voucher) Illusion (Voucher)Banned Tags: Standard Tag All cards have the Glass Card Enhancement Somewhat similar to 10. Double or Nothing in that you have a strong start, but are disincentivized from playing too many cards lest you end up with nothing by end-game. However, you cannot employ the Hand-Agnostic strategy here, since the large ban list ensures that your starting deck is all you're going to get, without any chances of getting rid of those 100% shatter chance cards. While you have those two Oops! All 6s stuck in your roster though, might as well make the most use of them. As expected, positive chance-based cards function very well here, which include: Business Card (Played face cards have a 1 in 2 chance to give $2 when scored) Hallucination (1 in 2 chance to create a Tarot card when any Booster Pack is opened) Space Joker (1 in 4 chance to upgrade level of played poker hand) Reserved Parking (Each face card held in hand has a 1 in 2 chance to give $1) Bloodstone (1 in 3 chance for played cards with Heart suit give X2 Mult when scored) The Wheel of Fortune tarot card (1 in 4 chance to add Foil, Holographic, or Polychrome edition to a random Joker)Erosion (+4 Mult for each card below 52 in your full deck) is obviously a very strong card here if you happen upon it. Outside of specific cards, the general strategy is to be conservative with your played hands, both through skipping blinds as well as minimizing score overkill when you can use those to safely clear the later blinds (for example, you don't need to play a flush on Ante 1's Small Blind when a small card's three of a kind is sufficient). 15. Monolith # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 15 Monolith Obelisk (Eternal), Marble Joker (Negative, Eternal) Similar to 9. Medusa, where if you ignore Obelisk, you are trading having a standard deck with your face cards returned, at the cost of losing 12 stone cards and a joker slot. That said, Obelisk is a very strong card if you know how to play to its strengths (i.e., purposefully amassing high play count on a hand type that you will then actively choose to ignore by mid-game, such that you will have a high enough multiplier to cruise in end-game). Otherwise, you can still rely on the Hand-Agnostic strategy here while getting small bursts of benefit from Obelisk every now and then. 16. Blast Off # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 16 Blast Off Constellation (Joker; Eternal),Rocket (Joker; Eternal), Planet Merchant (Voucher), Planet Tycoon (Voucher) 2 hands per round (-2) 2 discards per round (-1) 4 Joker slots (-1) Banned Cards: Grabber (Voucher) Nacho Tong (Voucher) Burglar (Joker) This one's pretty scary. Constellation is a top-tier joker with the starting planet vouchers to boot, but the hardest part of this is getting out of the early-game with only 2 hands per round and no way to increase it (remember that less hands = less money at the end of the round too, so it's a compounding issue). Expect a lot of restarts looking for good enough hands to get you to the point where Rocket can scale to a reasonable enough level to feeding Constellation with more planet cards and get you through to the end, being very mindful not to play any wasteful hands. You will probably have to hunt for jokers that provide very strong initial base/mult score boosts to get out of the early game, then pivot to other multiplicatives once all the planet boosts provide enough of a base coverage. 17. Five-Card Draw # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 17 Five-Card Draw Card Shark, Joker 6 discards per round (+3) 5 hand size (-3) 7 Joker Slots (+2) Banned Cards: Juggler (Joker) Troubadour (Joker) Turtle Bean (Joker) The Hand-Agnostic strategy nearly trivializes this challenge with the extra discards and joker slots. You can try to play this "as expected" with trying to deal with all the draw RNG as you burn discards searching for high-value hands otherwise, but sometimes you just don't want to think, you know? Challenges (5/5) 18. Golden Needle # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 18 Golden Needle Credit Card Discards each cost $1 1 hand per round (-3) 6 discards per round (+3) Start with $10 (+$6) Banned Cards: Grabber (Voucher) Nacho Tong (Voucher) Burglar (Joker) We now reach the trifecta of challenges from hell... If you thought 16. Blast Off was bad enough with its 2 hands restriction (but at least with some good starting cards), now we have this garbage with a one hand restriction and no "good" starting cards. To reward you for your troubles, you are given extra discards and money alongside the Credit Card, which basically gives you about $30 to work with for your first round should you choose to put all your hopes and dreams in the first shop rather than drag the torture out. Oh, except even with those extra discards they now cost money to use, so you are penalized for trying to work with the tools you're given. What fun. Since attempting to skip the first blind is now mostly a death-wish unless you get some early hand upgrades, you will have to get accustomed to beating the first blind in one hand moving forward (it was always considered ideal to do so, but now it's mandatory). This requires a 300+ point hand with a base deck; this means you must be able to get one of the following hands: Straight starting with 8 or higher Flush with an average value of 8 per card Full House with an average value of 7 per card Any Four of a Kind Any Straight FlushEven with 6 discards, you can still potentially get screwed by draw RNG if you are looking for very specific cards, so the most you can do is maximize your chances throwing out a bunch of the low value cards that are guaranteed to lose you the game if played. From there, focus on the jokers with strong multipliers that don't rely on the shop, and ignore those that scale based on hands played since you have no longer time for that. Remember that you are going to get a lot less money than standard runs due to absolute lack of "hands remaining money"; expect a LOT of restarting for this. 引用自 Edranael :There is a neat interaction in Golden Needle: The Hieroglyph Voucher cannot drop your hands per round to 0, so you essentially get a free ante out of it to beef up your deck 19. Cruelty # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 19 Cruelty Small Blinds give no reward money Big Blinds give no reward money 3 Joker Slots (-2) Cruelty indeed. There is not much incentive to play any of the non-boss blinds outside of the shop refresh it provides, or if you get jokers that scale off of hands played. Even then, since you are down two joker slots, you will really have to make what you get count, or luck into (free) negative jokers with vouchers via skips since you'll likely not have enough money to buy them outright. 20. Jokerless # Name Starting Cards Custom Rules Game Modifiers Restrictions Deck 20 Jokerless Jokers no longer appear in the shop 0 Joker Slots (-5) Banned Cards: Judgement (Tarot) Wraith (Spectral) The Soul (Spectral) Buffoon Pack (Booster)Banned Tags: Uncommon Tag Rare Tag Negative Tag Foil Tag Holographic Tag Polychrome Tag Buffoon Tag Ah yes, the game featuring a bunch of jokers with various effects and you aren't allowed to use any of them for this run. The only "upside" to this is that you're way more likely to see tarot and planet cards now, but that's still 34 cards to cycle through, with you really not having much leeway to spread out your upgrades; you will have to hyperfocus into a good scoring combo and pray that all the RNG consistently lines up (i.e., always getting relevant upgrades, not getting screwed by draw RNG, not getting screwed by boss blind RNG). Best of luck. For a more extensive tips writeup, you can check out this Reddit post.