获得首次胜利

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给那些难以取得首胜的玩家一些提示。 本指南包含什么 本指南面向那些已经玩过一段时间游戏,但仍难以获胜的玩家。你应该对游戏的基本玩法有大致了解,但可能会在第7或第8轮输掉游戏。 我会提供一些关于游戏机制的通用建议,以及在选择玩法时需要考虑的概念。其中有些内容你可能已经知道,有些可能是新的,有些现在可能不太容易理解。你不需要理解所有内容,但即使只学到其中一点,也应该能帮助你获得胜利。 本指南的内容按重要程度排序,最重要的内容放在前面。计分规则说明 简单来说:如果不想阅读全文,只需阅读【重要段落】和最后两段即可。

得分包含两个部分:筹码(蓝色)和倍率(红色)。最终得分是筹码与倍率的乘积。图中这手牌的筹码为40,倍率为2。 如果你的扑克手牌获得40筹码和2倍率,之后打出的牌总计获得30筹码,那么总得分将是140:(40+30)×2。 此后,我将使用A×B的符号来表示得分,即A筹码和B倍率。

“手牌”即本表格中所列内容。“高牌”是最弱的手牌,“同花顺”是默认情况下最强的手牌。这些手牌的组成方式、当前筹码及倍率值均在游戏内列出(可在游戏过程中查看“运行信息”)。 需要注意的是,列表中排名较高的手牌优先于排名较低的手牌。例如,如果你打出全部为红桃的A、A、A、2、3,这既是“同花”也是“三条”。由于“同花”的排名高于“三条”,因此这副手牌将被判定为“同花”,并使用“同花”对应的筹码和倍率,即使“三条”可能会获得更高的分数。 筹码和倍率的来源有很多: 每副手牌都有其自身的手牌等级,提升手牌等级会同时增加该手牌的筹码和倍率。每张计分卡牌会增加一定数量的筹码。百搭牌可以提供筹码或倍率。卡牌和百搭牌可以通过强化来提升筹码和倍率。

IMPORTANT: There's also xMult, shown in-game as X2 rather than +2 for regular mult. xMult will multiply your mult when it occurs. It's very important to note that X2 and +2 are two completely different things! If you have 20 mult and get +2, that's 22. If you have 20 mult and get X2, that's 40. If your hand is 30x5 and you have a joker that gives X2, that means your score will be 30x5x2, or 300 total. Let's give a full scenario. You're playing a level 10 Three of a Kind, with a base value of 210x21. Let's say your played cards don't score, maybe because of a boss debuff. You have a Zany Joker (+12 mult if the hand contains three of a kind), Wily Joker (+100 chips if hand contains three of a kind), a Banner (+30 chips per remaining discard) with 3 discards remaining, a Gros Michel (+15 mult), and a joker that doesn't give you any points. All together, that's 400x48, for a total score of 19,200. Now let's replace Gros Michel (+15 mult) with a Ramen (X2 mult, decreasing when you discard). You haven't discarded since you picked it up, so Ramen is still X2 mult. Now you're scoring 400 chips, 33 mult, and then X2 mult for a total of 66 mult. Now your total score is 26,400. Quick, but important, aside here. Jokers trigger their effects left to right, and you can rearrange the order of your jokers. Make sure any xMult is on the right of your regular mult, to maximize your points. Let's say you also replace Zany Joker (+12 mult) with a second Ramen. Your mult is now 21 x 2 x 2, a total of 84. Now you're scoring 33,600. Those X2 mults are much better than those regular old mults. If you ended up with the base score of 210x21 and then five X2 mults, your score would be a whopping 141,120, much higher than any of those previous scores. In general, xMult is the most powerful scoring tool.. The reason for this is simple - a X2 will double your score. In order to double your score with chips or mult, you would need to double your chips, or double your mult. In the last example of 210x21 and five X2 mults, in order to match the value of one of the X2s you would need to get +210 chips or +21 mult from a single joker - possible, but there aren't many jokers that could do that. The general way to look at scoring is like this - you want 1 source of chips, 1 source of mult, and then as much xMult as possible. The source of chips and mult could be as simple as leveling up the hand you're playing, or it could be your playing cards or jokers having chips or mult enhancements, or you could have a joker for each of those. You won't always want this kind of a setup, but you generally do. Re-order your cards All of your cards - your jokers, the cards in your hand, and the cards you're playing - can be reordered by dragging them left or right. There are multiple effects this can have on your scoring: Re-order your jokers so that jokers that add mult are placed to the left of jokers that multiply your mult. This will make the additional mult from the left jokers get multiplied by the right jokers. You should re-order the cards you're playing so that cards that add mult like holographic cards (+10 mult) are to the left of ones that multiply mult, like glass cards (x2 mult) and polychrome cards (x1.5 mult). Cards you hold in hand can also have relevant ordering due to effects like Shoot the Moon (Each Queen held in hand gives +13 Mult) and Baron (Each King held in hand gives X1.5 Mult). Jokers like Photograph (First played face card gives X2 Mult when scored) and Hanging Chad (Retrigger first played card used in scoring 2 additional times) will apply their effects to the left-most card that you play that fits their criteria. For example, if you play a Flush that scores using the cards 5 7 8 King Ace, all five cards will score. If you play them in that order, the Hanging Chad will retrigger the 5, and the Photograph will trigger when the King is scored. If your 5 has no enhancements but your Ace is Holographic (+10 mult), you're missing out on points. Moving the Ace to the far left means the Hanging Chad would retrigger that +10 mult - giving you +20 mult - and the Photograph would then multiply that +20 mult because the King will be scored after the Ace. In this case, you should move your Ace to the far left for more points. Or, depending on how the rest of your score lines up, you might be better off moving the King all the way to the left. This will score the King three times total, and give you the x2 multiplier from Photograph 3 times - that's a x8 bonus. This will most likely end up with a higher score than either of the previous setups, even if the +10 mult doesn't end up getting multiplied by Photograph. Economy is key One of the biggest keys to winning runs is getting more money. More money means you can afford to buy more packs, more vouchers, and can afford to reroll the shop more. All of those are very important for building a winning run. You earn $1 of interest per $5 you have at the end of a round, up to $5 of interest when you have $25. This means that, in general, you want to hold on to $25 at all times. There are a few exceptions to this: If you're not going to win the next round, of course spend your money. There's no use holding on to money if you're going to lose. Powerful jokers are always worth buying (what's "powerful" will vary, and something you'll be able to evaluate more as you play). Jokers that make you money can get you back to $25 pretty quickly. Vagabond (Create a Tarot card if hand is played with $4 or less) requires you to have less money in order to use its effect.Note that the Green deck doesn't earn interest, so with that deck you can freely spend your money. Always play 5 cards (except when you shouldn't) You can play cards that aren't part of your poker hand. They won't score, but you can get rid of them freely by including them in the hand. For example, 5 5 5 gets you three of a kind, but you can throw in two other cards with it - 5 5 5 K 7 is also three of a kind, but now you've also gotten rid of two cards that might not be useful. Use this to get rid of cards you don't want and help you build towards the next hand. There are some exceptions, though: Some jokers won't work if you do this, like Half Joker (+20 mult if played hand contains 3 or fewer cards). Make sure playing extra cards won't do anything bad with your jokers. Some jokers (like Shoot the Moon [Each Queen held in hand gives +13 mult]) and card enhancements (like Gold [+$3 if held in hand at the end of a round] and Steel [X1.5 mult when held in hand]) take effect based on cards held in your hand. It can sometimes be worth holding on to more cards in order to get more of these effects. The Serpent boss effect is this: After playing a hand or discarding cards, you always draw 3 cards. There's generally no point in getting rid of extra cards against this boss. The Psychic boss effect forces you to play 5 cards. If you don't play 5 cards, your hand won't score - be sure to play 5 cards! Even if your current situation would benefit from playing fewer cards, you cannot score points against the Psychic unless you play 5 cards. The Tooth boss makes you lost $1 for each card played - even if those cards don't score. Sometimes it's still useful to play extra cards with your hands, in order to get rid of cards you don't want. For the final hand you play, you definitely don't want to play any extra cards though! Bigger hands aren't always better You might think hard-to-build hands, like straight flushes and four of a kind, are better because they score more. Generally, they aren't. The reason for this is that those hands are very unreliable because they're hard to make. A level 50 straight flush doesn't mean anything if you can't make a straight flush. This also applies to jokers - you usually want to favor jokers that work for easy-to-build hands, at least until you've stacked your deck enough to support hands like four of a kind, five of a kind, flush house, etc. Weaker hands also have the benefit of using less cards. For example a pair requires only two out of the five card slots, meaning you can throw in up to three extra cards you don't want. You also have the benefit of being able to hold more cards in hand when you only play two, letting you get more effects from Shoot the Moon (Each Queen held in hand gives +13 Mult), Steel cards (x1.5 Mult while this card stays in hand), and more. Those tough hands also require reworking your deck using tarot cards or jokers - something you don't need to do if you're playing a simple hand. When you need five of a kind, you need a lot of cards of the same rank in your deck. Getting those cards takes time, money, and effort you could put towards something else. In general, you'll want to aim for the most powerful hand that's easily achievable. High card, pair, and two pair are all pretty safe to build for as a baseline, and you can consider building towards other hands as the run progresses. Don't start with a build in mind For the most part, having a strategy in mind when you start a game doesn't help. If you tunnel vision on to a particular strategy, you'll pass on jokers that could easily win you the game. Always look at what you're offered and consider if it will help you win, even if you have to do something like pick up pair-focused cards on the Checkered deck. A successful run starts with picking good jokers, not picking jokers that fit with what you want to play the most. Thinner is better If you've played other card-based roguelites, you're probably familiar with this concept: A thinner deck is better. If you have 10 good cards, you're more likely to draw those cards when your deck is 20 total cards, as opposed to 50 total cards. Technically what you want is a higher percentage of good cards. You can get that by either removing bad cards (which is usually easier) or adding many good cards. For the most part, you can consider any "regular" cards to be "bad" - a card with no special effects and no synergies with your jokers will generally only be useful for making specific poker hands. You'll still need to be able to make the poker hand you're building towards, so be mindful of the suits of the cards you're adding/removing if you're playing Flushes for example. In some cases, a "good" card might be very specific - if you're building around a certain joker like the Lucky Cat (This Joker gains X0.25 Mult every time a Lucky card successfully triggers) in which case you want as many Lucky cards as possible. Sometimes a "good" card is any card you add to your deck, because you're using Hologram (This Joker gains X0.25 Mult every time a playing card is added to your deck). Sometimes all of your cards are bad and you want to remove a lot of them because you have Erosion (+4 Mult for each card below the deck's starting size in your full deck). And then sometimes your "good" cards are good specifically because you want to destroy them for the legendary joker Canio (This Joker gains X1 Mult when a face card is destroyed). When in doubt, it's hard to go wrong with removing random non-enhanced cards from your deck. When you eventually start enhancing cards, you're more likely to draw those with your pre-thinned deck. One thing to be careful of, which can come up later in a run after you've destroyed a lot of cards, is that you do need a certain amount of cards in your deck in order to actually play hands. If you're playing a Flush build and have 5 Hands, you need at least 25 cards in your deck in order to play all 5 of those flushes. Ways of destroying cards include: Immolate Spectral card (Destroys 5 random cards in hand, but gain $20.) - This is both a great way to thin your deck as well as a good way to get money. One of the best Spectral cards, and it's almost always a good decision to use. Hanged Man Tarot card (Destroys up to 2 selected cards) Death Tarot card (Select 2 cards, convert the left card into the right card) - requires you to have a good card to convert a bad one into, but it's effectively -1 bad card and +1 good card. Trading Card joker (If first discard of round has only 1 card, destroy it and earn $3) Sixth Sense joker (If first hand of round is a single 6, destroy it and create a Spectral card) Ways of adding cards include Familiar Spectral card (Destroy 1 random card in your hand, but add 3 random Enhanced face cards instead.) Incantation Spectral card (Destroy 1 random card in your hand, but add 4 random Enhanced numbered cards instead.) Cryptid Spectral card (Creates 2 exact copies (including Enhancements, Editions and Seals) of a selected card in your hand.) Standard packs - remember that you can skip taking cards, if none of them are good or you're looking for something specific. DNA Joker (If first hand of round has only 1 card, add a permanent copy to deck and draw it to hand) - like with Standard packs, you want to make sure you have good cards worth copying.

如你所见,【灵能】卡牌在摧毁卡牌和添加强化卡牌方面表现十分出色。【灵能】卡牌恰好也拥有大量强化卡牌的效果,这使得它们非常适合打造“优质”卡牌。 【灵能】卡牌存在一些缺点。首先,与【奥秘】卡包相比,【灵能】卡包可供选择的选项少一个——【灵能】卡包属于高风险、高回报类型。其次,它们的效果可控性较低——会随机摧毁卡牌、随机添加卡牌。如果你已经拥有很多优质卡牌,【灵能】卡牌的作用就会减弱。 效果触发时机 这部分内容稍显进阶,但对于理解部分【王牌】和卡牌效果非常重要。存在多个计分阶段: 1) 打出手牌 部分百搭牌会在打出手牌时生效。例如,【超新星】的描述为“将本次游戏中已打出的扑克手牌次数加至倍率”。这意味着你刚刚打出的手牌会被计入【超新星】提供的倍率数值中。 另一个例子是【吸血鬼】,其描述为“本百搭牌每打出1张计分强化牌,获得0.1倍倍率,并移除该牌的强化效果”。此效果在打出手牌时触发——这意味着它会在强化效果触发前移除卡牌的强化。 2) 对打出的卡牌进行计分 接下来,你打出的手牌中的每张卡牌将被计分。卡牌按从左到右的顺序计分,这对某些百搭牌来说很重要。例如,【悬而未决的 Chad】的效果是“将计分中使用的第一张打出的卡牌额外触发2次”——这会作用于计分手牌中最左边的那张卡牌。 你可以通过拖动卡牌来改变它们的计分顺序。如果你有一张非常强力的卡牌希望【悬而未决的 Chad】触发,就把它移到手牌的最左边! 这也意味着一些提供倍数加成的百搭牌,比如【照片】,可能和你想的不太一样。【照片】的效果是“第一张打出的 face card 在计分时提供2倍加成”,这意味着它会在计分阶段生效。这也意味着它会在你的丑角牌结算前触发——如果你有【备用长裤】提供+100的倍率,该倍率不会被【照片】的效果所乘算。这并不意味着【照片】很弱,但你需要在【照片】触发前获得尽可能多的倍率,以最大化其效果。 3) 手持效果 部分丑角牌和卡牌强化会关注你手中的牌。这些效果会在此阶段结算,并且同样按照从左到右的顺序进行。 例如,【月神之箭】的描述为“手中每持有一张皇后牌,+13倍率”——这会在此阶段的结算中生效。 你也可以通过调整手牌中卡牌的位置来改变它们触发效果的顺序。如果你同时拥有【月神之箭】和【男爵】(手中每持有一张国王牌,倍率×1)。5倍),你需要让皇后牌位于国王牌的左侧,这样皇后牌的倍数就能与国王牌的x倍数相乘。 4)计算百搭牌得分 最后,其他百搭牌效果会生效。这些效果同样从左到右触发,你也可以移动百搭牌。和其他机制一样,你需要让倍数加成在x倍数相乘之前生效。任何直接提供筹码、倍数或x倍数的百搭牌都会在此处计算得分,例如聪明百搭(若手牌包含两对则+80筹码)或抽象百搭(每张百搭牌+3倍数)。 有效使用塔罗牌

塔罗牌在使用时会产生各种效果。有些塔罗牌会对整个游戏进程产生影响,例如【隐士】能使金钱翻倍。还有些则会影响你牌组中的游戏卡牌。本节将介绍这类塔罗牌。以下塔罗牌的效果会作用于你牌组中的扑克牌: 魔术师 - 将2张选定的卡牌强化为幸运牌 女皇 - 将2张选定的卡牌强化为多重牌 教皇 - 将2张选定的卡牌强化为奖励牌 恋人 - 将1张选定的卡牌强化为百搭牌 战车 - 将1张选定的卡牌强化为钢铁牌 正义 - 将1张选定的卡牌强化为玻璃牌 力量 - 将最多2张选定卡牌的等级提升1级 倒吊人 - 摧毁最多2张选定的卡牌 死神 - 选择2张卡牌,将左边的卡牌转换为右边的卡牌 恶魔 - 将1张选定的卡牌强化为黄金牌 塔 - 将1张选定的卡牌强化为石头牌 星星、月亮、太阳、世界 - 将最多3张选定的卡牌转换为特定花色 首先,值得注意的是其中许多影响不止一张扑克牌——你不需要将它们用于多张牌,但通常最好这样做。你可能已经知道这一点,但以防万一还是提醒一下。 有多种方式可以在消耗品槽(小丑旁边的槽位)中获得塔罗牌,例如皇帝塔罗牌(生成2张随机塔罗牌)。当你的扑克牌手牌显示在屏幕上时,随时可以使用这些塔罗牌。 你可以在与小盲注/大盲注/ boss盲注的战斗中使用这些塔罗牌,这一点你可能已经知道。有些塔罗牌在此处使用效果最佳——例如,如果你在玩同花构筑,保留恋人、星星、月亮、太阳或世界塔罗牌可能会很有用,它们可以改变牌的花色,在原本没有同花的情况下凑出同花。

使用塔罗牌不太明显的地方是当你打开灵体包或奥秘包时,就像上图所示。这两种包都会随机生成一手牌,供你使用其中包含的灵体牌和塔罗牌。如果你的消耗品栏中有塔罗牌(甚至灵体牌),也可以在这里使用。 例如,在上图中,当你查看这个包时,可以使用消耗品栏中的力量牌作用于任何一张手牌。所以,如果你想把其中两张杰克变成皇后,就可以直接在这里操作。 需要注意的是,你需要先使用消耗品栏中的塔罗牌/灵体牌,再使用包内的牌,因为一旦你使用了包中的1张牌(或巨型包中的2张牌),就会被带回商店!如果你在商店中获得的塔罗牌数量超出了使用上限,你需要利用【灵魂/奥秘卡包】来使用这些卡牌。先将你的消耗品栏装满塔罗牌,然后打开【灵魂/奥秘卡包】。使用消耗品栏中的塔罗牌,这样你就能腾出空间来获取更多卡牌了。 通常情况下,在对抗敌人时使用塔罗牌仍然是最佳选择,因为你可以立即发挥它们的效果。但如果你的消耗品栏已满,导致你在商店中不得不放弃【魔术师】【正义】【教皇】或其他塔罗牌时,就打开【灵魂/奥秘卡包】并使用其中的塔罗牌,然后再购买更多!在游戏后期,当你有足够的金钱来多次刷新商店时,这一点会变得更加重要。已打出 部分百搭牌会关注已打出的牌,而另一些则会关注已计分的牌。 当一张牌成为你组成的扑克手牌的一部分时,即被视为已计分。例如,手牌2 2 2 4 6为三条——组成三条的所有牌(三张2)将被计分。当一张牌被计分后,它会将自身的筹码加入你的总筹码,并触发许多百搭牌效果。另外两张牌(4和6)则不会被计分。 某些手牌中的所有牌总会被计分——例如,五同会始终让你打出的五张牌全部计分,因为五同使用了全部五张手牌。 当你将一张牌作为手牌的一部分打出时,无论其是否计分,都视为已打出。如果你为了凑成三条而打出2、2、2、4、6,那么4和6就算没有得分也会被视作已打出。 例如,方形 Joker 的说明是“如果打出的手牌恰好有4张牌,此 Joker 获得+4筹码”。这并不意味着你需要为了凑成两对或四条(这两种牌型需要4张牌得分)才这样做。方形 Joker 关注的是你打出的牌的数量,而非得分的牌的数量。2、5、7、9只会被算作高牌牌型,但由于打出了恰好4张牌,它会增强方形 Joker。 相比之下,大多数 Joker 关注的是得分的牌。例如,笑脸 Joker 的说明是“打出的 face cards 在得分时提供+5倍率”。这意味着 face cards(花牌)必须是扑克手牌的一部分,才能提供那+5倍率的加成。对于像【搭便车】这样的百搭牌来说,这一点非常关键,其描述为【此百搭牌每连续打出一手没有计分面牌的牌,便获得+1倍数】。由于【搭便车】在你打出计分面牌时会失去其加成,这意味着只要面牌不构成你的扑克手牌,你就可以随意打出它们。例如一手5、5、5、K、Q组成的三条,不会重置【搭便车】的加成,因为K和Q不计分。 石牌到底有什么用?

当你第一次看到石头牌时,它们可能看起来没什么用。以下是它们的作用: +50筹码 无花色无点数 乍一看,它们似乎没什么特别的用处。毕竟,它们并不能帮助你组成更好的扑克手牌。 首先,如上所述,你并不总是想要组成更大的扑克手牌。如果你在玩同花,石头牌就很糟糕——它们不能用来组成同花(或葫芦、顺子等)。如果你要组成5张牌的扑克手牌,绝对不要在牌组中加入石头牌。 石头牌真正发挥作用的地方是当你玩简单手牌时——高牌、对子、三条。两对也可以,但效果较差。这些手牌中,有一张或多张牌不会计分。如上所述,你可以利用这些空位来弃掉手中不想要的牌。这些空位的另一个用途是打出石牌。 石牌有一种不那么明显的优势,那就是它们总能计分。每打出一张石牌,手牌就能获得+50筹码。对于高牌或对子这类基础筹码值很低的手牌来说,这可能是相当可观的筹码数量。 石牌还有另一个用途,那就是配合塔塔罗牌使用。塔塔罗牌可以将一张牌转化为石牌。除了能带来+50筹码外,这种转化还有另一个作用——移除牌的点数和花色。由于石牌没有点数,在判断“乘巴士”王牌是否重置时,它们不会被算作花牌。Boss的致盲效果会对人脸牌或花色牌施加减益,但对石牌无效。将废牌转化为石牌是让它们发挥作用的一种方法。 不过,石牌没有点数或花色也可能成为缺点。例如黑板王牌的效果是:如果手牌中所有牌都是黑桃或梅花,则获得3倍倍数。问题在于黑板王牌明确要求手牌中所有牌都是黑桃或梅花,而石牌不属于这两种花色,因此手牌中若有石牌,该王牌就无法提供3倍倍数。还有其他各种王牌需要特定的点数或花色才能触发效果,而石牌可能会阻碍这些效果的触发。 尽管如此,我并不认为石牌有多强。我不太可能从标准卡包中选择它们。我对石小丑并不渴求,它会往你的牌组里添加石牌。但它们确实挺有用的,尤其是在游戏初期,你可能正缺少筹码来源。 是与包含 小丑牌描述扑克手牌时有两种不同方式: 手牌是X,例如任务清单(如果扑克手牌是【扑克手牌】,则获得4美元,每回合结束时扑克手牌会变化) 手牌包含X,例如备用长裤(如果打出的手牌包含两对,此小丑获得+2倍率) 这是两种不同的情况。如果一张小丑牌写着“手牌是”某种扑克手牌,那么手牌必须正好是那种牌型。如果任务清单要求是一对,那就必须正好是一对。不能是两对,也不能是三条,就只能是一对。 如果一张小丑牌写着手牌包含某种扑克手牌,那么手牌就不必特地是那种牌型。例如,【备用长裤】会在玩家手牌包含两对时获得强化。这意味着你可以用两对牌型或葫芦牌型来提升它的等级——比如手牌为9 9 9 8 8的葫芦牌型中就包含了9 9和8 8这样的两对组合。 这一点对于像【双人组合】这样的百搭牌尤为重要,当手牌包含一对时,它能提供2倍的倍率。如前所述,倍率的作用极其强大,因此只要手牌包含一对就能获得2倍倍率,这种效果不仅容易达成,而且非常强力。