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Cool Post Beg
Mar 6, 2008

DADDY MAGIC

This is beautiful

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repiv
Aug 13, 2009

now do it with cryptid installed

El Jeffe
Dec 24, 2009

Anybody else keep a list of ideas for stuff to add to the game? Here's mine



Some of these probably aren't the best idea but when I have an idea I gotta write it down

Old Doggy Bastard
Dec 18, 2008

El Jeffe posted:

Anybody else keep a list of ideas for stuff to add to the game? Here's mine



Some of these probably aren't the best idea but when I have an idea I gotta write it down

I am always down to clown. Can't remember many of them though.

One was Hip Hop, which allows straights to wrap around Q-K-A-2-3. The only other idea that I thought could be interesting is some sort of chip that makes the card number wild, as in you have the card become X and could play A-A-X, or X-10-J-Q-K.

Wild cards need some sort of boost, as do diamonds and hearts. Hearts has some stuff but it's hard to argue diamond isn't the weakest by a mile.

AweStriker
Oct 6, 2014

Old Doggy Bastard posted:

Wild cards need some sort of boost, as do diamonds and hearts. Hearts has some stuff but it's hard to argue diamond isn't the weakest by a mile.

Diamond is definitely the weakest suit, but Hearts isn't so much weak as it is inconsistent. Bloodstone has the highest ceiling, it just only has a 50% chance to activate per card and doesn't work as well in the earlygame before you get the planets, Mult, and/or Lucky cards you want

El Jeffe
Dec 24, 2009

Old Doggy Bastard posted:

The only other idea that I thought could be interesting is some sort of chip that makes the card number wild, as in you have the card become X and could play A-A-X, or X-10-J-Q-K.


Ooh I really like this.

silvergoose
Mar 18, 2006

IT IS SAID THE TEARS OF THE BWEENIX CAN HEAL ALL WOUNDS




If you've played Tichu, that's the Phoenix

Boywunda
Jun 25, 2003

When you forget to.do the math....

https://imgur.com/a/zgmUfTL

Boywunda fucked around with this message at 22:39 on Jan 21, 2025

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

Boywunda posted:

When you forget to.do the math....

https://imgur.com/a/zgmUfTL

drat, so close.

Also, is Misprint worth it?

Chamale
Jul 11, 2010

I'm helping!



Rupert Buttermilk posted:

Also, is Misprint worth it?

Yes, it gives an average of 11.5 mult, so in the early game it's a huge help. Eventually it becomes too weak because it's a flat mult addition.

Also, hovering over Misprint will tell you the next card in your deck. The text will flash a number from 2 to 14 and a letter. 11 is Jack, 12 is Queen, 13 is King, 14 is Ace. The letter will be C, D, H, or S to indicate the suit of the next card. It's usually not a huge advantage to know the next card in your deck, but it can be helpful if you almost have a flush or full house and aren't sure what to discard.

Tiny Myers
Jul 29, 2021

say hello to my little friend




People joke about Blueprint/Brainstorm yuri but I think these two are an underrated couple. (Certificate/Hologram)

repiv
Aug 13, 2009

Chamale posted:

Yes, it gives an average of 11.5 mult, so in the early game it's a huge help. Eventually it becomes too weak because it's a flat mult addition.

Also, hovering over Misprint will tell you the next card in your deck. The text will flash a number from 2 to 14 and a letter. 11 is Jack, 12 is Queen, 13 is King, 14 is Ace. The letter will be C, D, H, or S to indicate the suit of the next card. It's usually not a huge advantage to know the next card in your deck, but it can be helpful if you almost have a flush or full house and aren't sure what to discard.

you don't actually need misprint to do that, it also works in the collection menu :ssh:

Boywunda
Jun 25, 2003

Rupert Buttermilk posted:

drat, so close.

Also, is Misprint worth it?

In my situation, it was a Holo as well, so 10+ mult in addition to whatever extra Mult. It was my first one, that I knew could carry me through the first couple Antes while I built econ. I totally glanced over the fact that it was Eternal.

Horace Kinch
Aug 15, 2007

El Jeffe posted:

Anybody else keep a list of ideas for stuff to add to the game? Here's mine



Some of these probably aren't the best idea but when I have an idea I gotta write it down

I do this too! Cool that I'm not the only one.

Jokers:

Bribe - Sell a Joker to gain Xmult = sell value until the end of the ante.

Time Bomb - Gain x chips, x +mult, x Xmult, lose all discards, destroys all Jokers after 2 hands.

Blackjack - Jacks and Aces count as a pair, scored chips are increased 3:2

52-card pickup - Sell this Joker to draw no more than 52 cards. You lose at the beginning of your next turn.

Prime Time - 2, 3, 5, 7 gain x +mult.

Rebound - Played cards are shuffled back into your deck.

Picky Eater - Unlimited discards, discards cost $1 per card, $2 for Face Cards and Aces.

Solitaire - Scoring 1 of each 2 thru Ace in a suit automatically wins that ante regardless of score.

Gin Rummy - Straights can be made with as few as 3 cards if the previous hand scored was a Three/Four/Five of a Kind.


Vouchers:

Recycling - 1 in 4 chance to not consume a consumable when used. Not affected by oops all 6's.

Dumpster Diver - 1 in 2 chance to not consume a consumable when used. Not affected by oops all 6's.

Reckless - +1 Ante, +1 Hand Size

Daredevil - +1 Ante, +1 Discard

Garage Sale - Shop Size increased by 3, one reroll.

Flea Market - Shop size increased by 3, rerolls disabled.

Horace Kinch fucked around with this message at 04:10 on Jan 22, 2025

El Jeffe
Dec 24, 2009

Horace Kinch posted:


52-card pickup - Sell this Joker to draw no more than 52 cards. You lose at the beginning of your next turn.


This is awesome. And inspired by StS, I take it?

mp5
Jan 1, 2005

Stroke of luck!

Tiny Myers posted:



I think these two are an underrated couple. (Certificate/Hologram)

Important to specify the jokers so as to not make people think you’re referring to the pair you gave said jokers

GoutPatrol
Oct 17, 2009

*Stupid Babby*

mp5 posted:

Important to specify the jokers so as to not make people think you’re referring to the pair you gave said jokers

I was def thinking of those gozongas

Elman
Oct 26, 2009

I want to add to the Black deck hate. It's a net -25% score reduction at the start, worse economy, less chances to boost jokers that require you to use hands, less time to get a decent build going before you die. It's actually more annoying than the old -1 discard -1 card gold stake used to be.

...And I just threw a really good high card run cause I forgot I only had 3 hands and didn't change my joker order for the last one :negative:

ChrisBTY
Mar 29, 2012

this glorious monument

So I just unlocked the '4 7 of clubs' joker. (Abandoned Deck, Death card, 2 lovers and digging through the entire deck with 5 hands and 4 discards).
How do I get all the planet cards. I never, ever see the last 3 and I have 50 hours in the game.

GoutPatrol
Oct 17, 2009

*Stupid Babby*

You need to actually do the hand first (flush five, five of a kind, flush five) and then they will show up in a run. Start opening planet packs after you do them because it's more likely than rolling the shop.

Elman
Oct 26, 2009

GoutPatrol posted:

You need to actually do the hand first (flush five, five of a kind, flush five) and then they will show up in a run. Start opening planet packs after you do them because it's more likely than rolling the shop.

A blue seal would take care of it too.

TACD
Oct 27, 2000

Is there a general rule of thumb for what cards to make gold / steel / blue sealed? I vacillate between “cards I won’t ever want to play in my main score generator” on the basis they need to be held in hand, and “cards I might/ will play in my main score generator” on the basis that I can then still use them in an emergency.

Tiny Myers
Jul 29, 2021

say hello to my little friend


TACD posted:

Is there a general rule of thumb for what cards to make gold / steel / blue sealed? I vacillate between “cards I won’t ever want to play in my main score generator” on the basis they need to be held in hand, and “cards I might/ will play in my main score generator” on the basis that I can then still use them in an emergency.

I alternate between the same schools of logic. One thing I do really like to do is slap steel/gold on blue seals (and vice versa) so they do double duty.

I also like to pick low cards to bias myself towards higher cards for more chips + avoid stuff like "all face cards are disabled" hitting those cards.

brugroffil
Nov 30, 2015


TACD posted:

Is there a general rule of thumb for what cards to make gold / steel / blue sealed? I vacillate between “cards I won’t ever want to play in my main score generator” on the basis they need to be held in hand, and “cards I might/ will play in my main score generator” on the basis that I can then still use them in an emergency.

I like to think of putting them on cards I don't ever want to play as effectively reducing my hand size. I'd much rather make the hand I need and not get the planet card/tarot/gold than lose anyway because I couldn't make my hand.

Ror
Oct 21, 2010

😸Everything's 🗞️ purrfect!💯🤟


I tend to split the difference and put them on cards like 10 through 8 rather than 2s or 3s. I want to be able to play my face cards with impunity and also be able to discard my lowest cards freely.

oddium
Feb 20, 2006

end of the 3.5' christmas tree age

a card that can win or make money is better than a card that can't win but can make money. you enhance the cards you want to play. also you make gold cards blue seal

SmallpoxJenkins
Jul 9, 2012


I am loving up so many hands and runs by repeatedly forgetting to play my Daddy's Special Suit/Rank card first.

I also have almost fully internalized that hands don't have to be played in order(straights don't actually have to be played numerically, etc) and that's changing my thought process big time

Boywunda
Jun 25, 2003

SmallpoxJenkins posted:

I am loving up so many hands and runs by repeatedly forgetting to play my Daddy's Special Suit/Rank card first.

I also have almost fully internalized that hands don't have to be played in order(straights don't actually have to be played numerically, etc) and that's changing my thought process big time

If there are no trigger jokers, play glass cards last in the hand. Anything with xMult should be played last, unless you have a trigger joker that triggers the first card, then move it to the front. But ya, the order doesn't matter for the hand to count, luckily I learnt that early on.

Can Of Worms
Sep 4, 2011

That's not how the Triangle Attack works...

TACD posted:

Is there a general rule of thumb for what cards to make gold / steel / blue sealed? I vacillate between “cards I won’t ever want to play in my main score generator” on the basis they need to be held in hand, and “cards I might/ will play in my main score generator” on the basis that I can then still use them in an emergency.
The latter, so that you can use Death to make more. :getin:

silvergoose
Mar 18, 2006

IT IS SAID THE TEARS OF THE BWEENIX CAN HEAL ALL WOUNDS




Stencil Blueprint Stencil is pretty hilarious I gotta say

Horace Kinch
Aug 15, 2007

El Jeffe posted:

This is awesome. And inspired by StS, I take it?

It would fit right in in StS but I was in more of a MTG mindset.

Ror
Oct 21, 2010

😸Everything's 🗞️ purrfect!💯🤟


silvergoose posted:

Stencil Blueprint Stencil is pretty hilarious I gotta say

That's funny, I had the exact same run last night and I was surprised how hard it carried me, I thought it might be a trap without much +chips and +mult. I took the second Stencil and was breezing through the early antes but I thought for sure it wouldn't scale, but I eventually got the Blueprint and with a few planets it was easy.

silvergoose
Mar 18, 2006

IT IS SAID THE TEARS OF THE BWEENIX CAN HEAL ALL WOUNDS




Ror posted:

That's funny, I had the exact same run last night and I was surprised how hard it carried me, I thought it might be a trap without much +chips and +mult. I took the second Stencil and was breezing through the early antes but I thought for sure it wouldn't scale, but I eventually got the Blueprint and with a few planets it was easy.

yep that's exactly how it went for me

half joker, stencil, oh I can dupe it okay bye bye half, scary for some mult...okay blueprint I guess we're just rolling with this huh

It was fun! Six decks golded now...

DaveWoo
Aug 14, 2004

Fun Shoe
Stencil's powerful but also kinda boring to play

Fork of Unknown Origins
Oct 21, 2005
Gotta Herd On?

DaveWoo posted:

Stencil's powerful but also kinda boring to play

I got a shop 2 stencil that carried me on a purple stakes green deck run. I intended to pivot at some point but then I got a blueprint and that plus all the upgraded cards from tarots and upgraded hands from planets was enough. But yeah kinda boring haha.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
It's not even especially powerful. It takes 2 joker slots (stencil + one empty) to double your score, and if you throw in another 2 joker slots it just... doubles it again. If the best you can do is ~1.414x your score from each joker slot then you're in for a rough time.

Of course it does get really good if you find a way to dupe it, but mostly it's something you take early on and then ditch for something better a few rounds later if that doesn't happen.

Paul.Power
Feb 7, 2009

The three roles of APCs:
Transports.
Supply trucks.
Distractions.

Been about half a year since I posted one of these, but I got back on my bullshit this month after Balatro won SA Game of the Year and now I'm up to 99 Deck Stake Wins (to the tune of 99 Luftballoons, presumably)

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Dear Jongleurs Magazine, I never thought it would happen to me...

I've not played the game for a short while, but I've been keeping up with the thread and watching a few streams. So I was keen to apply the knowledge I'd absorbed when I booted it back up. I went to the trouble of deliberately unlocking Brainstorm in a throwaway game, and it wasn't long before that paid off in a real run.

At the crucial Ante 7 shop, I had this already stacked line-up plus a melting Ice Cream.


Opened the Tarot pack and there was the second soul of the run!


Then I re-rolled the shop and this happened:


I couldn't believe it...was the right play to sell a legendary? A holomorphic legendary that I'd already scaled to x4? I took a deep breath and committed to it. Then one more re-roll later I saw a Wheel and spun it


This was a sign, the gods had approved the decision and restored my holomorphic joker count. My next hand...

...melted the boss and unlocked Stuntman


Victory was assured, and I went on well into endless. Perhaps I should have ditched Photograph but I left the line-up as seen, focused on shaping the deck and levelling up Flush House. Got to Ante 14 before I wiped - recognising the danger and pivoting hard into glass might have kept the run going a bit further. But still, a number of PBs, and a seed if anyone fancies a look:

GoutPatrol
Oct 17, 2009

*Stupid Babby*

141/150. Feel like I'm on a roll here. Just picked up Diet Cola and 8 Ball because they both became polychrome. So what's left?

The Weaker Commons
Crazy Joker: Playing anaglyph deck doesn't lend itself to straights like Abandoned deck does, and the mult gained is not worth it. I almost had it a few times as a straggler with 8-10 other jokers but fumbled the ball at the end.
Superposition: see above. Even larger playing card restriction for not a big enough payoff.
Hallucination: Never gotten enough value on its own.

The Not-Worth-It Uncommons
Merry Andy: I hate having low hand size. And because I'm usually not looking for my one hand to win, the extra discards are not worth it.
Seance: Never play straight flush builds. Getting a spectral isn't good enough.
Erosion: The most surprising one on the list. I've tried doing this on a few runs and failed - couldn't scale enough, didn't have a consistent way to destroy cards.
Sixth Sense: I've seen the light since the last time I mentioned it, but it hasn't worked out so far.

Do-Nothing Rares
Burnt Joker: Hard to get a good dedicated pair/high card run where the payoff worked. Was always something better to dump in long runs for something more useful.
Invisible Joker: True do nothing. Hard to have a empty spot for it.

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Jossar
Apr 2, 2018

Current status: Angry about subs :argh:

GoutPatrol posted:

141/150. Feel like I'm on a roll here. Just picked up Diet Cola and 8 Ball because they both became polychrome. So what's left?

The Weaker Commons
Crazy Joker: Playing anaglyph deck doesn't lend itself to straights like Abandoned deck does, and the mult gained is not worth it. I almost had it a few times as a straggler with 8-10 other jokers but fumbled the ball at the end.
Superposition: see above. Even larger playing card restriction for not a big enough payoff.
Hallucination: Never gotten enough value on its own.

The Not-Worth-It Uncommons
Merry Andy: I hate having low hand size. And because I'm usually not looking for my one hand to win, the extra discards are not worth it.
Seance: Never play straight flush builds. Getting a spectral isn't good enough.
Erosion: The most surprising one on the list. I've tried doing this on a few runs and failed - couldn't scale enough, didn't have a consistent way to destroy cards.
Sixth Sense: I've seen the light since the last time I mentioned it, but it hasn't worked out so far.

Do-Nothing Rares
Burnt Joker: Hard to get a good dedicated pair/high card run where the payoff worked. Was always something better to dump in long runs for something more useful.
Invisible Joker: True do nothing. Hard to have a empty spot for it.
The later I got, the more I valued cards which were do-nothings because at least they didn't get in the way. Just keep plugging away though, you're almost there!

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