- It's a good idea to consider the sequence when choosing two cards/tarot cards from the pack.
For Tarot cards:
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Money multiplication through Temperance (giving money equivalent to the total amount of card sales) => Money multiplication through the Hermit (giving money equivalent to the existing money)
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Choosing the Joker card => Money multiplication through Temperance
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Selling after selecting the Planet card/Joker/Tarot => Money multiplication through the Hermit
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Temperance => Fool, Hermit => Fool, and so on.
For Joker cards,
- Selecting expensive cards that are not needed and then selling them => Choosing the necessary
- It's better to hold onto Hermit/Fool/Temperance and use them at the end.
Especially when buying a Joker pack, there are often instances of selling unnecessary cards.
At this time, one can choose the route of sale => Hermit or Temperance => sale, etc., depending on the situation.
Always keep in mind the possibility of Fool appearing when using the Fool/Temperance cards.
- It's best to spend all before buying the Spectrals pack.
Sometimes, you buy a rare Joker that makes 0 dollars.
In fact, in most case money is more important, you need not to do this.
- It's advisable to always fill up the interest seed money unless a cheat card is drawn.
Except for some decks, every time a round is cleared, you get $1 to $2 in interest for every $5.
The moment you break free from this cycle, you'll find yourself endlessly short of money.
- Due to the reasons mentioned above, filling up the money through rerolls is the easiest.
The chance of getting cards simply doubles the moment you reroll.
This way, a considerable portion of the luck-based game becomes rapid skill-based.
Out of the 22 Tarot cards, there are significantly 3 (Fool, Hermit, Temperance) that multiply money. When choosing among these three, there's approximately a 40% chance, and when choosing among five, roughly a 60% chance of gaining money. Opportunities like free Jokers, Planets, and Tarot cards are also quite favorable.
Once you know how to manage the cards, the difficulty becomes exponentially easier.
- Even with a well-built random deck based on the white stake, the usual clearance rate doesn't exceed 80% now.
Watching people doing speedruns, you realize how often they fail.
Especially with an 8-hand size, the probability of getting a double-straight or flush per discard is around 50%, and for a flush, it's around 80%.
If the deck is less refined and the run gets longer, it becomes quite random.
For such reason, I prefer reset-marathoning with <two pair builds and big money to decrease the randomness.
If you feel like it's doomed, it's better to reset the game by holding down the R key before the game fails.
- Planet packs are scams without vouchers. Very high opportunity cost.
If no cards are drawn, there can be a total of 9 cards that can appear.
The probability of getting the desired card is 33% in 3 choices and 55% in 5 choices. It's not very effective before deck building.
Rather than gambling without related Joker cards, it's better to reroll once and then reset the game, I think.