Ante Up!
bronze
Reach Ante 4
Reach Ante 4 in a normal unseeded run. Defeat the bosses of Antes 1, 2 and 3, then continue to the next ante. You do not need to win Ante 4. If you lose earlier, start another run. Heads Up explains the first-win build.
Published guide


Trophy guide
A full platinum route covering the Collection, all twenty challenges, every Gold Stake deck and Gold Stickers on all 150 Jokers.
PS5
All 32 PS5 trophies are covered. Use an achievement-enabled profile and unseeded normal runs. Challenge Mode only awards its two challenge trophies. Stakes unlock separately for each deck. Endless cleanup is available after a win.
Start an unseeded New Run on Red Deck at White Stake. Finish the tutorial and aim to beat the Ante 8 boss. Read Heads Up for the scoring basics and a practical first-win plan.
Follow Roadmap for the order of the hunt. Its five stages are completion goals, rather than story chapters. The linked entries in Trophies contain the full deck advice, challenge solutions and collection checklists. I would keep the current target open while playing, then check Collection between runs to choose the next unlock.
Use one achievement-enabled profile throughout. Leave Seeded Run unticked, and do not use Profile → Unlock All, which disables achievements on that profile. Apart from the two challenge trophies, make progress in normal unseeded runs. Challenge Mode does not fill the trophy collection or award the other gameplay trophies.
First win with five different decks to open Challenges, and work up one deck's stake ladder until Gold is available. While doing this, buy undiscovered items, use new consumables and take convenient miscellaneous objectives. A run is won at the Ante 8 showdown. Endless can continue that same build for the 100-million hand, money, deck-size and remaining collection targets.
Next use Rule Breaker to beat all twenty challenges. Then climb all eight stakes separately on all fifteen normal decks for Completionist+. The deck ladder alone needs 120 successful runs, before challenge wins, failed attempts and extra Joker hunts. Keep useful unstickered Jokers in your Gold Stake wins along the way.
The last large task is Completionist++. All 150 Jokers need a Gold Sticker, including weak, temporary and Legendary cards. Build a reliable winning run before using spare Joker slots to carry new stickers. Save the specialist White Stake objectives for runs where their setup appears, rather than damaging every Gold Stake attempt to force them.
After the last deck or Joker sticker, win one more normal unseeded run on White Stake if the completion trophy has not appeared. Those two checks can lag behind the final sticker. Finish the Collection's locked and undiscovered entries using Completionist.
On the default PS5 controls, select cards with , play the selected hand with , and discard it with . Highlight a playing card or Joker, hold , then move it with the left stick. Release when it is in the position you want. Read the shop's current button prompt before buying, using or selling a card, since those actions depend on what is selected. Sort by rank for pairs and straights or by suit for flushes.
Continue resumes the current saved run. Starting another run replaces that attempt. A failed run loses its temporary deck, money, upgrades and Jokers, while legitimate discoveries, unlocks, deck wins and stickers stay on the profile. There is no chapter replay or fixed seed that can award a missed trophy. Start another eligible run and build towards the target again.
Begin on White Stake with Red Deck. Use Heads Up for poker hands, money and Joker order. Beat the Ante 8 showdown, then win with four other normal decks. Yellow and Blue are useful early choices, while wins with the initial colour decks unlock more alternatives.
Buy an affordable scoring Joker early, then build towards interest and a scalable source of Mult. The first goal is a dependable win, rather than a particular rare combination. Attempt You Get What You Get on an easy White Stake run by leaving the shop's paid Reroll unused.
Take collection discoveries and small trophies when they fit the build. The full locked-Joker list in Completionist shows which deliberate actions matter. Do not use a seeded example or Unlock All on this profile.
bronze
Reach Ante 4
Reach Ante 4 in a normal unseeded run. Defeat the bosses of Antes 1, 2 and 3, then continue to the next ante. You do not need to win Ante 4. If you lose earlier, start another run. Heads Up explains the first-win build.
bronze
Reach Ante 8
Reach Ante 8 by defeating the Ante 7 boss in a normal unseeded run. The trophy is for entering the final ante, while Heads Up requires beating its showdown boss. Endless is not needed.
bronze
Win a Run
Choose an unseeded New Run on White Stake. The starting Red Deck gives an extra discard. Beat the Ante 8 showdown boss and let the win screen appear. Losing an earlier blind ends that attempt, so build for the next target score rather than saving every dollar at the expense of survival.
A blind is a target score. Play enough hands to meet it before the hand counter reaches zero. A normal ante contains a Small Blind, a Big Blind and a Boss Blind. You may skip the first two for tags, but must play the boss. The next ante starts after a boss win.
Select up to five cards with . Use to play them or to discard them and draw replacements. A discard spends a discard, while playing spends a hand. Cards that do not contribute to the poker combination usually do not score. You can still include unwanted cards beside a pair to cycle them out.
Your hand scores Chips × Mult. Poker-hand levels set the starting values, scoring cards add chips and their effects, and Jokers supply further effects. The chips needed for a blind are the total across your played hands. The three score trophies instead require their whole target in one hand.
| Hand | What to select |
|---|---|
| High Card | No stronger combination, with the highest card scoring |
| Pair | Two cards of one rank |
| Two Pair | Two different pairs |
| Three of a Kind | Three cards of one rank |
| Straight | Five consecutive ranks, with any suits |
| Flush | Five cards of one suit |
| Full House | A three-of-a-kind and a pair |
| Four of a Kind | Four cards of one rank |
| Straight Flush | Five consecutive ranks in one suit |
| Royal Flush | 10, Jack, Queen, King and Ace in one suit |
| Five of a Kind | Five cards of one rank, requiring deck editing |
| Flush House | A full house entirely in one suit |
| Flush Five | Five identical rank-and-suit cards |
An Ace can be low in A-2-3-4-5 or high in 10-J-Q-K-A. A straight cannot wrap through King-Ace-2. The game uses the highest applicable hand type, which matters for Planet cards and the hidden hands.
Highlight a playing card or Joker, hold , then move it with the left stick. Release when it is in the position you want.
Cards score from left to right. Put the face card you want Hanging Chad to retrigger first among the scoring cards. Photograph gives X2 Mult when the first played face card scores, including its retriggers. Joker effects also resolve in order. Ordinary +Mult usually belongs before ordinary XMult. For example, 10 Mult, then +20, then X3 gives 90, while X3 before +20 gives 50.
Blueprint copies the Joker to its right. Brainstorm copies the leftmost Joker, so those cards can override the simple +Mult-before-XMult arrangement. Held Steel cards and Baron activate during the held-card stage, before ordinary end-of-hand Joker Mult. Use Planet levels to raise the starting Mult for those builds.
Defeating the Ante 8 showdown wins the run. Endless is optional, and losing there does not undo a recorded win. Continue a strong White Stake build for score, cash, collection or deck-size cleanup. If you lose before Ante 8, keep the profile's discoveries and try a new unseeded run.
bronze · grind
Play at least 2500 Cards
Play 2,500 individual playing cards across normal unseeded runs. This counts cards, rather than 2,500 hands. A five-card play contributes five. It does not need to be a winning run or a single session. This should arrive naturally while climbing the deck ladders, so there is little reason to distort a strong run to farm it.
bronze · grind
Discard at least 2500 Cards
Discard 2,500 individual playing cards across normal unseeded runs. Selecting five cards and pressing spends one discard and contributes five cards. Played cards do not count as discarded cards for this target. The total carries between attempts. Red Deck's extra discard helps, but ordinary progression should supply enough without a dedicated grind.
bronze
Score 10,000 Chips in a single hand
Score at least 10,000 chips with one played hand in a normal unseeded run. Several smaller hands clearing a blind do not combine for this trophy. A levelled hand with Chips, +Mult and XMult will reach it while you progress towards Gold Stake.
Use the first-win plan in Heads Up. For the larger score targets, 100,000K explains a held-King build and its scoring order.
bronze
Win a run without rerolling the shop
Win a normal unseeded run without using the shop's Reroll button even once. I would do this on White Stake with Yellow or Blue Deck, buying useful items from the stock naturally offered.
You may visit shops, buy Jokers and packs, use consumables and buy Vouchers. Keep the paid shop Reroll untouched, including any free reroll you receive. Building around what appears is safer than forcing one specific combination.
If you accidentally reroll, the run can still progress other trophies, but a later eligible run must meet this condition from the start through its Ante 8 win.
Use High Stakes to climb White, Red, Green, Black, Blue, Purple, Orange and Gold on one deck. Yellow's starting money or Blue's extra hand give a useful margin. Each win unlocks the next stake for that deck only.
Open the Collection between runs. Buy missing Jokers and Vouchers, use missing consumables and work through the deliberate unlocks. Keep buying Blank until Antimatter unlocks. Obtain the three hidden Planet cards after playing their associated hands.
When a White Stake build becomes strong, continue into Endless for 100,000K, Nest Egg, Tiny Hands or Big Hands. These specialist objectives are easier without Gold Stake's penalties.
bronze · difficulty
Win a run on at least Red Stake difficulty
Win White Stake on a normal deck to unlock Red Stake for that deck, then beat its Ante 8 showdown on Red. The Small Blind no longer pays its fixed reward, although played hands, interest and card effects can still earn money.
Do not skip every Small Blind automatically. A shop visit or a round of scaling can be worth more than the tag. The full ladder and current modifiers are in High Stakes.
silver · difficulty
Win a run on at least Black Stake difficulty
On the same deck, win White, Red and Green Stake to unlock Black Stake. Beat the Black Stake Ante 8 showdown.
Black adds Eternal shop Jokers on top of the earlier modifiers. An Eternal Joker cannot be sold or destroyed, so take it only if you are willing to keep its slot for the rest of the run. Use High Stakes for the full progression.
gold · difficulty
Win a run on at least Gold Stake difficulty
Select a normal deck and win each unlocked stake in order. A win means defeating the Ante 8 showdown. Repeat until that deck's Gold Stake is available, then win there. Challenge decks cannot be used for this.
| Stake | Added rule, on top of all earlier rules |
|---|---|
| White | Base rules |
| Red | Small Blind pays no fixed reward |
| Green | Blind targets scale faster |
| Black | Eternal Jokers can appear |
| Blue | One fewer discard |
| Purple | Blind targets scale faster again |
| Orange | Perishable Jokers can appear |
| Gold | Rental Jokers can appear |
Perishable Jokers are debuffed after five played rounds. Their effect is temporary, so arrange a replacement before the timer expires. Rental Jokers cost $1 to buy and charge $3 at the end of each round. A cheap purchase can therefore be expensive to keep. Eternal can combine with Rental. An Eternal Rental that you cannot afford is a serious commitment.
I would first climb Yellow for its starting cash or Blue for its extra hand. Secure early Chips and +Mult, bank interest when safe, then find scaling and XMult. Buy only the Perishable scoring you need, and budget every Rental charge before taking a marginal Joker. Spending money to survive is better than losing with $25 saved.
Read the upcoming boss at the blind-selection screen and again after it becomes the next threat. A face-card build needs a plan for The Plant. A build using several hands needs enough single-hand power for The Needle. Director's Cut, Retcon or a sellable Luchador can solve a dangerous boss, but arrange that counter before selecting it.
Complete the win and check the deck's Gold mark. The same ladder must later be climbed separately on every deck for Completionist+. If the game's mark is present but this trophy did not register, complete another normal unseeded Gold Stake win and let the result finish saving.
bronze
Have $400 or more during a single run
Reach a current cash balance of at least $400 during one normal unseeded run. This is money held at once, not total income or the value of your Jokers.
Start on White Stake with Yellow Deck once it is unlocked. Its extra $10 makes an early interest bank easier. Establish enough scoring to survive, then keep at least $25 for ordinary interest. Seed Money and Money Tree can raise the interest cap, while economy Jokers such as Rocket, Golden Joker or To the Moon add further income.
Buy The Hermit when its return exceeds its price, and use Temperance when your Joker sell values make it profitable. Neither card creates $400 by itself. Avoid unnecessary shop rerolls and purchases once the scoring core is secure.
Continue a winning build into Endless if necessary. An Economy Tag doubles your cash up to its stated cap and an Investment Tag can add cash after a boss, so inspect their current text before deciding whether a skip is worth losing the round's earnings. The target unlocks Satellite as well. If the run ends short, the next attempt starts a new $400 balance target.
bronze
Play a Flush with 5 Wild Cards
In a normal unseeded run, make at least five Wild-enhanced playing cards and draw five of them together. Use The Lovers to add Wild, then Death to duplicate a Wild card. For Death, arrange the unwanted card on the left and the Wild card on the right before selecting the two. To move a card, highlight it, hold , move the left stick, then release . Cryptid and DNA can also copy one.
Keep the Wild cards as several different, nonconsecutive ranks. Play five together when the displayed hand is Flush. For example, Wild 2, 4, 7, 9 and King cannot accidentally become a Straight Flush or a five-of-a-kind hand. Do not overwrite Wild with a different enhancement while preparing the cards.
A Flush House or Flush Five does not satisfy this trophy even though all its cards share a suit. Four Fingers can allow a four-Wild-card shortcut, but five Wild cards in an ordinary Flush is the straightforward route. If you lose before assembling them, repeat on White Stake.
silver
Win a run in 12 or fewer rounds
Win a normal unseeded run with the completed-round counter at twelve or fewer. This measures blinds played, not minutes. Eight boss rounds are mandatory, so a standard eight-ante run allows no more than four played Small or Big Blinds. You must skip at least twelve of the sixteen optional blinds.
I would use Yellow Deck on White Stake. Use some of the four optional rounds early to obtain scoring, then rely on the boss shops and useful skip rewards. Free Joker tags, money tags and Double Tags can help, but do not skip an early scoring opportunity just to take a tag that cannot support the next boss.
Keep a written count of optional blinds played. Avoid Hieroglyph and Petroglyph on this attempt because repeating an ante adds another boss round. Build efficient scoring with a small number of reliable Jokers rather than a setup that needs many rounds to grow.
After you have played four optional rounds, skip every remaining Small and Big Blind and beat the Ante 8 showdown. Check the round counter before committing to a questionable extra blind. A run that needs a thirteenth round can still earn other progress, but must be replaced for this objective.
bronze
Buy 5 Vouchers by Ante 4
Buy five Vouchers while the displayed Ante is still four or lower in one normal unseeded run. The deadline includes Ante 4. Vouchers that a deck starts with do not count as purchases.
Use Yellow Deck on White Stake and secure a cheap scoring core before buying every Voucher offered. Normally only one new Voucher appears per ante, so we need an extra opportunity.
Track actual purchases from the start of the run. A shop reroll does not refresh its Voucher, and Zodiac's starting Vouchers are not a shortcut. The trophy can unlock before the run is won. If Ante advances beyond four with only four purchases, finish any other useful objectives and retry.
bronze
Break 2 Glass Cards in a single hand
Break two Glass-enhanced playing cards after the same hand in a normal unseeded run. Two breaks in different hands do not count, and the Fragile challenge cannot award this trophy.
Use Justice to make Glass cards, then Death or Cryptid to copy them. Draw and score at least two together. A five-card Glass Flush gives more break opportunities, but even two Glass cards can work. Let the hand finish resolving and check that two cards shatter.
Oops! All 6s doubles each Glass card's break chance:
These odds apply to each card. You still need at least two Glass cards to break after the same hand.
Ankh warning: Ankh copies a random Joker and destroys the other non-Eternal Jokers. It can give you a second Oops! All 6s, but risks destroying the rest of your build.
You do not need either card for this trophy. Keep scoring multiple Glass cards together until at least two break after one hand. Keep enough scoring to survive while you try.
bronze
Play a Royal Flush
Play 10, Jack, Queen, King and Ace of one suit together during a normal unseeded run. Use Sort Suit, retain the five required cards as you draw, and discard unrelated cards to find the missing ranks. Tarot suit conversions can join the cards into one suit.
Play all five cards and check that the hand is shown as Royal Flush.
A separate Collection unlock, Brainstorm, requires you to discard a Royal Flush. Playing it for this trophy does not perform that unlock. When another Royal Flush is available on a safe run, discard all five together with for Brainstorm.
bronze
Get any poker hand to level 10
Raise one named poker hand to level ten in a normal unseeded run. Levels reset between runs, so ten levels spread over several attempts do not combine.
Use the relevant Planet repeatedly. A hand normally starts at level one, so nine matching Planet upgrades reach ten. Nebula Deck starts with Telescope, whose Celestial Packs guarantee a Planet for your most-played hand. Establish the hand you want before relying on that guarantee.
Blue Seals are especially useful. Hold a Blue Seal card when you win the round, with room in the consumable area, to create the Planet matching the final played hand. Use that Planet between rounds. Burnt Joker and Black Hole can provide further levels. Check the level in Run Info and keep upgrading if a boss has lowered it.
silver
Score 1,000,000 Chips in a single hand
Score at least 1,000,000 chips with one played hand in a normal unseeded run. Continue a strong White Stake win into Endless rather than starting over as soon as Ante 8 ends.
Repeated Glass or Steel multipliers, Baron with Mime, or a well-scaled XMult core can reach this. 100,000K gives a complete setup for the higher 100-million target, which also exceeds this threshold.
gold
Score 100,000,000 Chips in a single hand
Score at least 100,000,000 chips in a single hand during a normal unseeded run. This is 100 million, displayed as 1e8 when scientific notation is used. A blind cleared by several smaller hands does not count.
I would attempt this on White Stake and keep a promising build going in Endless. The objective also unlocks Stuntman for the Collection. Here is a route that does not require a Legendary Joker.
Each Steel King supplies both its Steel multiplier and Baron's multiplier whenever its held effects trigger. With Mime and a Red Seal, that is three triggers, giving six X1.5 multipliers from one King. Copies across the hand compound the result. Blueprint or Brainstorm can copy a compatible scoring Joker for more triggers or Baron effects.
Use an ordinary Small or Big Blind when the build is ready. A boss that debuffs face cards, shrinks the hand or forces an unwanted card can spoil this setup. Read the next boss before selecting it, and use a reroll or disabling effect when needed.
Keep as many working Steel Kings held as possible, check that the selected hand is the levelled one, and let the score finish resolving. Ordinary +Mult Jokers activate after held-card effects, so a late +Mult source alone is a poor substitute for Planet levels here.
There is no fixed number of Kings that guarantees 100 million regardless of hand level and other cards. If the score is short, add more Kings, hand size, retriggers or levels while the run can still survive. Retriggered Glass face cards with Photograph, Hanging Chad and Sock and Buskin are another valid route when those pieces appear instead. Check the single-hand score, then continue to the next round if the trophy notification is delayed.
silver
Thin you deck down to 20 or fewer cards
Reduce your full playing deck to twenty cards or fewer in a normal unseeded run. The remaining draw pile is not the full deck, and cards still in your hand count towards its size.
Win with Green Deck to unlock Abandoned Deck. Abandoned starts with forty cards because it removes the twelve face cards. Use it on White Stake, then collect The Hanged Man to destroy up to two unwanted cards at a time. Trading Card destroys a lone card on the first discard of a round, and Immolate removes five random cards from the current hand.
Avoid unnecessary Standard Packs and effects that add cards while reducing the deck. Glass cards can break, but controlled removal is easier to plan. Open the deck view to inspect its full size. Continue a successful run into Endless if you need more shops. At twenty or fewer, let the action resolve and proceed to the next blind if the notification waits.
silver
Have 80 or more cards in your deck
Grow the full playing deck to at least eighty cards during one normal unseeded run. This counts every playing card, including enhanced cards, rather than cards currently held.
Marble Joker adds a Stone card when a blind is selected. Certificate adds a sealed playing card as a round begins. DNA copies a lone first played card. Keep one or more of these engines while buying cards from Standard Packs. Cryptid adds two copies of the selected card, while Familiar, Grim and Incantation add more cards than they destroy.
Play optional blinds when the build can safely win them so the generators activate more often. Continue into Endless if the initial eight antes are not long enough. Death changes one existing card into another and therefore does not increase the deck count. Keep checking the full deck view until it shows eighty.
bronze · collectible
Discover a Legendary Joker
Find The Soul inside an Arcana or Spectral Pack and use it with a free Joker slot. It creates one of the five Legendary Jokers: Canio, Triboulet, Yorick, Chicot or Perkeo. Acquiring any one discovers it and satisfies this trophy.
The Soul has a small chance to replace an eligible card in those packs. Open packs when the economy supports it and inspect Charm or Ethereal skip rewards. Clear a Joker slot before using the card. Legendary Jokers do not normally appear as ordinary shop purchases, and Ghost Deck's Spectral shop cards cannot generate The Soul.
For Completionist++, seek The Soul on Gold Stake too. The first Soul in a newly generated Gold Stake run is arranged to give a Legendary without a Gold Sticker while one is still missing. Winning with that Joker remains necessary.
bronze · collectible
Discover every Planet card
Discover all twelve Planet cards in normal unseeded runs. Buy them from shops, select and use them from Celestial Packs, or create them with an eligible effect. Inspect Collection → Planets for anything still undiscovered.
| Planet | Hand it upgrades |
|---|---|
| Pluto | High Card |
| Mercury | Pair |
| Uranus | Two Pair |
| Venus | Three of a Kind |
| Saturn | Straight |
| Jupiter | Flush |
| Earth | Full House |
| Mars | Four of a Kind |
| Neptune | Straight Flush, including Royal Flush |
| Planet X | Five of a Kind |
| Ceres | Flush House |
| Eris | Flush Five |
The final three only enter the normal Planet pool after you play their hand during that same run. Merely unlocking or playing the hand on an older attempt does not make the Planet available on a new attempt.
Use Death, Cryptid, DNA, Strength and suit-changing Tarots to prepare those hands. After playing one, keep opening Celestial Packs and checking the shop in that run. A Blue Seal held when that hand wins the round can create its Planet with free consumable room. Black Hole is a Spectral card and is not a thirteenth Planet.
bronze · collectible
Discover every Tarot card
Discover all 22 Tarot cards on an unseeded normal profile. Buying a Tarot in the shop or obtaining a generated one discovers it. In an Arcana Pack, select and use the card rather than only viewing its preview.
The complete set is:
Open Arcana Packs and buy undiscovered shop cards while a run can afford it. Purple Seals create Tarot cards when discarded, with room in the consumable area. Tarot Merchant and Tarot Tycoon increase shop appearances.
If Use is unavailable, meet the card's requirement. Select the required playing cards for an enhancement or suit change, free consumable slots for The Emperor or The High Priestess, and free a Joker slot for Judgement. The Fool needs a previous eligible Tarot or Planet to copy. Using The Wheel of Fortune counts as a discovery even when its random edition effect fails. The Soul is Spectral, so it is not part of this set.
silver · collectible
Discover every Spectral card
Discover all eighteen Spectral cards in normal unseeded runs. Spectral Packs are the usual source. Ghost Deck can also put ordinary Spectral cards in the shop, while Omen Globe adds Spectral possibilities to Arcana Packs.
| Card | Recognise its main effect |
|---|---|
| Familiar | Removes one random held card and adds three enhanced face cards |
| Grim | Removes one random held card and adds two enhanced Aces |
| Incantation | Removes one random held card and adds four enhanced numbered cards |
| Talisman | Adds a Gold Seal |
| Aura | Adds Foil, Holographic or Polychrome to a playing card |
| Wraith | Creates a Rare Joker and sets money to zero |
| Sigil | Changes the held cards to one random suit |
| Ouija | Changes the held cards to one random rank and reduces hand size |
| Ectoplasm | Gives a Joker Negative and reduces hand size |
| Immolate | Removes five random held cards and gives money |
| Ankh | Copies a Joker and destroys the other Jokers |
| Deja Vu | Adds a Red Seal |
| Hex | Gives a Joker Polychrome and destroys the others |
| Trance | Adds a Blue Seal |
| Medium | Adds a Purple Seal |
| Cryptid | Adds two copies of one selected playing card |
| The Soul | Creates a Legendary Joker with free Joker room |
| Black Hole | Raises every poker hand one level |
The Soul and Black Hole are the rare exceptions. The Soul can appear in Arcana or Spectral Packs. Black Hole can appear in Celestial or Spectral Packs. Ghost's ordinary shop generation and Spectral-producing Jokers do not generate these two special cards.
Use missing pack cards, or buy missing shop cards. Read the full effect before doing so. Ankh and Hex can dismantle a useful scoring row, and Wraith can erase a large bank. I would collect dangerous missing cards after an Ante 8 win, when losing the remaining Endless run will not undo the recorded discovery or win.
silver · collectible
Discover every Voucher
Discover all 32 Vouchers by buying them during normal unseeded runs. Unlocking a Voucher only lets it appear later. A padlock means its condition is unfinished, while an undiscovered unlocked Voucher still needs a purchase.
There are sixteen base Vouchers, each with one upgrade. The base must already be redeemed in the current run before its unlocked upgrade can appear. Buy it during this attempt, or use a deck that starts with it. Magic starts with Crystal Ball, Nebula with Telescope, and Zodiac with Tarot Merchant, Planet Merchant and Overstock. Buying a base on an older run does not carry that prerequisite into a new one. Vouchers usually cost $10 and refresh with the next ante, not a paid shop reroll.
| Base → upgrade | Requirement to unlock the upgrade |
|---|---|
| Overstock → Overstock Plus | Spend $2,500 in shops cumulatively |
| Clearance Sale → Liquidation | Buy ten Vouchers in one run |
| Hone → Glow Up | Hold five Jokers with Foil, Holographic, Polychrome or Negative editions at once |
| Reroll Surplus → Reroll Glut | Reroll shops 100 times cumulatively |
| Crystal Ball → Omen Globe | Use 25 Tarot cards from booster packs |
| Telescope → Observatory | Use 25 Planet cards from Celestial Packs |
| Grabber → Nacho Tong | Play 2,500 individual cards |
| Wasteful → Recyclomancy | Discard 2,500 individual cards |
| Tarot Merchant → Tarot Tycoon | Buy 50 Tarot cards from shops |
| Planet Merchant → Planet Tycoon | Buy 50 Planet cards from shops |
| Seed Money → Money Tree | Earn the maximum available interest for ten consecutive rounds |
| Blank → Antimatter | Buy Blank ten times cumulatively |
| Magic Trick → Illusion | Buy twenty playing cards from shops |
| Hieroglyph → Petroglyph | Reach Ante 12 |
| Director's Cut → Retcon | Discover 25 Blinds |
| Paint Brush → Palette | Reduce hand size to five |
For the ten-Voucher run, continue a strong White Stake build into Endless and take Voucher Tags when you can buy the extras. Starting deck Vouchers do not replace actual purchases. For Money Tree, maintain the cash needed for the current interest cap across ten round payouts. Green Deck cannot earn interest, so choose another deck.
Use Magic Trick to put playing cards in the shop for Illusion's unlock. Ordinary Standard Pack choices are not shop playing-card purchases. For Palette, use hand-size reductions such as Merry Andy, Stuntman or Ouija on a safe cleanup run until the hand size reaches five.
After meeting a condition, watch for its base and upgrade on later runs. If the last missing item is an upgrade that refuses to appear, first confirm that its base is redeemed in the current run, through a purchase or the starting deck, and the Collection padlock is gone.
After winning with five different normal decks, choose Challenges from the run-selection screen. Beat each challenge's Ante 8 showdown. The first five are available initially, with further choices opening as you complete distinct challenges.
Read Rule Breaker for every challenge's rules and a local plan. Golden Needle needs a reliable one-hand score and money for discards. Jokerless needs hand levels, card editing, seals and enhancements in place of Jokers.
Challenge runs only award the two challenge trophies. Do the Collection, Glass-card breaks and the other specialist trophies in ordinary unseeded runs.
bronze
Complete any challenge run
Win normal unseeded runs with five different decks to open Challenge Mode. Choose Challenges on the run-selection screen and complete one challenge through its Ante 8 showdown.
The Omelette is available among the first five choices. Its Eggs build sell value instead of providing normal blind income. Sell them one at a time when you need funds or space for scoring Jokers. The full set of rules and plans is in Rule Breaker.
gold · difficulty
Complete every challenge run
Win all twenty Challenge Mode decks through their Ante 8 showdown. Win with five different normal decks to open the mode. The first five challenges are available initially, then each distinct challenge win unlocks another until all twenty can be selected.
These runs use White Stake with their own restrictions. A challenge's strong starting deck cannot award the other gameplay or collection trophies. Progress through the list in order if possible, since the earlier rules teach the systems needed later.
The plans below describe what to build, rather than a fixed seed. Shops and draws still vary. Read the challenge's restrictions before spending money on a combination, and restart a failed challenge from its beginning.
You start with five Eggs. Blinds pay no fixed reward, unused hands give no money and interest is disabled. The Eggs gain sell value each round.
Use natural poker hands to clear the earliest targets. Sell one Egg when you need to buy scoring, and preserve the others until their value is useful. A source of Chips and a source of +Mult are more urgent than five Eggs sitting in full Joker slots. Swashbuckler or Temperance can benefit from the growing sell values, but do not wait for either if a needed scoring Joker is offered.
Eternal Ride the Bus and Shortcut are fixed in your build. The deck has extra face cards and lacks Aces, 2s and 3s. Shortcut makes gapped straights possible.
Build numbered straights and discard face cards to protect Ride the Bus. A scored face card resets its accumulated Mult, so an apparent strong Full House may damage the long-term build. Add Chips and XMult in the remaining slots, and take Saturn when the straights become your regular hand.
You start with $100 and both interest-cap Vouchers. The hand's Chip value cannot exceed your current cash.
Preserve the bank and seek Mult rather than spending everything on a huge Chip Joker. Interest can sustain steady purchases if you keep enough cash. Before a boss, estimate the score using the cash-limited Chip value. Spend only when the scoring gain justifies the lower cap, then rebuild the bank.
An Eternal Ceremonial Dagger is pinned on the far left and destroys the Joker immediately to its right when a blind begins, gaining Mult from its sell value.
Keep permanent scoring Jokers farther to the right and feed the adjacent slot with cheap temporary purchases. An Eternal Joker beside the Dagger cannot be destroyed and can protect the rest of the row, but that also stops growth from that slot. Riff-Raff can supply disposable Jokers if you have room. Check the order before selecting every blind.
One in four drawn cards is face down.
Use visible cards to build dependable Pairs or another repeatable hand, rather than assuming a hidden card completes a Flush. Discard unknown cards when the visible hand cannot meet the target. Jokers that score independently of an exact five-card draw reduce the risk.
Eternal Pareidolia makes every playing card a face card, and Eternal Business Card supplies a chance of money when those cards score. The starting deck contains ranks 2 through 9. Unused-hand money and interest are disabled.
Use the face-card interaction for income and scoring. Scary Face, Smiley Face, Photograph and Sock and Buskin are useful opportunities. Avoid Ride the Bus, which clashes with the all-face-card setup. The Plant is banned here, so it cannot turn this entire interaction off.
You begin with hand size ten, but every $5 held reduces hand size by one.
Spend enough to keep a workable hand, buying actual scoring and deck improvements rather than banking ordinary interest at the cost of your draws. Before leaving a shop, check the resulting hand size and the next boss. A flexible Pair or High Card build is safer than requiring a Flush while holding very few cards.
All Jokers are Eternal, and various self-destroying or sell-to-activate Jokers are banned.
Treat every occupied slot as permanent. Buy a basic early scorer only when needed to survive, then reserve room for scaling and XMult. Madness can gain Mult without destroying your Eternal Jokers, which makes it a useful option when offered. Do not expect to sell a weak Joker later or sacrifice one to Verdant Leaf, which is banned.
An Eternal Marble Joker keeps adding Stone cards. The starting face cards have been replaced by Stone cards too.
Use the Stones' Chips with simple High Card or Pair plays and find +Mult and XMult to multiply them. Stone cards do not supply a rank or suit for a Flush or Straight, so do not treat their growing number as normal poker-hand material. Stone Joker and Hologram can exploit the deck growth.
Every playing card has a Red Seal. Cards become debuffed after being played.
Use the seals to get maximum value from the first use of a card. A higher scoring hand can prevent needing a second pass through the same cards. Discarding does not itself apply this played-card debuff, so use discards to find fresh strong cards. Avoid repeatedly playing your best cards merely to cycle the deck. Ordinary Joker scoring can carry later rounds when more of the deck has been exhausted.
After the Ante 4 boss is defeated, the owned Jokers become Eternal and the Joker-slot limit becomes zero. Your existing Jokers remain, but the build is effectively locked.
Assemble a complete scoring core before entering the Ante 4 boss. Replace temporary economy or weak early scoring while you still can. After the lock, improve the playing deck, hand levels and consumables. Do not leave an empty slot expecting to fill it in Ante 5. Verdant Leaf is banned.
You start with Credit Card, and every purchase permanently increases prices.
Buy upgrades that solve a clear problem. Cheap items are not automatically efficient when each also raises later costs. A strong scaling Joker early can save many purchases. Credit Card allows debt, but going into debt without a winning plan also removes interest. Prefer a stable core and save for the few purchases that materially extend the run.
You start with Eternal Vampire, Magic Trick, Illusion, The Emperor and The Empress. More Jokers do not appear in the shop.
Use The Empress to enhance cards, then score those cards so Vampire consumes their enhancements and grows XMult. Buy enhanced playing cards and useful Tarot cards when affordable. Raise the underlying hand with Planets too, since XMult still needs a base to multiply. Other Joker-generation effects can help when available, but ordinary Joker shopping is not the plan.
Every card is Glass, and two Eternal Negative Oops! All 6s make their break chance certain. Most ways to add non-Glass cards or replace Glass are banned.
Use the Glass multiplier to win rounds with as few played cards and hands as practical. A pair consumes fewer Glass cards than a five-card Flush, which helps preserve the finite deck. Build scoring that can carry small hands, use retriggers when offered, and remove unnecessary draws with discards rather than spending expendable cards as filler. Keep watching the deck count. This challenge does not award Shattered.
You have Eternal Obelisk and an Eternal Negative Marble Joker. Obelisk grows XMult when you avoid your most-played hand, but resets when you play that leading hand.
Early on, establish one easy hand type as a clear leader. Then stop playing it and alternate other hand types while Obelisk grows. Watch Run Info so another type does not catch up and force a reset. The Stone cards help create scoring filler for simple hands, but you still need a source of Chips or +Mult. The goal is a planned pivot, rather than accidentally resetting Obelisk whenever a familiar Pair appears.
You have Eternal Constellation and Rocket, both Planet-shop Vouchers, two hands, two discards and four Joker slots.
Use Rocket's boss income to fund Planets. Every used Planet grows Constellation's XMult, while matching Planets also raise the hand's base score. Choose a repeatable hand and buy useful scoring in the two remaining slots. With only two hands, avoid slow builds that require several weak plays to reach the target.
You have hand size five, six discards, seven Joker slots, Card Sharp and Joker.
Use discards to build the same repeatable hand twice. Card Sharp's X3 applies when that hand type has already been played during the round, so a weak first Pair can prepare a much stronger second Pair. Use the seven Joker slots for a complete scoring and economy core. Do not rely on hand-size Jokers that the challenge bans.
You have one hand per round, six discards that each cost $1, $10 starting money and Credit Card. Every round needs a winning hand immediately.
Prioritise reliable Chips and Mult. Banner can supply early Chips while discards remain. Dusk retriggers cards because the only hand is also the last hand, and Acrobat's X3 applies every round. Troubadour adds hand size without lowering the already-one-hand limit. Card Sharp normally cannot activate because there is no earlier hand.
Keep an economy source. Mail-In Rebate or Faceless Joker can offset paid discards. Delayed Gratification is useful when you can win without discarding, but do not preserve its payout by playing a losing hand.
Calculate before pressing . Use the required discards to reach a winning hand and keep enough cash to afford them. The Water removes those discards, so Director's Cut, Retcon or a sellable Luchador is valuable insurance. Violet Vessel also demands much more single-hand scoring. A random Misprint or unprotected Bloodstone roll is less reliable than a deterministic multiplier.
You have only three Joker slots, and neither Small nor Big Blind pays its fixed reward.
Look for multifunctional Jokers and efficient card-based income. A growing Chip source, +Mult and XMult can fill the three slots. Gold cards, Gold Seals and interest can fund improvements without occupying another Joker slot. Sell a temporary economy Joker when the scoring core needs its place, but keep enough money to continue buying upgrades.
There are no Joker slots or Joker-generation routes. Only Violet Vessel and Cerulean Bell can appear as the Ante 8 showdown.
I recommend starting with Straights when the early draws and Saturn cards support them. Saturn adds both Chips and Mult quickly. Four of a Kind with Mars is another good route once rank conversion and copies make it repeatable. A low-level Flush usually needs more help to keep up.
After the twentieth distinct challenge win, check that every challenge shows completed. If the trophy is missing, inspect the list for an uncompleted challenge rather than replaying a completed one at random.
Follow the fifteen deck plans in Completionist+. Complete each deck's own eight-step ladder and check the Gold Stake mark on its selection screen. A Gold win on one deck does not unlock Gold for the others.
On every Gold attempt, check your owned Jokers against their Collection stickers. Keep new ones when they help the run, and carry a weak one in a genuinely spare slot near the end. Winning remains the priority. A run lost while forcing four passengers awards no stickers.
Finish the final showdown and let the win resolve. If the all-decks trophy waits after the fifteenth Gold win, complete one more unseeded normal run on any stake.
gold · difficulty · grind
Win with every deck on Gold Stake difficulty
The completion check can lag behind the final Gold deck sticker. After confirming all fifteen Gold marks, win one more normal unseeded run on any stake.
Win a normal unseeded Gold Stake run with each of the fifteen normal decks. Each deck has its own White → Red → Green → Black → Blue → Purple → Orange → Gold ladder. A Gold win on Yellow does not unlock Gold on Red.
There are eight winning stakes per deck, so completing every ladder requires 120 successful deck-stake runs. Challenge wins and entered seeds do not replace any of these. A win is the Ante 8 showdown, with Endless optional afterwards.
Use the current penalties in High Stakes. Orange adds Perishable Jokers and Gold adds Rental Jokers.
| Deck | Unlock and approach |
|---|---|
| Red | Available immediately. The extra discard helps find stronger hands and supports discard effects |
| Blue | Discover twenty Collection items. An extra hand gives both scoring margin and potential unused-hand income |
| Yellow | Discover fifty items. The extra $10 makes early Jokers and an interest bank easier to establish |
| Green | Discover 75 items. No interest, but unused hands and discards pay at the end of the round. Win efficiently and avoid income plans that depend on interest |
| Black | Discover 100 items. One extra Joker slot, but one fewer hand each round. Buy early scoring promptly and use the sixth slot to compensate |
| Magic | Win with Red. Starts with Crystal Ball and two Fools. Use a useful Tarot or Planet first, then copy it with the Fools. A money or deck-editing card is usually more useful than spending them without a plan |
| Nebula | Win with Blue. Starts with Telescope and one fewer consumable slot. Establish a repeatable hand and keep using its guaranteed Planet. Buy Crystal Ball when the extra room matters |
| Ghost | Win with Yellow. Starts with Hex and allows ordinary Spectral shop cards. Put Polychrome on a useful lone Joker before filling the row, since Hex destroys the others. Use Spectral editing to strengthen the playing deck |
| Abandoned | Win with Green. Starts with forty cards and no face cards. Pairs, straights and numbered-card Jokers are easier to organise. Do not rely on Photograph, Baron or face-card effects unless you deliberately add faces |
| Checkered | Win with Black. Starts with 26 Hearts and 26 Spades. Flushes are easy to draw early. Build scaling and a boss counter before relying on one suit for the entire run |
| Zodiac | Win any Red Stake run. Starts with Overstock, Tarot Merchant and Planet Merchant. The extra selection supports consumable-based development. Inspect it without paying for unnecessary rerolls |
| Painted | Win any Green Stake run. Two extra hand-size slots, but one fewer Joker slot. Use the large hand for consistent straights or full houses and held Steel cards. Keep the four Joker slots efficient |
| Anaglyph | Win any Black Stake run. Each boss gives a Double Tag. Stockpile tags for a valuable Negative, money or pack opportunity, but spend them for survival if the run needs help |
| Plasma | Win any Blue Stake run. Blind targets double, and scoring balances Chips and Mult. Strong Chip effects carry the early game. Later, commit to a large Chip or Mult total rather than buying weak amounts of both |
| Erratic | Win any Orange Stake run. The starting ranks and suits are randomised. Inspect the full deck before playing, then build around whichever ranks or suits occur often |
Plasma uses ((Chips + Mult) ÷ 2)² instead of the ordinary product. Do not apply its scoring assumptions to the other decks. The doubled blind target still applies, including large bosses.
Buy enough scoring to clear the early antes before trying to maximise interest. Look for a stable hand, Chips, +Mult and scaling or XMult. The strongest plan is the one the current shop can support, rather than a rare Joker you hope to find later.
Check Eternal commitments, Perishable timers and Rental charges before every purchase. Keep enough cash for important rerolls and boss counters. On Black, a single weak hand can use too much of the reduced hand budget. On Painted, a weak permanent Joker uses a quarter of the normal slots.
Use the Collection sticker display to carry missing Joker wins while climbing. Do not replace essential scoring with passengers before a dangerous final boss. Beat the showdown and let the win screen resolve.
Delayed unlock recovery: inspect the deck selector and verify all fifteen show a Gold win. This trophy can be checked before the final new sticker is applied. If every Gold mark is present but the trophy is missing, win one more ordinary unseeded run on any stake. White Stake is enough for that extra check. Do not erase the profile or repeat all fifteen Gold wins.
Use Completionist++ for the final sticker hunt. Ghost supports focused deck editing, Anaglyph can carry many Negative Jokers, and Yellow or Blue can provide a reliable scoring core. Open Arcana and Spectral Packs when your economy supports the search for The Soul.
Check Completionist for every locked Joker and missing Collection category. Gold-sticker progress and discovery are separate requirements, so inspect both. Get fragile Jokers close to the Ante 8 showdown, and leave them owned until the win is recorded.
Finish any missing gameplay trophies on White Stake, then win a final eligible run if a completion trophy is waiting. The platinum requires all 31 other PS5 trophies.
platinum
Balatro platinum trophy
Earn the other 31 trophies on this PS5 list. The long completion targets are the complete Collection, all fifteen Gold Stake deck wins and Gold Stickers on all 150 Jokers.
gold · collectible · grind
Discover 100% of your collection
Fill the normal Collection on one achievement-enabled profile. Use unseeded normal runs, since Challenge Mode and entered seeds do not supply these discoveries. Unlock All disables achievements, so it is not a shortcut.
| Category | Entries |
|---|---|
| Jokers | 150 |
| Normal decks | 15 |
| Vouchers | 32 |
| Tarot cards | 22 |
| Planet cards | 12 |
| Spectral cards | 18 |
| Editions | 5 |
| Booster Pack variants | 32 |
| Tags | 24 |
| Blinds | 30 |
The menu's numeric target is 340. Enhanced cards and seals appear as reference categories, but their twelve entries are already known and are not added to that counter.
A padlock means you must fulfil an unlock condition before that item joins the pool. An undiscovered item is available but still needs to be acquired. Buy a Joker or Voucher, buy or obtain a consumable, and select/use a missing card from a pack. Seeing an item for sale is not the same as owning it. Discoveries remain after the run ends.
Use Astronomy, Cartomancy, Clairvoyance and Extreme Couponer for the complete consumable and Voucher lists. Use Completionist+ for all fifteen deck unlocks. A Joker's discovery and its Gold Sticker are separate, so collecting every Joker does not also finish Completionist++.
These are forty normal unlocks followed by the five Legendary cards. Meet the condition, then obtain the now-available Joker. Use White Stake cleanup runs for conditions that would damage a Gold Stake build.
| Joker | Unlock action |
|---|---|
| Golden Ticket | Play five Gold-enhanced cards together. Make one with The Devil and copy it with Death. |
| Mr. Bones | Lose five runs. This should happen during ordinary attempts. |
| Acrobat | Play 200 hands cumulatively. |
| Sock and Buskin | Play 300 face cards cumulatively. |
| Swashbuckler | Sell twenty Jokers cumulatively. |
| Troubadour | Win five consecutive rounds using only one played hand in each. |
| Certificate | Put a Gold Seal on a Gold-enhanced playing card. Talisman and The Devil can be applied to the same card. |
| Smeared Joker | Have three Wild-enhanced cards in the full deck at once. |
| Throwback | Leave a live run for the main menu and resume it with Continue. |
| Hanging Chad | Defeat a boss with a High Card scoring hand. |
| Rough Gem | Hold at least thirty Diamonds in the full deck. The Star converts cards to Diamonds. |
| Bloodstone | Hold at least thirty Hearts in the full deck. The Sun converts cards to Hearts. |
| Arrowhead | Hold at least thirty Spades in the full deck. The World converts cards to Spades. |
| Onyx Agate | Hold at least thirty Clubs in the full deck. The Moon converts cards to Clubs. |
| Glass Joker | Have five Glass-enhanced cards in the full deck at once. |
| Showman | Reach Ante 4. |
| Flower Pot | Reach Ante 8. |
| Blueprint | Win a run. |
| Wee Joker | Win in eighteen or fewer played rounds. |
| Merry Andy | Win in twelve or fewer played rounds. |
| Oops! All 6s | Score 10,000 chips in one hand. |
| The Idol | Score 1,000,000 chips in one hand. |
| Seeing Double | Play four copies of the 7 of Clubs together. Make one, then copy it with Death, Cryptid or DNA. |
| Matador | Defeat a boss in one hand without using a discard in that round. |
| Hit the Road | Discard five Jacks together. Copy Jacks and increase hand size or thin the deck to draw them. |
| The Duo | Win without playing the named Pair hand type. |
| The Trio | Win without playing the named Three of a Kind hand type. |
| The Family | Win without playing the named Four of a Kind hand type. |
| The Order | Win without playing the named Straight hand type. |
| The Tribe | Win without playing the named Flush hand type. |
| Stuntman | Score 100,000,000 chips in one hand. |
| Invisible Joker | Win without ever holding more than four Jokers. Negative Jokers still count as owned Jokers. |
| Brainstorm | Discard a Royal Flush, rather than playing it. |
| Satellite | Hold $400 at once. |
| Shoot the Moon | Play every Heart in the full deck during one round. Reduce or convert the Hearts to a small number, retain at least one, and play all remaining Hearts before the round ends. |
| Driver's License | Have sixteen enhanced playing cards in the full deck. Editions and seals alone are not enhancements. |
| Cartomancer | Discover all 22 Tarot cards. |
| Astronomer | Discover all twelve Planet cards. |
| Burnt Joker | Sell fifty cards cumulatively. Selling unused consumables as well as Jokers helps. |
| Bootstraps | Hold two Polychrome Jokers at once. Ghost's starting Hex can prepare the first Joker, then a Polychrome Tag or a successful Wheel of Fortune can supply the second. |
| Canio, Triboulet, Yorick, Chicot and Perkeo | Obtain each from The Soul. These are five separate Legendary discoveries. |
For the five wins that forbid a named hand type, check Run Info. It is the recorded hand category that matters, rather than a pair contained inside some stronger combination. A reliable High Card build can avoid several named types in one win. Keep the Invisible Joker attempt at four owned Jokers or fewer for the whole run, including Negative passengers.
Checkered Deck starts with 26 Hearts and 26 Spades, so four suitable conversions can reach thirty of either suit quickly. Make thirty Clubs or Diamonds on another deck with repeated suit conversions. Death preserves enhancements, editions and seals when it copies the right card.
Cavendish is a separate pool condition. Let Gros Michel destroy itself through its own extinction chance in the current run, then look for Cavendish in that run's shops. Selling Gros Michel or destroying it with another effect does not provide that route.
Some Jokers also need their related card type to be present before they appear. If Steel Joker, Stone Joker, Glass Joker, Lucky Cat or Golden Ticket is missing, put Steel, Stone, Glass, Lucky or Gold cards in the current deck as appropriate. Keep the relevant enhancement while searching.
Obtain Base, Foil, Holographic, Polychrome and Negative editions. A playing card or Joker can supply the relevant discovery. Edition tags, Aura, Hex, Ectoplasm and The Wheel of Fortune help, but they do not all create every edition. Negative applies to Jokers rather than ordinary playing cards.
Buy and open missing Booster Packs. The Collection tracks different artwork variants as separate entries, even when the pack name and size match. The 32 slots consist of eight Arcana, eight Celestial, eight Standard, four Buffoon and four Spectral variants. Keep buying the particular missing-looking packs while doing other runs.
Acquire every tag, usually by skipping its Small or Big Blind. The 24 are Uncommon, Rare, Negative, Foil, Holographic, Polychrome, Investment, Voucher, Boss, Standard, Charm, Meteor, Buffoon, Handy, Garbage, Ethereal, Coupon, Double, Juggle, D6, Top-up, Speed, Orbital and Economy. Anaglyph's boss reward also supplies Double Tags. The Collection shows which are still missing.
Beat each Blind to discover it. The two normal Blinds plus these 28 bosses make thirty. Most bosses require a minimum Ante before they can appear. Multiple runs are needed to encounter the five showdown types.
| Blind | Rule and practical response |
|---|---|
| Small Blind and Big Blind | Play and defeat each at least once, rather than skipping every appearance |
| The Hook | Two random cards are discarded after a played hand. Avoid relying on keeping a particular card for several plays |
| The Ox, Ante 6+ | The named most-played hand empties your cash. Use another hand or spend needed money before entering |
| The House, Ante 2+ | The first hand is face down. Discard unknown cards to obtain a visible hand |
| The Wall, Ante 2+ | Larger score target. Improve scoring before selecting it |
| The Wheel, Ante 2+ | Some draws are face down. Build around visible cards and flexible hands |
| The Arm, Ante 2+ | Played hand levels fall. Prefer a strong early hit over many weak repetitions |
| The Club | Clubs are debuffed. Use another suit or Joker-led scoring |
| The Fish, Ante 2+ | Draws after a played hand are face down. Use discards to obtain visible replacements |
| The Psychic | Play exactly five cards, even if only a Pair contributes to the score |
| The Goad | Spades are debuffed. Use another suit or Joker-led scoring |
| The Water, Ante 2+ | No starting discards. Prepare a flexible scoring hand or a boss counter |
| The Window | Diamonds are debuffed. Use another suit or Joker-led scoring |
| The Manacle | Hand size falls by one. Avoid a setup that needs every held-card slot |
| The Eye, Ante 3+ | Hand types cannot repeat. Change the named hand category or win with the first play |
| The Mouth, Ante 2+ | Only the first played hand type is allowed. Make the first choice a repeatable one |
| The Plant, Ante 4+ | Face cards are debuffed. Use non-face scoring or disable/reroll the boss |
| The Serpent, Ante 5+ | Each play or discard draws exactly three cards. Discarding one card can grow the held hand |
| The Pillar | Cards played earlier in the same Ante are debuffed. Preserve unused cards for the boss or counter it |
| The Needle, Ante 2+ | Only one hand is allowed. Assemble a single hand that meets the full target |
| The Head | Hearts are debuffed. Use another suit or Joker-led scoring |
| The Tooth, Ante 3+ | Each played card costs $1. Avoid unnecessary filler and protect required cash beforehand |
| The Flint, Ante 2+ | Base hand Chips and Mult are halved. Add enough Joker or enhancement scoring |
| The Mark, Ante 2+ | Face cards draw face down. Use numbered cards or carefully manage the unknown ones |
| Amber Acorn, showdown | Jokers flip and shuffle. Watch their effects resolve, identify key pieces and restore important ordering |
| Verdant Leaf, showdown | Playing cards stay debuffed until a Joker is sold. Keep a sellable spare before entering |
| Violet Vessel, showdown | Very large target. Bring a large scoring margin or reroll it |
| Crimson Heart, showdown | One Joker is disabled each hand. Avoid a build with only one indispensable scoring source |
| Cerulean Bell, showdown | One playing card is forced into the selection. Discard it if it prevents the needed hand |
The showdown bosses appear at Ante 8 and later showdown antes. Director's Cut and Retcon can help find or avoid a boss, but a discovery still needs a win against it. Do this in normal runs, since some bosses are banned in Challenges.
When the Collection is complete but the trophy notification waits, allow the current action to resolve and finish or start another eligible normal run. Recheck every category for an undiscovered item before assuming the counter is wrong.
gold · difficulty · grind · collectible
Earn a Gold Sticker on every Joker
The completion check can lag behind the final Gold Joker sticker. After confirming all 150 Gold stickers, win one more normal unseeded run on any stake.
Earn a Gold Sticker on all 150 distinct Jokers on one profile. A Joker earns the sticker when it is still owned as a normal unseeded Gold Stake run is won at the Ante 8 showdown. A duplicate of a Joker already stickered does not add a new entry. You do not need to beat Gold with each Joker individually, since all qualifying owned Jokers can earn their stickers in the same win.
Enable the setting that displays stake stickers during runs, then inspect Collection → Jokers between attempts. A Joker's Eternal, Perishable or Rental modifier is unrelated to its win sticker.
A debuffed Joker, including an expired Perishable one, can still receive the sticker while it remains owned. That makes a late Perishable passenger valid even if its ability is already disabled. It must not disappear before the recorded win.
Avoid an Eternal Joker that is already Gold-stickered unless it is part of the final scoring core. Permanently occupying the slot makes later passengers harder to carry. Do not turn a likely win into a loss just to squeeze in another common sticker.
These eleven cannot take an Eternal modifier and need care:
| Joker | Keep it eligible for the win |
|---|---|
| Gros Michel | Can go extinct at the end of a round. Pick it up very late when possible |
| Ice Cream | Loses Chips per played hand and eventually expires. Obtain it late |
| Cavendish | Has a small end-of-round extinction risk |
| Luchador | Keep it instead of selling it to disable the final boss |
| Turtle Bean | Loses hand-size value each round and eventually expires. Obtain it late |
| Diet Cola | Keep it instead of selling it for its Double Tag |
| Popcorn | Loses Mult each round and eventually expires. Obtain it late |
| Ramen | Do not discard enough cards to exhaust its multiplier |
| Seltzer | Has ten scoring hands of retriggers. Keep enough uses for the finish |
| Mr. Bones | Do not rely on its self-destruction to rescue the final round |
| Invisible Joker | Keep it instead of selling it to make a copy |
An expired Perishable modifier can suppress a Joker's self-destruction effect while it remains owned, but do not base the entire run on finding that modifier. The practical approach is a strong core and a late purchase. Gros Michel disappearing during the final round is not a completed sticker.
Canio, Triboulet, Yorick, Chicot and Perkeo each need a Gold win too. The Soul is their only ordinary source. It has a 0.3% chance per eligible card in Arcana or Spectral Packs. Ghost's shop does not create The Soul.
Keep an economy that can open packs without losing access to needed scoring. Charm Tags offer a Mega Arcana Pack and can be useful early. Anaglyph's stored Double Tags can create more pack opportunities as well.
The first Soul used in a newly generated Gold Stake run gives a Legendary that lacks a Gold Sticker while one remains missing. Free a Joker slot, use it and adapt the build to the result. Canio wants destroyed face cards, Triboulet wants scored Kings and Queens, Yorick grows from discards, Chicot disables bosses, and Perkeo copies a held consumable when leaving the shop.
Do not find the last Legendary on White and expect its sticker to carry over. Discovery is global, but the Gold win still needs that Joker owned in a Gold Stake attempt.
Confirm that all 150 Jokers show Gold, including the five Legendary cards and all temporary ones. This trophy's check can occur before the last new sticker is applied. If the Collection is complete but the trophy waits, win one more normal unseeded run on any stake. White Stake is enough. The same recovery applies to Completionist+.
Keep the existing profile. A delayed notification is not a reason to reset the collection or start a separate account.