Cardlike Boss Blind Guide

In standard mode you face a Boss Blind at the end of each Ante. Below are 31 Blind entries; 30 have confirmed names and effects, with wiki counter-strategies added.

Boss Type Effect Strategy
Alpha Blind Standard Blind Standard Alpha Blind, no special effect No special restriction; prioritize economy, key Jokers, and setup for later bosses.
Beta Blind Standard Blind Standard Beta Blind, no special effect No special restriction; build economy and test the consistency of your current scoring engine.
The Blade Hand Limit Base Points and Mult for played Hands are cut in half Base Chips and Mult are halved, so rely on Joker bonuses and X-Mult and level your main hand beforehand.
The Crash Hand Limit The hand type you play is down leveled by 1 Aim for a one-hand clear so your main hand is not repeatedly downgraded; rotate backup hand types if needed.
The Flood Hand Limit You have to play 5 cards Make sure every play contains five cards; Straights, Flushes, and Full Houses are the most natural fit.
The Loop Hand Limit You always draw 3 cards Thin the deck and raise average card quality; discards and extra-draw effects matter when draws are fixed at three.
The Mirror Hand Limit You may only play one hand type Open with your strongest consistent hand type because every later play must match it; do not lead with setup fodder.
The Nerf Hand Limit You may only play one hand Commit every multiplier, stamp, and consumable to the only hand and verify it can clear the target before playing.
The Obby Hand Limit Score goal is multiplied by 2 The target doubles without another restriction; save burst effects and strengthen your main hand's Chips and X-Mult.
The Ping Hand Limit You start with one less hand With one less attempt, avoid slow Jokers that need many hands; favor burst damage or first-hand scoring.
The Storm Hand Limit You may not repeat hand types Plan a sequence of distinct hand types and lead with the strongest; faster clears require fewer backups.
Tycoon Troll Hand Limit Score goal is multiplied by 3 Save one-shot boosts and consumables for this round, lean on scaling X-Mult, and clear it quickly.
The Garden Discard Limit When hand is played, discard two random non-played cards Play cards you cannot afford to lose first, leave fewer key cards unplayed, and use hand-size bonuses as a buffer.
The Script Discard Limit You have 0 discards Rely on deck thinning, extra draws, and consistent passive triggers rather than discard-dependent setup.
The Hacker Economy If hand played is your most frequent hand, your money will be set to 0 Spend important money before the boss and play your second-most-used hand type to avoid the reset.
The Tax Economy Cards cost 1$ to play Stockpile money and score with fewer played cards; avoid speculative hands when funds are low.
Blox Bind Card Effect Forces a random card to be selected Check the forced card first and build the hand around it; avoid fragile setups that require exact selection.
The Bind Card Effect Face cards are disabled Avoid Jack, Queen, and King builds; score with numbered cards, Aces, or rank-independent Jokers.
The Clover Card Effect All Club cards are disabled Do not rely on Club Flushes or Club triggers; keep scoring options in other suits.
The Coin Card Effect First drawn hand is flipped Treat the first draw as a low-risk setup hand; use sorting, deck knowledge, or rank-independent Jokers.
The Glitch Card Effect Cards drawn after a hand is played are flipped Try to win on the first hand; otherwise sort and track cards or use a scoring engine independent of card identity.
The Greed Card Effect All Diamond cards are disabled Avoid Diamond Flush, economy, and trigger builds; prepare another suit as your scoring route.
The Malice Card Effect All Spade cards are disabled Avoid Spade Flushes and Spade triggers; preserve a scoring route in another suit.
The Mask Card Effect All face cards are flipped Reduce reliance on identifying Jacks, Queens, and Kings; use sorting, deck memory, or numbered-card builds.
The Prison Card Effect Cards previously played this level are disabled Use different cards across the Ante and save strong unplayed cards for the boss; excessive thinning reduces options.
The Soul Card Effect All Heart cards are disabled Avoid Heart Flushes and Heart triggers; score through another suit or suit-independent effects.
The Spam Card Effect Cards have a 15% chance of being flipped Use sorting and card memory to limit the impact of flips; favor Jokers independent of exact ranks or suits.
Card Cut Joker Restriction One random joker disabled each hand Spread Chips, additive Mult, and multiplicative Mult across several Jokers instead of relying on one engine.
Frame Flip Joker Restriction All jokers are flipped and shuffled randomly Avoid copy chains that depend on Joker order; memorize your key Joker art and count before entering.
Hand Halt Joker Restriction All cards are disabled until you sell a joker Bring a disposable low-value Joker and sell it immediately; do not fill every slot with irreplaceable engines.
Nemesis Uncategorized

General boss strategy

  1. Round 1: early bosses are forgiving — use the time to build economy.
  2. Rounds 4–5: bosses gain harsh restrictions; you need a stable score source by then.
  3. Prepare economy Jokers early: e.g. Flat Joker + Copycat copies keep gold flowing.
  4. Deck thinning is key: the smaller the deck, the more consistent your draws.
  5. Skip trick: deliberately lose a normal round to skip a boss (works in some modes).
📖 The current version contains 30 confirmed Blind entries. blind_nemesis appears only in legacy records and is not present in the current version, so it remains marked TBD. Strategies are wiki guidance based on the listed mechanics.