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
- Round 1: early bosses are forgiving — use the time to build economy.
- Rounds 4–5: bosses gain harsh restrictions; you need a stable score source by then.
- Prepare economy Jokers early: e.g. Flat Joker + Copycat copies keep gold flowing.
- Deck thinning is key: the smaller the deck, the more consistent your draws.
- 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.