SIX SEVEN Joker

SIX SEVEN

Mult Rare
Category
Mult
Rarity
Rare
Effect
6's and 7's have a 67% chance to give ×2 Mult
How to obtain
Shop purchase or Fool Pack (exact price & unlock conditions TBD)
Card guide

Role and core idea

A burst Mult Joker built around ranks 6 and 7. Every scoring 6 or 7 can provide ×2 Mult, so the plan is to copy those ranks, add retriggers, and score several target cards together.

Mechanics

  • The 67% chance is checked for each scoring 6 or 7; more target cards in one hand create more trigger opportunities.
  • A 6 or 7 that does not score as part of the final hand will not trigger, so playing extra cards does not always help.
  • This is probabilistic output. A single target card can miss, so critical rounds should score several 6s/7s or preserve extra hands.

Recommended poker hands

Pair / Three of a Kind

The easiest way to score multiple 6s or 7s together.

Straight

Many Straights naturally contain both ranks, though usually only once each.

Flush / Flush Five

Suit conversion lets several 6s/7s score together; with enough copies, the ceiling is very high.

Synergies and interactions

Rank and deck editing

Mage Game Card
Mage

Turns another card into a copy of a 6 or 7, the most direct setup tool.

Prayer Game Card
Prayer

Can raise a 5 into a 6 or a 6 into a 7.

COMMAND Admin Card
COMMAND

Creates two copies of a selected 6 or 7, quickly enabling multi-card scoring.

Blade Game Card
Blade

Deletes irrelevant ranks to improve the consistency of drawing targets.

Suits, Upgrades, and Stamps

Plaid Upgrade
Plaid

Lets a target 6/7 match any suit, improving Flush flexibility.

Replay Stamp
Replay Stamp

Replays a scoring 6 or 7 for another Joker trigger opportunity.

CONTROL Admin Card
CONTROL

Adds Replay Stamp directly to a core 6 or 7.

Decks and resources

Standard Deck
Standard Deck

An extra discard helps find 6s and 7s before the deck is fully thinned.

Handy Deck
Handy Deck

An extra hand reduces the risk of losing a round after unlucky misses.

Strategy by stage

Early game

A standard deck contains only a few 6s and 7s. Early on it is burst support, not a guaranteed trigger every hand.

Mid game

Choose 6 or 7 as the main rank, copy it, remove irrelevant cards, and settle on Pair, Three of a Kind, or Flush.

Late game

Put Replay Stamps or premium Upgrades on multiple target cards. Because output still varies, retain stable Chips and additive Mult.

Boss risks

The Prison Boss Blind
The Prison

Core 6s/7s played earlier in the Ante become disabled, punishing repeated-rank builds.

The Nerf Boss Blind
The Nerf

Only one hand is available, leaving no chance to recover from failed 67% rolls.

The Flood Boss Blind
The Flood

Forces five cards to be played; extras may not score and can disrupt a thinned hand.

Related reading