Turns another card into a copy of a 6 or 7, the most direct setup tool.
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)
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
The easiest way to score multiple 6s or 7s together.
Many Straights naturally contain both ranks, though usually only once each.
Suit conversion lets several 6s/7s score together; with enough copies, the ceiling is very high.
Synergies and interactions
Rank and deck editing
Suits, Upgrades, and Stamps
Align target suits to make 6/7 Flushes easier to assemble.
Lets a target 6/7 match any suit, improving Flush flexibility.
Replays a scoring 6 or 7 for another Joker trigger opportunity.
Adds Replay Stamp directly to a core 6 or 7.
Decks and resources
An extra discard helps find 6s and 7s before the deck is fully thinned.
An extra hand reduces the risk of losing a round after unlucky misses.
Strategy by stage
A standard deck contains only a few 6s and 7s. Early on it is burst support, not a guaranteed trigger every hand.
Choose 6 or 7 as the main rank, copy it, remove irrelevant cards, and settle on Pair, Three of a Kind, or Flush.
Put Replay Stamps or premium Upgrades on multiple target cards. Because output still varies, retain stable Chips and additive Mult.
Boss risks
Core 6s/7s played earlier in the Ante become disabled, punishing repeated-rank builds.
Only one hand is available, leaving no chance to recover from failed 67% rolls.
Forces five cards to be played; extras may not score and can disrupt a thinned hand.