$3 if this card is in hand at end of roundGold Card
1 in 5 chance for +20 Mult 1 in 15 chance to win $20Lucky Card
Retrigger this card 1 timeRed Seal
Does not triggerDisabled
High Contrast
Hand Types & Levels
Score Breakdown
-0+Value0
-0+Sell0
+50 ChipsFoil
+10 MultHolographic
X1.5 MultPolychrome
Does not triggerDisabled
How Balatro scoring works (Chips × Mult)
Balatro’s final score for a hand is always Score = Chips × Mult. The tricky part is that lots of effects modify current Chips/Mult in a specific order—especially Jokers—so swapping Joker order can change your result.
Core terms
Chips: your “base points”. Usually added up (+Chips).
Mult: your “multiplier”. Often added up (+Mult).
XMult: a multiplier applied to Mult (×Mult). This is why order matters.
Typical scoring order (mental model)
Pick the hand type (Pair / Flush / Straight…) and its level → gives base Chips & base Mult.
Score the played cards (enhancements/editions can add Chips or Mult/XMult).
Trigger Jokers (usually left → right), each reading/modifying the current values.
Compute final Chips × Mult.
Why Joker order changes your score
If you have both “+Mult” and “XMult” effects, putting XMult later often yields a higher Mult.
Example: start at Chips=100, Mult=10. Joker A gives +10 Mult, Joker B gives X2 Mult.
A → B: Mult 10 → 20 → 40 ⇒ Score = 100 × 40 = 4000
B → A: Mult 10 → 20 → 30 ⇒ Score = 100 × 30 = 3000
Tip: Use the in-app Breakdown view to see the exact step-by-step changes to Chips and Mult, then swap Joker order and compare.
Balatro guide: Jokers, Chips, Hands (terms)
A practical way to improve is to separate your build into: (1) a main hand type, (2) reliable Chips sources, (3) reliable Mult/XMult sources, and (4) a plan for consistency (deck shaping / economy / utility).
Joker categories (quick build thinking)
Chips / Mult / XMult payoffs: direct scoring power.
Scaling: grows over time; earlier is better.
Trigger / Copy: repeats or copies another Joker; depends on your best target.
Economy: money/discounts to reach key pieces faster.
Jokers that add Chips or convert conditions into Chips
Hand types (common)
High Card, Pair, Two Pair, Three of a Kind, Straight, Flush, Full House, Four of a Kind, Straight Flush… (late-game builds can reach Five of a Kind / Flush Five / etc.)
Beginner checklist
Pick one “main hand” direction early (Flush / Straight / High Card scaling…).
Balance Chips and Mult: stacking only one often caps your score.
When you get XMult/copy Jokers, think about order (left → right).