How scoring actually works, which Jokers and vouchers carry runs, how to manage money, how to beat Boss Blinds, and how to climb from White Stake to Gold Stake.
Researched September 2026 — current as of version 1.0.1o (Friends of Jimbo 4 cosmetics). Live games change; check the linked sources if something differs.
A played hand is scored in this order:
| Hand | Chips | Mult | Planet |
|---|---|---|---|
| High Card | 5 | 1 | Pluto |
| Pair | 10 | 2 | Mercury |
| Two Pair | 20 | 2 | Uranus |
| Three of a Kind | 30 | 3 | Venus |
| Straight | 30 | 4 | Saturn |
| Flush | 35 | 4 | Jupiter |
| Full House | 40 | 4 | Earth |
| Four of a Kind | 60 | 7 | Mars |
| Straight Flush | 100 | 8 | Neptune |
| Five of a Kind (secret) | 120 | 12 | Planet X |
| Flush House (secret) | 140 | 14 | Ceres |
| Flush Five (secret) | 160 | 16 | Eris |
Secret hands only become possible once you modify your deck (duplicate cards, Wild cards, suit changes).
| Type | Name | Effect |
|---|---|---|
| Enhancement | Bonus | +30 Chips |
| Enhancement | Mult | +4 Mult |
| Enhancement | Wild | Counts as every suit |
| Enhancement | Glass | X2 Mult, 1 in 4 chance to break |
| Enhancement | Steel | X1.5 Mult while held in hand |
| Enhancement | Stone | +50 Chips, no rank or suit, always scores |
| Enhancement | Gold | $3 if held in hand at end of round |
| Enhancement | Lucky | 1 in 5 for +20 Mult, 1 in 15 for $20 |
| Edition | Foil | +50 Chips |
| Edition | Holographic | +10 Mult |
| Edition | Polychrome | X1.5 Mult |
| Edition | Negative (Jokers/consumables) | +1 slot |
| Seal | Gold | $3 when played and scored |
| Seal | Red | Retrigger the card |
| Seal | Blue | Creates the Planet of your final played hand if held at end of round |
| Seal | Purple | Creates a Tarot when discarded |
Each Ante has a Small Blind, a Big Blind and a Boss Blind. You get 4 hands and 3 discards per round and a hand size of 8 on the default deck. Between blinds you visit the shop.
| Joker | Why it is good |
|---|---|
| Blueprint / Brainstorm | Copy another Joker's ability; doubling an X Mult Joker is often run-winning |
| Baron | Each King held in hand gives X1.5 Mult; pairs with Mime, Steel Kings and Red Seals |
| Mime | Retriggers held-in-hand effects (Baron, Steel cards, Gold cards) |
| Cavendish | X3 Mult, small chance to go extinct each round; appears after Gros Michel breaks |
| Hologram | Gains X Mult whenever you add a playing card to your deck |
| Vampire | Gains X Mult by stripping enhancements from played cards |
| Obelisk | Gains X Mult for consecutive hands without playing your most played hand |
| Ride the Bus | Stacking +Mult for consecutive hands without face cards |
| Green Joker / Supernova | Scaling Mult for committed hand builds |
| Bloodstone | Chance for X1.5 Mult per Heart; great with Oops! All 6s |
| The Duo, The Trio, The Family, The Order, The Tribe | Big X Mult when your played hand contains that hand type |
| DNA | Copies your first single-card hand into your deck; builds Five of a Kind decks |
| Sock and Buskin / Hanging Chad | Retriggers for face card or first-card builds |
| Four Fingers, Shortcut, Smeared Joker | Make Flushes and Straights far easier |
Legendary Jokers (only from The Soul spectral card): Canio, Triboulet, Yorick, Chicot and Perkeo. Triboulet (Kings and Queens X2 Mult each) and Perkeo (Negative copy of a consumable each shop) are game-changing.
Notable bosses to plan for:
| Boss | Effect | Counter |
|---|---|---|
| The Needle | Only one hand | Front-load score; hold Mult cards |
| The Wall | Huge blind size | Have scaling ready by Ante 3+ |
| The Psychic | Must play 5 cards | Keep a 5-card hand option |
| The Eye | No repeated hand types | Build that can play several hand types |
| The Mouth | Only one hand type | Plan hand choice carefully |
| The Flint | Halves base Chips and Mult | Rely on Joker X Mult |
| The Plant | Face cards debuffed | Bad for face-card builds |
| The Hook | Discards 2 random cards per hand | Play quickly, fewer draws matter |
| The Club / Goad / Head / Window | One suit debuffed | Diversify or use Wild cards |
| The Pillar | Cards played this ante are debuffed | Rotate cards |
| The Ox | Playing your most played hand sets money to $0 | Spend before, or switch hand |
Finisher bosses (Ante 8): Amber Acorn (flips and shuffles your Jokers), Verdant Leaf (all cards debuffed until you sell a Joker), Violet Vessel (very large blind), Crimson Heart (one Joker disabled each hand), Cerulean Bell (forces one card selected every hand). Keep a cheap Joker you can sell for Verdant Leaf.
| Deck | Effect | Unlock |
|---|---|---|
| Red | +1 discard | Start |
| Blue | +1 hand | Discover 20 items |
| Yellow | +$10 at start | Discover 50 items |
| Green | $2 per remaining hand, $1 per remaining discard, no interest | Discover 75 items |
| Black | +1 Joker slot, -1 hand | Discover 100 items |
| Magic | Crystal Ball voucher, two The Fool | Win with Red |
| Nebula | Telescope voucher, -1 consumable slot | Win with Blue |
| Ghost | Spectrals in shop, starts with Hex | Win with Yellow |
| Abandoned | No face cards | Win with Green |
| Checkered | 26 Spades and 26 Hearts | Win with Black |
| Zodiac | Tarot Merchant, Planet Merchant, Overstock | Win on Red Stake |
| Painted | +2 hand size, -1 Joker slot | Win on Green Stake |
| Anaglyph | Double Tag after each Boss | Win on Black Stake |
| Plasma | Balances Chips and Mult, X2 blind size | Win on Blue Stake |
| Erratic | Random ranks and suits | Win on Orange Stake |
Best learning decks: Red (extra discard) and Blue (extra hand). Checkered makes Flush builds trivial; Plasma is famously strong once you understand it.
Stakes stack cumulatively.
| Stake | Adds |
|---|---|
| White | Base game |
| Red | Small Blind gives no reward money |
| Green | Required score scales faster each Ante |
| Black | Eternal Jokers in shop (cannot be sold or destroyed) |
| Blue | -1 discard |
| Purple | Score scales even faster |
| Orange | Perishable Jokers (debuffed after 5 rounds) |
| Gold | Rental Jokers ($3 per round) |
On Black Stake and above, check for the Eternal sticker before buying. Rental Jokers can still be worth it if they solve your Mult problem.
How do I unlock all the Jokers? Most unlock by playing; some need specific conditions shown on their locked card in the Collection. Legendary Jokers are discovered by finding them via The Soul.
What is the best deck? For learning, Red or Blue. For strength, many players rate Plasma, Anaglyph and Checkered highly.
Is there a Balatro 1.1 update? As of September 2026 the live version is 1.0.1o with cosmetic collaborations (Friends of Jimbo). LocalThunk has said he is working on more, but check the official Steam news before trusting release rumors.
Does Balatro have gambling? No real money or gambling; it uses poker hands only as a scoring framework.
How does the Gros Michel / Cavendish line work? Gros Michel gives +15 Mult with a chance to go extinct each round; once that happens, Cavendish (X3 Mult) can appear in shops.
Why did my score say "naneinf"? The number overflowed the game's floating-point limit in Endless Mode.