had some ideas for inverted tarot cards and new enhancements in Balatro
IN GENERAL - these cards would have a small chance (maybe like 1 in 40?) to replace a normal tarot card in an arcana pack, or whenever a tarot card is generated by any means.
i tried to give each one an effect that at least roughly mirrored it's un-inverted counterpart. The Devil and The Chariot were hard to come up with ideas for, i eventually went with abilities affecting hand size, since both the original tarot cards give effects that trigger on held cards
some of them generate new card enhancements; these would of course have a chance to appear on cards in standard packs, albeit with reduced weight
the inverted tarot cards in order are:
INV. THE FOOL - spawns a copy of the last Tag that was used, or a Double Tag if none have been used
INV. THE MAGICIAN - makes 1 selected card Tricky
- when scored, 1 in 2 chance to give +10 mult, 1 in 2 chance to lose $1
- like with Lucky cards, both effects can trigger on the same turn
INV. THE HIGH PRIESTESS - spawns 1 random Spectral card
- cannot spawn The Soul or Black Hole
INV. THE EMPRESS - makes 1 selected card an Error card
- when scored, card gives +? mult (random amount between +0 and +12)
INV. THE EMPEROR - inverts a random Tarot card in your inventory, or spawns an inverted tarot card if you have none
- can un-invert already inverted cards
INV. THE HIEROPHANT - makes 1 selected card Worn
- base chip value set to 0, gains half its rank in chips each time it's scored
- chip value returns to default if this enhancement is overwritten (excluding any Hiker bonuses)
INV. THE LOVERS - makes 1 selected card Suitless
- card has no suit, but retains its rank and is worth double its usual chip value
- counts as two of its rank when building hands
INV. THE CHARIOT - makes 1 selected card Thick
- -1 hand size and x2 mult while held in hand
INV. JUSTICE - makes 1 selected card Signed
- when scored, gives an additional x0.5 mult for each card below 5 in played hand
- e.g., a hand with 4 cards would result in x1.5 mult, 3 cards would result in x2 mult, etc.
INV. THE HERMIT - lose half your money (up to $20), but adds a random gold card for every $5 lost
INV. WHEEL OF FORTUNE - 1 in 6 chance to make a random joker Negative
INV. STRENGTH - converts 2 selected cards into 2s
INV. THE HANGED MAN - removes all modifiers from 1 selected card, and then duplicates it
INV. DEATH - transfers all modifiers from one card to another
INV. TEMPERANCE - sells a random joker for double its sell value (up to $50)
INV. THE DEVIL - makes 1 selected card Negative
- +1 hand size while held in hand
- gives no scoring bonuses by itself, but since Negative is an edition, it could be applied to a Steel, Gold, or Thick card
INV. THE TOWER - makes 1 selected card a Bug
- card has no rank and is worth 0 base chips, but retains its suit and can stand in for any ranked card of that suit when building hands
- e.g. a Two Pair with a Bug would count as a full house; 9 J Q K with a Bug would count as a straight
- in actual poker, a "bug" is a limited form of wild card that is usually considered an Ace, but can also be whatever it needs to be to complete a straight or flush
INV. STAR/MOON/SUN/WORLD - make 2 selected cards Split
- Split cards retain their original suit, but also gain the suit of the respective tarot card (e.g. using Inv. Star on a club would make a Split Club/Diamond)
- can count as either suit when building hands, but has a 1 in 2 chance of not triggering suit-based jokers
INV. JUDGEMENT - destroys a random joker, and spawns a new one of upgraded rarity
- will not spawn a legendary; a rare would be replaced with another rare
also this has nothing to do with anything but the Superposition joker really should allow wraparound straights like Q K A 2 3 okay thank you for your time