The Order
How Vanilla RNG is tweaked for the competitive ruleset.
UNDER CONSTRUCTION
Introduction
The Order is a feature integrated into the Balatro Multiplayer mod designed to create a fair, competitive ruleset. Its main goal is to give both players access to the same shared resources and reduce RNG, allowing the better player to win more often.
Instead of relying on vanilla mechanincs, where you'll never be able to get what's inside a
WraithCreates a randomRare Joker,sets money to $0spectral · $4 or
Buffoon PackChoose 1 of up to2 Joker cardsbooster · $4 once skipped, The Order organizes game elements into shared queues. This ensures that no matter when or how a player accesses a queue, both players eventually have access to the exact same jokers/spectrals/tarots etc.
This article will explain how important RNG effects work with The Order enabled.
Disclaimer
Not everything described below is necessarily different from Vanilla. Some mechanics are not touched by The Order, but deemed important enough to require an explanation on how they work.
Queues
Every queue is unique to the seed you're playing on, and thus shared with your opponent.
Glass
Glass CardX2 Mult1 in 4 chance todestroy cardenhancementGlass breaks are on a game long queue. It advances every time a glass card is played (for every glass card in the played hand).
Say the queue reads: Ok - Break - Break - OK - OK - ...










Playing this hand would cause the King and Jack to break.
If we had rearranged the hand to this however:










The 10 and Ace would break.
Luckies
Lucky Card1 in 5 chancefor +20 Mult1 in 15 chanceto win $20enhancementThere are 2 queues, both of which are gamelong.
- 1/5 mult queue
- 1/15 money queue
both advance every time a lucky card is triggered.
This is the same way Lucky cards work in Vanilla.
Consumables
The EmperorCreates up to 2random Tarot cards(Must have room)tarot · $3Pluto
Pluto(lvl.1) Level upHigh Card+1 Mult and+10 chipsplanet · $3Ectoplasm
EctoplasmAdd Negative toa random Joker,-1 hand sizespectral · $4All consumable types have 2 seperate queues:
-
Shop Queue
Consumables you find and purchase in the main shop section. On
Ghost DeckSpectral cards mayappear in the shop,start with a Hex carddeck this includes Spectral cards.
Consumable generators (i.e.
Purple SealCreates a Tarot cardwhen discarded(Must have room)seal,
VagabondCreate a Tarot cardif hand is playedwith $4 or lessrare · $8,
Sixth SenseIf first hand of round isa single 6, destroy it andcreate a Spectral card(Must have room)uncommon · $6,
The EmperorCreates up to 2random Tarot cards(Must have room)tarot · $3,
The High PriestessCreates up to 2random Planet cards(Must have room)tarot · $3) all take from the Shop Queue of the consumable type they generate. -
In-Pack Queue
Consumables you find in packs (i.e.
Arcana PackChoose 1 of up to3 Tarot cards tobe used immediatelybooster · $4,
Celestial PackChoose 1 of up to3 Planet cards tobe used immediatelybooster · $4,
Spectral PackChoose 1 of up to2 Spectral cards tobe used immediatelybooster · $4) draw from a seperate In-Pack Queue when opened. (Not opening a pack will not advance the queue)
When you have
Omen GlobeSpectral cards mayappear in any ofthe Arcana Packsvoucher · $10, Spectral cards appearing in
Arcana PackChoose 1 of up to3 Tarot cards tobe used immediatelybooster · $4 take from the In-Pack Spectral Card Queue
The Soul & Black Hole
The SoulCreates aLegendary Joker(Must have room)spectral · $4Black Hole
Black HoleUpgrade everypoker handby 1 levelspectral · $4These consumables are slightly different.
The SoulCreates aLegendary Joker(Must have room)spectral · $4 has a single game long queue of misses and the very few hits. Every time you open a
Arcana PackChoose 1 of up to3 Tarot cards tobe used immediatelybooster · $4 or
Spectral PackChoose 1 of up to2 Spectral cards tobe used immediatelybooster · $4 pack, each Consumable created in the pack triggers The Soul queue. If the queue returns a hit, the Consumable In-Pack Queue is pushed back 1, and The Soul is inserted
The same applies for
Black HoleUpgrade everypoker handby 1 levelspectral · $4, except it's queue advances on opening
Celestial PackChoose 1 of up to3 Planet cards tobe used immediatelybooster · $4 and
Spectral PackChoose 1 of up to2 Spectral cards tobe used immediatelybooster · $4.
Jokers
Joker+4 Multcommon · $2Mime
MimeRetrigger allcard held inhand abilitiesuncommon · $5Blueprint
BlueprintCopies ability ofJoker to the rightrare · $10There is a game-long queue of jokers for each rarity.
To reduce variance, some mechanics that give you random jokers will not give you stickered jokers on
Black StakeShop can have Eternal Jokers(Can't be sold or destroyed)Applies all previous Stakesstake and above. Instead it will look ahead in the queue and give you the next stickerless joker. This does not advance the queue, any stickered jokers you might have skipped over will remain next in queue.
Skips
The uncommon/rare joker created by the
Uncommon TagShop has a freeUncommon Jokertag/
Rare TagShop has a freeRare Jokertag is the next joker in the uncommon/rare joker queue.
The
Top-up TagCreate up to 2Common Jokers(Must have room)tag gives you the next 2 stickerless jokers from the common joker queue.
Wraith
WraithCreates a randomRare Joker,sets money to $0spectral · $4 gives the next stickerless joker in the rare joker queue
Judgement
On
Black StakeShop can have Eternal Jokers(Can't be sold or destroyed)Applies all previous Stakesstake and above,
JudgementCreates a randomJoker card(Must have room)tarot · $3 has a queue of rarities. 70% common, 25% uncommon, 5% rare.
JudgementCreates a randomJoker card(Must have room)tarot · $3 will give the next stickerless joker of the rarity next in queue.
Below
Black StakeShop can have Eternal Jokers(Can't be sold or destroyed)Applies all previous Stakesstake,
JudgementCreates a randomJoker card(Must have room)tarot · $3 gives the next joker that would appear in shop, no matter the rarity.
Riff Raff
Riff-RaffWhen Blind is selected,create 2 Common Jokers(Must have room)common · $6 gives you the next 2 stickerless jokers from the common joker queue on blind select.
Shop
The shop has 3 areas.
Main area
The main shop has a game-long queue of random numbers ranging between 0 and 1. To determine what ends up in a slot, we compare the rolled number to the band of odds. Without any vouchers (and no ghost deck) you get:
| Joker | Tarot | Planet |
|---|---|---|
| 0 ... 0.714 | 0.715 ... 0.857 | 0.858 ... 1 |
So if the number is 0.5, that falls under the 'joker' range and that slot gets a joker.
This tool allows you to see the shop slot spawn chances/ranges for any combo of vouchers.
Shop slot odds
Vouchers
Each shop slot
Whenever a slot is assigned a joker, it takes a joker from either the common, uncommon or rare joker queue. The rarity is decided based on a game-long queue, shared by the shop and buffoon packs.
Voucher Area
Reroll SurplusRerolls cost$2 lessvoucher · $10Grabber
GrabberPermanentlygain +1 handper roundvoucher · $10Blank
BlankDoes nothing?voucher · $10The Voucher queue is a game long queue of numbers from 1 to 16. Despite there being 32 Vouchers, the Voucher queue is only 1 to 16.
The game long Voucher queue operates as follows: The Voucher queue attempts to spawn a Tier 1 Voucher depending on the number rolled. If that Tier 1 has already been purchased, the appropriate Tier 2 Voucher will be spawned.
If neither Voucher is available (Meaning you already have both the Tier 1 and 2), it will simply progress to the next Voucher in the queue and repeats this whole process.
Voucher TagAdds one Voucherto the next shoptag advance the Voucher queue.
They do this in the same manner that progressing the Voucher queue naturally does.
Voucher Skip tech
The
Voucher TagAdds one Voucherto the next shoptag will not be able to spawn the Tier 2 version of a Tier 1 voucher thats already in the shop. However, slowing down animations and buying a Tier 1 voucher before the
Voucher TagAdds one Voucherto the next shoptag triggers and spawns a 2nd voucher, allows the new voucher from the
Voucher TagAdds one Voucherto the next shoptag to be the Tier 2 version of that same type.
This allows you for example to buy
BlankDoes nothing?voucher · $10 and
Antimatter+1 Joker Slotvoucher · $10 in the same shop if you are lucky.
If you double skip ante 1, the voucher queue will still advance, even though you didn't see a shop that ante.
Pack Area
There's a game-long queue of packs, with the first pack being a guaranteed
Buffoon PackChoose 1 of up to2 Joker cardsbooster · $4.
Every time you enter a shop, the pack queue advances by 2. Taking a skip does not advance this queue.
Buffoon Packs
Buffoon packs draw from the joker queues exactly like the shop does: for every joker in the pack, it takes a joker from either the common, uncommon or rare joker queue. The rarity is decided based on a game-long queue, shared by the shop and buffoon packs.
Standard Packs & Playing Cards
There are 3 unique queues of playing cards
- Cards in
Standard PackChoose 1 of up to3 Playing cards toadd to your deckbooster · $4 - Cards from
Magic TrickPlaying cards canbe purchasedfrom the shopvoucher · $10 - Enhanced cards from
IllusionPlaying cards in shopmay have an Enhancement,Edition, and/or a Sealvoucher · $10
Blocking
What happens if I block something?
If you block something from appearing in the shop, it skips the blocked item, and reveals the next item of the respective queue.
Similar logic to Blocking applies to Planets we have not unlocked. Say we roll into the next planet in the queue is
Eris(lvl.1) Level upFlush Five+3 Mult and+50 chipsplanet · $3 , but we have not yet unlocked that hand. The Planet queue will skip over it, and we will move to the next Planet in queue. This repeats until we get a planet we get an unlocked planet card that is not being blocked.
Drawing Order
The drawing order is fixed for every blind based on the seed just like vanilla. There is 1 exception when you skip the Small Blind and play the Big Blind. Instead of getting the 'Big Blind draws' you get the draws you would have had in the Small Blind. This is done to synchronise value generated between you and your opponent (think of
DNAIf first hand of roundhas only 1 card, add apermanent copy to deckand draw it to handrare · $8,
Purple SealCreates a Tarot cardwhen discarded(Must have room)seal,
Mail-In RebateEarn $5 for eachdiscarded ?, rankchanges every roundcommon · $4)
Joker Changes
The Idol
The IdolEach played ?of ? givesX2 Mult when scoredCard changes every rounduncommon · $6Bloodstone

MP StandardBloodstone1 in 2 chance forplayed cards withHeart suit to giveX1.5 Mult when scoreduncommon · $7BalancedBalancedThis card has been rebalancedBloodstone has 2 queues.
- A game-long queue of hits & misses, advancing every time you trigger a Heart suited card in a Small/Big/Boss Blind
- A queue of hits & misses unique to each PVP Blind, advancing every time you trigger a Heart suited card, but repeating every hand you play.
Simply put, in the PVP Blind, 
MP StandardBloodstone1 in 2 chance forplayed cards withHeart suit to giveX1.5 Mult when scoreduncommon · $7BalancedBalancedThis card has been rebalanced will give the same score increase every hand you play (provided all trigger the same amount of Heart suited cards).
Now if you and your opponent both have 
MP StandardBloodstone1 in 2 chance forplayed cards withHeart suit to giveX1.5 Mult when scoreduncommon · $7BalancedBalancedThis card has been rebalanced, the PVP won't be decided by it's RNG, since it will provide both players with the same score increase.
Copies and Retriggers
The queue is advanced by 
MP StandardBloodstone1 in 2 chance forplayed cards withHeart suit to giveX1.5 Mult when scoreduncommon · $7BalancedBalancedThis card has been rebalanced triggers. Meaning a simple flush with 
BlueprintCopies ability ofJoker to the rightrare · $10BalancedBalancedThis card has been rebalanced & 
MP StandardBloodstone1 in 2 chance forplayed cards withHeart suit to giveX1.5 Mult when scoreduncommon · $7BalancedBalancedThis card has been rebalanced will give the same xmult as an active 
DuskRetrigger all playedcards in finalhand of rounduncommon · $5BalancedBalancedThis card has been rebalanced & 
MP StandardBloodstone1 in 2 chance forplayed cards withHeart suit to giveX1.5 Mult when scoreduncommon · $7BalancedBalancedThis card has been rebalanced; both totalling 10 triggers.
Scouting Bloodstone
In the PVP, playing a throwaway hand can allow you to 'scout' how often the 
MP StandardBloodstone1 in 2 chance forplayed cards withHeart suit to giveX1.5 Mult when scoreduncommon · $7BalancedBalancedThis card has been rebalanced will trigger for future hands. This can be helpful to calculate score or determine the superior copy target for
BrainstormCopies the abilityof leftmost Jokerrare · $10 /
BlueprintCopies ability ofJoker to the rightrare · $10
Invisible Joker
Invisible JokerAfter 2 rounds,sell this card toDuplicate a random Joker(Currently ?/2)rare · $8Oops all 6's
Oops! All 6sDoubles all listedprobabilities(ex: 1 in 3 -> 2 in 3)uncommon · $4Random Jokers in Balatro generate a number between 0-1, and succesfully proc if the generated number is less than or equal to the odd of the Joker hitting (0.25 for
8 Ball1 in 4 chance for eachplayed 8 to create aTarot card when scored(Must have room)common · $5, 0.5 for
Hallucination1 in 2 chance to createa Tarot card when anyBooster Pack is opened(Must have room)common · $4, etc).
Oops! All 6sDoubles all listedprobabilities(ex: 1 in 3 -> 2 in 3)uncommon · $4 doubles the number that must be rolled less than (0.25 -> 0.5 for 8-Ball, 0.5 -> 1 for Hallucination). It does not cause a reroll.
Simply,
Oops! All 6sDoubles all listedprobabilities(ex: 1 in 3 -> 2 in 3)uncommon · $4 can turn a miss into a hit, but never a hit into a miss.
This is the same way it works in Vanilla.
Credit
This was created in part using information in this document made by SurCats. While some things are outdated or missing in this document, the majority of information still holds and was reused here.