The Order

How Vanilla RNG is tweaked for the competitive ruleset.

By AcherosBMP 0.5.5game mechanics

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 or 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 Card

Glass 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 Card

There 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 EmperorPlutoEctoplasm

All consumable types have 2 seperate queues:

  1. Shop Queue
    Consumables you find and purchase in the main shop section. On this includes Spectral cards.

    Consumable generators (i.e. , , , , ) all take from the Shop Queue of the consumable type they generate.

  2. In-Pack Queue
    Consumables you find in packs (i.e. , , ) draw from a seperate In-Pack Queue when opened. (Not opening a pack will not advance the queue)

    When you have , Spectral cards appearing in take from the In-Pack Spectral Card Queue

The Soul & Black Hole

The SoulBlack Hole

These consumables are slightly different.

has a single game long queue of misses and the very few hits. Every time you open a or 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 , except it's queue advances on opening and .

Jokers

JokerMimeBlueprint

There 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 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 / is the next joker in the uncommon/rare joker queue.

The gives you the next 2 stickerless jokers from the common joker queue.

Wraith

gives the next stickerless joker in the rare joker queue

Judgement

On and above, has a queue of rarities. 70% common, 25% uncommon, 5% rare. will give the next stickerless joker of the rarity next in queue.

Below , gives the next joker that would appear in shop, no matter the rarity.

Riff Raff

gives you the next 2 stickerless jokers from the common joker queue on blind select.

Shop

image

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:

JokerTarotPlanet
0 ... 0.7140.715 ... 0.8570.858 ... 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.

ToolShop slot oddsOpen tool ↗

Shop slot odds

Vouchers
Each shop slot
Joker 71.4%
Tarot 14.3%
Planet 14.3%
Joker71.4%
Tarot14.3%
Planet14.3%

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 SurplusGrabberBlank

The 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.

advance the Voucher queue. They do this in the same manner that progressing the Voucher queue naturally does.

Voucher Skip tech

The 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 triggers and spawns a 2nd voucher, allows the new voucher from the to be the Tier 2 version of that same type. This allows you for example to buy and 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 .

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
  • Cards from
  • Enhanced cards from

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 , 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 , , )

Joker Changes

The Idol

The Idol

Bloodstone

Bloodstone

Bloodstone 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, 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 , 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 triggers. Meaning a simple flush with & will give the same xmult as an active & ; both totalling 10 triggers.

Scouting Bloodstone

In the PVP, playing a throwaway hand can allow you to 'scout' how often the will trigger for future hands. This can be helpful to calculate score or determine the superior copy target for /

Invisible Joker

Invisible Joker

Oops all 6's

Oops! All 6s

Random 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 , 0.5 for , etc).

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, 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.

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