This guide has been created by wiki members as a helpful resource, and is not official.
Activation sequence is a core mechanic of Balatro and its understanding can be crucial to strategy building and optimization.
Hand Sequence
When a hand is played, effects will activate in the following orders. (Some Jokers may have different parts trigger at different stages: for example,
Wee Joker (This Joker gains {{Chips|+8}} when each played {{hl|orange|2}} is scored <br> {{Currently|{{chips|+0}}}} Win a run in {{hl|orange|18}} or fewer rounds Rare Chips Mixed Wee Joker.png) gain chips 'on scored' and adds chips to total 'independently').
- Boss blind effects: Boss blinds such as
The Flint ( Boss The Flint.png) or
The Arm ( Boss The Arm.png) will activate.
- 'On played' Jokers: Jokers that activate when a hand is played, and before any scoring happens. Examples include
Green Joker ({{mult|+1}} per hand played <br> {{mult|-1}} per discard <br> {{Currently|{{mult|+0}}}} Common Additive Mult Mixed Green_Joker.png)'s scaling,
DNA (If {{hl|orange|first hand}} of round has only {{hl|orange|1}} card, add a permanent copy to deck and draw it to {{hl|orange|hand}} Rare Effect On Played DNA.png), and
To Do List (Earn {{Money|4}} if [[Poker Hands|{{hl|orange|poker hand}}]] is a [[Poker Hands|{{hl|orange|[Poker Hand]}}]], poker hand changes at end of round Common Economy On Played To_Do_List.png).
- Played cards scoring: Cards played and scored activate from left to right. For each card, its effects activate in the following order:
- Base effect (Chips): The card activates its base effect, giving the accorded amount of Chips. Bonus chips are included in this value.
- Card Modifiers: Card modifiers activate in the following order: enhancements, then seals (currently only

Gold Seal (Earn {{money|3}} when this card is played and scores Gold Seal.png)), then editions.
- 'On scored' Jokers: Jokers that activate on a played and scored card will activate their effects. When multiple Jokers are triggered by the same card, they activate from left to right. Examples include
Wee Joker (This Joker gains {{Chips|+8}} when each played {{hl|orange|2}} is scored <br> {{Currently|{{chips|+0}}}} Win a run in {{hl|orange|18}} or fewer rounds Rare Chips Mixed Wee Joker.png)'s scaling,
Smiley Face (Played {{hl|orange|face}} cards give {{mult|+5}} when scored Common Additive Mult On Scored Smiley Face.png), and
Triboulet (Played Kings and Queens each give {{xmult|2}} when scored Find this [[Jokers|Joker]] from the [[Spectral Cards|{{hl|sblue|Soul}}]] card. Legendary Multiplicative Mult On Scored Triboulet.png).
- Retriggers: Each retrigger repeats the previous activation sequence (from base effects to scored card dependent Jokers) one more time. Multiple retriggers stack additively.

Red Seal (Retrigger this card {{hl|orange|1}} time Red Seal.png) would go first, followed by retriggering Jokers from left to right.
- Held in hand abilities: Cards in hand are checked from left to right if they can activate in-hand abilities. The sequence for each card is similar to scored cards.
- Enhancement (
Steel Cards ({{xmult|1.5}} while this card stays in hand Steel Card.png)): Currently Steel is the only card modifier to activate in-hand for each hand.
- 'On held' Jokers: Jokers that activate on cards still held in hand will activate their effects. When multiple Jokers are triggered by a single card, they activate from left to right. Examples include
Raised Fist (Adds {{hl|orange|double}} the rank of {{hl|orange|lowest}} ranked card held in hand to Mult Common Additive Mult On Held Raised Fist.png),
Shoot the Moon (Each {{hl|orange|Queen}} held in hand gives {{mult|+13}} Play every Heart card in your deck in one round. Common Additive Mult On Held Shoot the Moon.png), and
Baron (Each {{hl|orange|King}} held in hand gives {{xmult|1.5}} Rare Multiplicative Mult On Held Baron.png).
- Retriggers: Same as those of scored cards, retriggers of cards in hand stack additively.

Red Seal (Retrigger this card {{hl|orange|1}} time Red Seal.png) will activate first, then
Mime (Retrigger all card {{hl|orange|held in hand}} abilities Uncommon Retrigger On Held Mime.png) and any other Joker copying its effect from left to right.
- Joker Editions and 'Independent' Jokers: Jokers are checked from left to right to score any Edition (
Foil ({{chips|+50}} Joker (Foil).png),
Holographic ({{mult|+10}} Joker (Holographic).png) and
Polychrome ({{xmult|1.5}} Joker (Polychrome).png)) and activate Independent abilities:
- Foil or holographic bonus.
- 'Independent' Jokers: Jokers that trigger after all the playing cards are scored will activate their base ability. These do not get affected by retriggers. Examples include
Fortune Teller ({{mult|+1}} per [[Tarot Cards|{{hl|purple|Tarot}}]] card used this run <br> {{currently|{{hl|red|+0}}}} Common Additive Mult Independent Fortune Teller.png),
The Duo ({{xmult|2}} if played hand contains a {{ph|Pair}} Win a run without playing a {{ph|Pair}}. Rare Multiplicative Mult Independent The Duo.png), and
Blackboard ({{xmult|3}} if all cards held in hand are {{suit|Spades}} or {{suit|Clubs}} Uncommon Multiplicative Mult Independent Blackboard.png).
- Jokers dependent on other Jokers (currently, only
Baseball Card ([[Uncommon Jokers|{{hl|green|Uncommon}}]] Jokers each give {{xmult|1.5}} Rare Multiplicative Mult On Other Jokers Baseball Card.png)).
- Polychrome bonus.
- Consumables: When the
Observatory ([[Planet Cards|{{hl|cyan|Planet}}]] cards in your [[Consumables|{{hl|orange|consumable}}]] area give {{xmult|1.5}} for their specified [[Poker Hands|{{hl|orange|poker hand}}]] Use a total of {{hl|orange|25}} [[Planet|{{hl|cyan|Planet}}]] cards from any {{hl|cyan|Celestial Pack}} Upgraded Observatory.png) Voucher has been purchased, planet cards give X1.5 Mult, activating from left to right.
- Plasma Deck balance: Lastly, if using the
Plasma Deck ( Balance [[Chips|{{hl|blue|Chips}}]] and [[Mult|{{hl|red|Mult}}]] when calculating score for played hand <br> {{hl|red|X2}} base Blind size Win a run with any [[Decks|deck]] on the {{Stake|Blue}} difficulty or harder Plasma Deck.png), Chips and Mult are balanced.
See Activation Type for a full list of when different Jokers activate.
Strategic Card Arrangement
Additive Mult - Multiplicative Mult Order
Almost all card arrangement problems stem from the order of additive Mult and multiplicative Mult. According to the law of distribution, the +Mult activating before the xMult gives a higher score. For example, a hand normally scoring 40 x 4 is played and a +4 Mult
Joker ({{Mult|+4}} Common Additive Mult Independent Joker.png) and a X2 Mult
Ramen ({{xmult|2}}, loses {{xmult|0.01}} per {{hl|orange|card}} discarded Uncommon Multiplicative Mult Mixed Ramen.png) is present. If the Joker is on the left of Ramen, the hand will score 40 x ((4+4)x2) = 640 chips whereas the reversed placement will only score 40 x ((4x2)+4) = 480 chips. This concept applies to the order of cards played and in hand as well as Jokers. For a higher score, the player may arrange in the following ways:
- Put Jokers with additive Mult to the left of multiplicative Mult of the same Activation Type type. E.g. Joker left of Ramen,
Lusty Joker (Played cards with {{Suit|Heart}} suit give {{Mult|+3}} when scored Common Additive Mult On Scored Lusty Joker.png) left of
Bloodstone ({{hl|green|1 in 2}} chance for played cards with {{suit|Heart}} suit to give {{xmult|1.5}} when scored Have at least {{hl|orange|30}} cards with {{hl|orange|Heart}} suit in your deck Uncommon Multiplicative Mult On Scored Bloodstone.png),
Raised Fist (Adds {{hl|orange|double}} the rank of {{hl|orange|lowest}} ranked card held in hand to Mult Common Additive Mult On Held Raised Fist.png) left of
Baron (Each {{hl|orange|King}} held in hand gives {{xmult|1.5}} Rare Multiplicative Mult On Held Baron.png).
- For cards about to be played, put those that give +Mult (e.g.
Mult Cards ({{mult|+4}} Mult Card.png), cards with
Diamond suit with
Greedy Joker (Played cards with {{Suit|Diamond}} suit give {{Mult|+3}} when scored Common Additive Mult On Scored Greedy Joker.png)) left of those that give xMult (e.g.
Glass Cards ({{xmult|2}}<br>{{hl|green|1 in 4}} chance to destroy card Glass Card.png),
Polychrome ({{xmult|1.5}} Joker (Polychrome).png) Cards, cards selected by
The Idol (Each played [[Card Ranks|{{hl|orange|[rank]}}]] of [[Card Suits|{{hl|orange|[suit]}}]] gives {{xmult|2}} when scored<br><small>Card changes every round</small> In one hand, earn at least {{hl|orange|1,000,000}} chips Uncommon Multiplicative Mult On Scored The Idol.png)).
- For cards about to be kept in hand, put +Mult on the left of xMult. E.g. Queens with
Shoot the Moon (Each {{hl|orange|Queen}} held in hand gives {{mult|+13}} Play every Heart card in your deck in one round. Common Additive Mult On Held Shoot the Moon.png) left of
Steel Cards ({{xmult|1.5}} while this card stays in hand Steel Card.png).
In case the player wanted a lower score for purposes like scaling Jokers, they may put +Mult to the right of xMult.
Other Arrangements
Some cards with special abilities can give different outcomes when arranged differently.
- Putting
Midas Mask (All played {{hl|orange|face}} cards become [[Gold Cards|{{hl|orange|Gold}}]] cards when scored Uncommon Effect On Played Midas_Mask.png) to the left of
Vampire (This Joker gains {{xmult|0.1}} per scoring {{hl|orange|Enhanced card}} played, removes card {{hl|orange|Enhancement}} <br> {{Currently|{{xmult|1}}}} Uncommon Multiplicative Mult Mixed Vampire.png) ensures the bigger boost to Vampire. The reversed placement provides less Vampire scaling but leaves
Gold Cards ({{money|3}} if this card is held in hand at end of round Gold Card.png) in the deck.