Golden Needle

Golden Needle
Rules & Modifiers
Discards each cost $1

1 hands per round
6 discards per round
Start with $10
Initial Jokers & Consumables
Credit Card
Deck
Standard 52 card deck
Restrictions
Banned Jokers: Burglar
Banned Vouchers: Grabber, Nacho Tong

Golden Needle is a Challenge Deck. With only one hand per round, the player must play a winning hand every time, and will be penalized financially for discarding too much.

Starting Contents

The starting deck contains the standard 52 cards and a Credit Card.

Synergies

Jokers

  • Mail-In Rebate and Faceless Joker could help offset the discard penalty. Trading Card may be useful too, but it's limited to the first discard.
    • Faceless Joker works especially well with Pareidolia, allowing the player to obtain a net of $4 for every discard with more than 3 cards.
  • Dusk will trigger on every hand, improving scoring and potentially increasing money through Gold Seal and specific Jokers.
  • Acrobat will provide an additional X3 Mult for every hand.
  • Troubadour cannot reduce hands per round below 1, so it effectively provides +2 hand size without any penalty.
  • Banner supplies up to 180 Chips if no Discards are used.
  • Delayed Gratification can be very strong in early games if players can win without using Discards, as it provides a whopping $12 per blind.
  • Mr. Bones can save the player from sticky situations where one hand isn't enough.

Blinds

  • The Needle, The Eye, The Mouth, and The Fish all become trivial due to the 1-hand limit.
  • The Hook's forced discard does not cost $1 like normal discards.

Vouchers

  • Redeeming Hieroglyph cannot reduce hands per round below 1, making this Voucher free to take.
    • Petroglyph's punishment is also irrelevant here as even though it takes out a discard, you still have 5 discards to work with and you can get that discard back by means like Drunkard.

Anti-Synergies

  • Jokers that have effect based on the amount of hands played will be significantly weaker in this challenge, including Green Joker, Ride the Bus, and Supernova.
  • Card Sharp will never activate under normal circumstances.
  • Loyalty Card becomes extremely hard to activate, as the player might need to defeat 5 blinds to activate it.
  • Jokers with random scoring, like Misprint and Bloodstone (unless with Oops! All 6s) are not advised, because a stable score is crucial for adjusting gameplay during this challenge, and scoring too little at any point will lead to game over.
  • Without a strong High Card build, DNA and Sixth Sense are unlikely to be useful purchases.
  • Ramen would rarely see it's full value.
  • Mystic Summit costs $6 to activate.
  • The Water will almost certainly kill any run unless the starting cards contain a winning hand and players aren't relying on Banner for chips.
  • The Wall can be very hard to overcome, especially if encountered early, since players often didn't have time to build up yet and it's hard to win with 1 hand against the 3x score requirement.

Trivia

  • Grabbing any card that decreases the number of Hands you can play, such as Troubadour or Hieroglyph, makes The Needle give players 2 hands instead of 1. This is presumed to be a bug.

In other languages

LanguageName
Chinese (Simplified)金针
Chinese (Traditional)黃金針
DutchGouden naald
FrenchAiguille d'or
GermanGoldene Nadel
IndonesianJarum Emas
ItalianAgo dorato
Japaneseゴールデンニードル
Korean골든 바늘
PolishZłota igła
Portuguese (Brazilian)Agulha Dourada
RussianЗолотая игла
Spanish (Spain)Aguja dorada
Spanish (Latin America)Aguja dorada