Can lucky joker 100 jokers
Can lucky joker 100 jokers
Game introduction
Balatro, the first game of LOCALTHUNK, independent indie developer Localthunk, has been named for a long time in Latin, respectively, and itself.
Steam Description posted:
BALATRO is a rol e-playing game that shines the poker's hand, melts the chips and wins the enemy linet. Improve your card burn, change all the hands you buy and play, and open a new unbridled synergy for victory!
Basic mechanism
Unlike many other poker RogueLike, Balatro is a pure poker game. Close the deck, choose a blunder to win, and play a certain number of pokers until you get enough scores for the win or loss. There is a chance to throw up to five cards at a time and make a perfect hand.
How do you get glasses? Each poker hand distinguishes a specific number of chips or the basic meaning used to terminate the price of individual cards, and adds arms: 2 9 and 24. If you have a pair, you get the basic settings for the "two pairs" chips and add 9 + 9 + 4 + 4 = 26 chips. The front card is 10 chips by default. Ace is 11 chips, but is not considered a table card, and may be the highest or lowest depending on the need, but is used only as the first or last hand based on Strit. To indicate that you can trade as many as one to 5 pieces, when determining the price of a chip, only a card that contributes to the hand is provided. All subsequent chips are multiplied by the mulch of this poker hand and get the final hand glass.
The distribution was made at an 8-value of the difficulty of increasing the number of important glasses for victory and an increase in anti. Each ante is made of small blinds that assign a small amount of funds in the case of victory, and it is necessary for more funds and to move to future ANTA, which restricts your skills with this IRGE. It is associated with special conditions.
In the later version of the game, the release may miss a small or huge blind with a token exchang e-the power that is activated as soon as it reaches the right store. In a specific composition, they have all the chances of being very useful, but they have the appearance that blinds actually give up funds and stores. And, of course, you can miss a blind boss!
Shop/ Joker/ Coupon
Is it easy so far?
When you complete BLIND, you will get cash. In addition to the value of cash in BLIND, there are some elements that affect this indicator. The main ones are the percentage of the remaining hands and the previous blinds that remain with a multiple of $ 5. Cash is used to buy various things.
The first is the joker, the main character of the bonus. Each has its own unique abilities, giving out the number of toons you like or playing Four of a Kind, and growing all the tunes collected so far, the game flow. Change it. Joker skills can be combined with each other, but the series of actions depends on a specific case. The more the joker's hand is on the right, the slower the joker's actions. Therefore, it is generally a good idea to place an addictive skill at the top of the left side, and a passive skill at the end of the right. I think the skills that affect the token tend to be activated faster than the skills that affect the token, according to normal play order. By default, the maximum joker is up to five.
As you can see in the expensive joker shown here, the joker can randomly generate an alternative edition that adds additional bonuses to the card, but they tend to do not synchronize with other skills, and in the card line. Just do the first thing to say based on the position of the card. They are as follows:
Foil: 50 chips addition holographic: 10 Mult i-addition Policro: X1, 5 Mult i-Negative: +1 Joker Hand size
The voucher is a permanent ability that affects the rest of the turn. Although it tends to be simpler than the joker ability, its effect is obvious. Some are more powerful than others, but they are all pretty good.
Finally, there is a booster pack, but for convenience, these are handled in another section.
booster
The booster pack is divided into a pack containing four categories: tarot cards, planet cards, spectal cards, and extr a-pr e-swings cards. Usually, cards are sold one by one, but for convenience, you may only be able to meet one at the shop. It is in the joker corner, not the booster pack corner.
Remember that you can collect tarot cards, planetary cards, and youkai cards depending on how you get them. Just add extra cards to the main deck.
Tarot card
Tarot cards are the easiest way to change the deck, where there is no need to put an extra card and you can give a bonus. The effect is usually limited to one to three or three, but by using a tarot card repeatedly, the mysterious thing is that this card has all been several times higher than the normal peak jacket. Can do. "
Tarot card looks like this:
Fool: Reproduce the latest tarot card or planet card played in this movement and add it to the stock of consumables. Mug: Change the card to a lucky card, give a 1/5 probability of $ 20 and a 1/15 probability of $ 20. Supreme shrine maiden: If there is a vacancy in the supply of consumables, create up to two random cards from the planet. Empress: Transform the card into two cards into a cartoon card, and the craft is +4 when playing. Emperor: If the consumables are available, create up to two tarot cards randomly. HIROPHANT (Hiro Fant): Change up to two cards to a bonus card that +30 chips when playing. Lover: Change one card to a wild card. Tank: Change your hand to a steel card. Justice: Change your hand to a glass card and give an X2 magnification when playing, but the probability of being destroyed after a draw is 1/4. Hermit (HERMIT): Whether the money is doubled, you can get $ 20, either smaller. Fortune Wheel: With a 1/4 probability, give one random jock from the editorial department except negative. Strength: Increase to two in one rank. Sigger: Destroy the two selected cards. Death: Choose two cards, the higher the value (the left end if the value is equal)
The planet map < SPAN> Tarot card is the easiest way to change the deck, where you do not need to put an extra card and give a bonus. The effect is usually limited to one to three or three, but by using a tarot card repeatedly, the mysterious thing is that this card has all been several times higher than the normal peak jacket. Can do. "
Tarot card looks like this:
Fool: Reproduce the latest tarot card or planet card played in this movement and add it to the stock of consumables. Mug: Change the card to a lucky card, give a 1/5 probability of $ 20 and a 1/15 probability of $ 20. Supreme shrine maiden: If there is a vacancy in the supply of consumables, create up to two random cards from the planet. Empress: Transform the card into two cards into a cartoon card, and the craft is +4 when playing. Emperor: If the consumables are available, create up to two tarot cards randomly. HIROPHANT (Hiro Fant): Change up to two cards to a bonus card that +30 chips when playing. Lover: Change one card to a wild card. Tank: Change your hand to a steel card. Justice: Change your hand to a glass card and give an X2 magnification when playing, but the probability of being destroyed after a draw is 1/4. Hermit (HERMIT): Whether the money is doubled, you can get $ 20, either smaller. Fortune Wheel: With a 1/4 probability, give one random jock from the editorial department except negative. Strength: Increase to two in one rank. Sigger: Destroy the two selected cards. Death: Choose two cards, the higher the value (the left end if the value is equal)
Planet Map Tarot Card is the easiest way to change the deck, where you do not need to put an extra card and give a bonus. The effect is usually limited to one to three or three, but by using a tarot card repeatedly, the mysterious thing is that this card has all been several times higher than the normal peak jacket. Can do. "
Tarot card looks like this:
Fool: Reproduce the latest tarot card or planet card played in this movement and add it to the stock of consumables. Mug: Change the card to a lucky card, give a 1/5 probability of $ 20 and a 1/15 probability of $ 20. Supreme shrine maiden: If there is a vacancy in the supply of consumables, create up to two random cards from the planet. Empress: Transform the card into two cards into a cartoon card, and the craft is +4 when playing. Emperor: If the consumables are available, create up to two tarot cards randomly. HIROPHANT (Hiro Fant): Change up to two cards to a bonus card that +30 chips when playing. Lover: Change one card to a wild card. Tank: Change your hand to a steel card. Justice: Change your hand to a glass card and give an X2 magnification when playing, but the probability of being destroyed after a draw is 1/4. Hermit (HERMIT): Whether the money is doubled, you can get $ 20, either smaller. Fortune Wheel: With a 1/4 probability, give one random jock from the editorial department except negative. Strength: Increase to two in one rank. Sigger: Destroy the two selected cards. Death: Choose two cards, the higher the value (the left end if the value is equal)
Planetary map
Planet-cards allow you to improve your poker hand and make chips and draws more meaningful than they normally are. For example, if you often play with two pairs (or you purposely set your deck that way), you need a number of planets that allow you to arrange it. There are 12 planets in this IRG, and they are represented in the form they will come:
Mercury: For each degree, if you get a pair, add +1 multi and +15 chips. Venus: For each degree, add +2 multi and +20 chips to the result of getting a three of a kind. Territory: For each degree, add +2 multi and +25 chips to the result of rolling a full house. Mars: For each partner, add +3 multi and +30 chips to the result of a four of a kind. Jupiter: For each opponent, add +2 multi and +15 chips to the result of a flush. Saturn: For each partner, add +2 multi and +30 chips to the result of a direct receive. Uranus: For each mate, add +1 multiplier and +20 chips to the result of receiving two pairs. Neptune: For each mate, add an additional +3 multiplier and +40 chips to the result of receiving a straight flush. Pluto: For each mate, add +1 multiplier and +10 chips to the result of receiving an old card. Planet X: For each degree, add +3 multiplier and +35 chips to the result of getting a five of a kind. Celera: For each degree, add +3 multiplier and +40 chips to the result of rolling a flush house (full house, but all of one suit). Eris: For each degree, add +1 multiplier and +40 chips to the result of rolling a flush five (five of a kind, but all of one suit).
Compared to past issues, some configuration has been made: as much as I can blame, the royal flush is still a rudimentary version of the flush stream, raising Neptune. The original hand obtained by the support of card manipulation is now a real planet related to them. However, as you can start this game at a certain step, you can find planets that are only linked to it. Dark Hole, which does not pay attention to what is considered to be a Yokai card, occasionally has the ability to enter the deck of planet cards with its own effect. It increases, including the hand cards that you have not yet unlocked, but you do not unlock them yourself.
Spectral Cards
Spectral cards are giant cards added from the damaged version of the game, which look like more powerful and rare tarot cards and have a greater chance of intervening once in your deck. However, they are a little difficult to control.
Famous: Kill a random card in your hand and add three randomly enhanced face cards to your hand. Slowy: Kill one random card in your hand and add two random enhanced ace to your hand. Increased: Kill a random card in your hand and add four randomly enhanced number cards to your hand. Amulet: Release $ 3 at the time of play, add a golden press to the selected card in your hand. Aura: Select each publication, and do not count random cards that are disadvantageous in your hand (jokers do not count). REEF: With a highlight random rare joker for you, throw your money to zero. Sigil: Convert all cards in your hand into one red. OUIJA: Convert all your hands into numbers. Hand size-1. Ecoprasm: Add negative to any joker. Hand size-1. Immolate: Drive 5 random hands. $ 20 highlights. Ankh: Copy a random joker. Kill all other jokers and do not count 2 data. DEJA VU: Add a red press to repeat the game once to the selected card in your hand. Hex: Add polyclams to any joker and kill all other jokers. Trance: Add a blue press to make a planetary card when you get your hand at the end of the round. Middle: Add a purple press to your hand.
Additional playing cards
There is nothing to add here. In fact, if your deck is concentrated around a specific game circle, you can definitely buy a useful auxiliary card. It is curious to point out that some game cards from booster packs have all the potential to maintain improvement/ modification/ compotion, for example, this adds different sharpness. Having the ability to be a quick way to do it. However, in fact, there is a chance to hold all the improvements described, including the normal map, but each map may only have one reinforcement/ addition/ compression. It is still appropriate to point out.
Kuros posted:
Metaphrogation
If you don't have a metaplogation, isn't it RogueLike in 2024?
Kuros posted:
Many of the things bought in the shop/alternate decks are blocked from the beginning. Although elementally incomprehensible until you buy it for the first time, almost all luggage is not unlocked until you meet a certain earnings. In general, there is no need to run for you in large quantities before achieving a major progress/victory. Decks are half blocked by achievements, half - winning with already unlocked decks. The game can easily disable the collectible share of the meta-progression system on a specific profile if you are not against this, so that earnings are not recorded.
Winning in this IRGE (besides what it would be considered as a goal) allows you to continue performing inexhaustibly until you lose. There is still a chance to penalize with additional modifiers for certain decks. There are a total of seven modifiers, excluding the normal modifiers. Apart from this, this IRGE has 20 serand scenarios, some of which are quite complicated to pass.
Kuros posted:
Mod repository
The modding community is apparently working with the presenter by introducing code in the folder/game files that supports unapproved ModoLoLer that is not integrated? If you are not conflicted, wander through the wonders of the downloaded files on GitHub, then here it is for you:
Conclusion
I have worked out how to tell more about the mechanics of the game, if possible, without spoiling almost all the surprises that it is loaded for itself, but considering the ability to unlock everything immediately from the beginning, this is rather a losing proposition. Balatro is your personal journey, faster and faster, through the tools that you have taken in each case, and they find ways to combine one friend with another and make devastatingly massive combos. Let everyone have fun with you and your blind luck!
Simple composition: In the step that hurts you, you absolutely need a couple of signs/chips to earn the threshold, and, as a rule, one or two economy jokers to accumulate funds. Then run little by little from economy jokers to point jokers to utility jokers, making strengths. The only reason to leave a funds joker in the pool at the end of the game is if it is multicolored, negative, or can actively help your cartoon by the effects of other jokers.
As for deck construction, as a rule, build your deck around the jokers you receive and don't build in anticipation of jokers you may get. If you get a flush joker thrown in front of you and you build a stretch deck, you're going to lose quickly. With the right construction and foresight, you have a chance to win every hand.
Arcanuse posted:
In most cases, your hand and joker are counted from left to right. The joker condition trigger first acts before the joker pool causes other effects from left to right.
The joker is placed in the following order: campfire (+5 times for each useful card, 1x at first), scary face (face card is +30 chips), joker (+4 times).
If you play Three Kings and the campfire is 1, 5 times, you will use a scary face as King, then use a campfire, and finally use the joker. Camping fires are usually wasted because they are first used for joker +4 multi. As a result, you can get 3 pieces in your hand, 1, 5 on the bonfire, and +4 for jokers, so you can get 7 or 5 cots.
If you change the location of the joker and the bonfire, it will be 7 in the 3 + joker 4 in your hand, and 10. 5 to 1, 5 times.
If you add 150 chips (30 hand roles+30 kings+90 chips with terrible face), the first example will be 1125, but in the second example, 1575 pieces will be 1575.
According to the normal rules, + chips or + marts are left, and X Marte is right. These rules apply to card/ foil, hologram, polyclam, cartoon, enhanced, happy, and glass.
First, from the glass base card. This is double (2x), which is very simple. Let's use "polyclom glass". This time it is 2x/1, 5X (3X). A little good. And give her a red seal. The red sticker functions again, and when activated, both effects are used. This is double/2 times/1. 5 times/1. 5 times (9 times)!
the holy poopacy posted:
But it has just begun. King is drawn on this card, so let's say you have a tribula. This is double/2 times/2 times/2 times/1. 5 times/1. 5 times. (36 times) Juicy, powerful, explosive, don't worry.
This time, put the draft on the left and get 2x/2x. 2x/2x/2x/2x/2x/2x1. 5/1. 5. (144 times)
And add. Oh, toe and buskin. These are special and give another trigger to the ostensible card. This is (144x). 2x/2x/2x/2x/2x/2x/2x/2x/2x/2x/2x/2x/2x/2x/1. 5/1. 5/1. 5 (1728X)
And what the hell of we have climbed so deeply, duplicate socks and baskin on the right side (still preserving blue photos and tribelles) to brainstorm. 2x/2x/2x/2x/2x/2x/2x/2x/2x/2x/2x/2x/2X/1. 5/1. 5/1. 5/1. 5/1. 5 (20736X)
This is a great magnification! This is only one piece. Up to 6 times. [1]: (20736X) [2]: (429. 981. 696x) [3]: (8. 916. 100. 448. 256X) [4]: (184. 884, 258, 895, 036, 416X) [5]: (3, 833, 759, 992, 47, 475, 12, 176X) [5]: (3, 833, 759, 992, 47, 475, 176X) [5]: (3, 833 , 759, 992, 47, 475, 12, 176x) (3, 833, 759, 992, 475, 126, 176, 176, 176, 176, 176, 176, 176, 176, 176, 176, 176, 176, 176, 176, 176, 176 17elijke Dat Dat.
And we will not forget about iron cards 1. 5 each for help, or jokers to restart them, or planets to increase chips with fundamental factors... Look, you have an essential feeling. The actual, not-theoretical limits of triggers are relevant, and if someone comes to such things, I would be shocked not to mention the fact that, in fact, he picks ante 16 without serious abuse of triggers.
Overall, to win a good glass you need the following:
1. A way to add chips 2. A way to add multipliers 3. A way to multiply multipliers
Playing huge hands and their equalization is a favorable key for chips, but a bad key for multipliers. The difference in multipliers between a 4th value flush and a non-fair card is smaller than the same average joker, and in fact, what you get from a flush is chips.
Jokers are a great multiplier key. Almost all jokers add multipliers, and almost all of them are never going to be like the most special ones (which is good, as a result you don't put all your testicles in that 1 basket in case you want a basic count of the hand, if this isn't a rather friendly basket immediately, but almost all basic grabs' "+chips/+multiplier for a particular hand" don't have much importance if they don't have a constant scale or anything like a multiplier). There are also ways to add chips from jokers, but not all of them are overwhelmingly more, so you need to be wary. If you have a lot of joker chips and a lot of joker multiples, it doesn't really matter which hand you play, but if you only have joker multiples, you need to play a good 5-acid-hand to at least get a meaningful result. At this point, jokers are starting to look like a pretty necessary thing to help you get a better hand more reliably, but again, it probably wouldn't be enough without that one helping factor to get you into a huge hand with a huge hand.
For example, say 5 jokers add a multiplier of +10 on average each (very average build). If you play with a single Ace, you get a multiplier of 16 chips x 51. If you have a flush with a fourth value in the intelligent value of the cards, you get something like 120 chips x 60 x = 7200. For example, the fact is that you can apply enough Tarot/Spectacular cards to play this flush solidly.
roomtwofifteen posted:
On the other hand, if three jokers add a +10 multiplier and two jokers add +100 chips, a lone ace will win nearly 3600 and a flush will be 8800. A flush is still better, but openings are much less and missing a flush is not fatal.
Infinitum posted:
(If you only have jokers and no real multipliers, you are likely to die unless some shenanigans happen, because even a raise level hand has a very low multiplier compared to what you would get from a joker. If you had +250 chips from jokers with no multiplier, that same flush would now only get you 3700 points, which is just as bad as the old 1st level cards in a more balanced layout.).
Alkanos posted:
These are not very high metrics, but the joker bonus is pretty low and amounts to a gold/foil card modifier. That means if you collect all the shiny cards, you can get a set of jokers that gives you one of the above sets of chips/factors in addition to the joker's actual bonus! So unless you have a very strong build of jokers and/or don't have the money, go for the bonus, shiny cards for the pass that guarantees one of them will be very good at the next store. (This is another important point: don't stand in shallow water. If you play with a green deck and don't get money between rounds, you can earn interest, e. g. if you want to sell a good joker with a valuable skill). Similarly, the voucher that clever jokers are more common is very valuable.
Color Printer posted:
But even in this case, this is only way off. With 2 foilers and 2 heads, if you build a strong enough joker with base chips and multipliers, you're looking at +270 chips, +90 multiplier. Right now, you're clean 25k with old cards and 39k with a 4th level flush. This will probably get you over the finish line, but you can still sneak a particularly nasty blind. After a certain stage, you have to stop looking at things that add multipliers and start looking at things that multiply multipliers. The worst Joker in this build can only add a +20 multiplier, which is only about 25% of the results. If you replace this Joker with one that has a X1. 5 multiplier, you can get a much larger multiplier.
And this is equivalent to multiple colored jockers that do not prepare anything for you, and there are quite a few factors. The double award return has never been miniaturized: If you play the fourth value flash and have one joker that gives a magnification +20, it triples your account. However, two jokers with a magnification of +20 grow for more 40 %. But no matter how many joker X2 you have, they will always multiply your score and increase it very skillfully. The only drawback is that in order to have the X2 joker with a shot ability, you still need a meaningful basic score. If you really want to catch polyclomes and huge mult i-pliers, you'll rush to the wall quite quickly. Still, the need for base chips / mult i-pliers cannot be ignored.
1. Add chips to get a certain number of jocks 2. Add a certain number of jockers to add a certain number of jocks 3. Make a certain number of jockers.
Advice to new players: You can speed up cards as options.
In fact, I realized that the course remains on the R-button, which is much more likely to be transmitted through power.
For example, I remember that everything was wrong, but I saw this game a long time ago because the composition doesn't touch the glasses count. It moves only by counting glasses and calculating the additional funds collected. In this way, when you start calculating glasses, you "block" the line of jokers for that, but when calculating funds, a new line is provided. While I was looking, I wouldn't read it by mistake.
It's a warm love
Roguliki at a casino
In this topic, a game similar to Balano was quite focused, or they would be vaguely related to gambling, for example, I actually add a category for them in the OP. In this Ilgi, you can find some interesting and interesting games while doing intervals because they are on the Golden Post/ Black Decide/ Jokerless/ Golden Needle.
Sotenj o-Baratro, but Majeong. Probably the best of these two.
ULTIMAHJON G-Casino rol l-playing game based on mahjong. It's not more sophisticated than Sotenjo, not so close to the design school. However, this IRGE has the option to access Arabic numbers, but it is noteworthy that this IRGE does not have.
Bingle Bingl e-Balatro, but roulette. Bingle Bingle is quite variable, including the highest era and quality, and changes tightly between updates and patches.
Luck is a Landlor d-A game based on slo t-based casinos. Although it is the predecessor of Balatro, it contains a lot of similar gameplay, and there is a difference from the mountain of games that include the mechanics of casino games described later but are not similar to Balatro. Localthunk calls her as one of Balatro's biggest inspiration.
- Cat God Ranc h-Roguelike slot based on casinos. Luck is the strong enthusiasm of the landlord. In fact, it can be said that the creators were more emphasized in the lbal (the controls leading the chickens), and that they had made their own games. But the creator knew, for example, what to pack it.
- Dice Player One is a rol l-playing casino game based on cubes / hunting. Some people don't doubt that they are Baratro, but they feel similar in the demonstration version. If I don't miss something ridiculous, it looks good enough.
- Dungeons & amp; amp; amp; Degenerate Gambler s-Rogelik with a casino based on blackjack. The beginning of RogueLikes contains some of the casino themes and the most likely, the most likely cards. The fact that Baratro is ahead of the technical level is noticeable, but it is later found and contains Localthunk's screams.
Amitābha, Buddha of the Pure Land posted:
Pokeker Est: Sword and Spad e-Poker RogueLike based on casinos that are not considering Balatro. The share of a long game that poker was leading mechanics. There is a high possibility that it does not apply to the genre, but if you turn on Dungeons & Amp; amp; amp; Degenerate Gamblers, you can connect them.
Power of Pecota posted:
ACES & AMP; AMP; Adventur e-RogueLike is based on poker on the theme of casinos that are not share 2. The same is actually slightly closer to Pokerk Est and Baratro, but still an old method of poker.
Spin Her o-Not yet out. Based on slots from Rogelik-Casino, this is not considered luck as a landlord. Arrest comments on the last game use them for slots.
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Tonetta posted:
Wraplist
the holy poopacy posted:
If I would be a Buddha, in my country, if all the creatures that appear there are not the color of the gold that failed, don't let me enlighten.
The 85 race was completed in Golden Stakes, and I became Complete ++! Chicot was finally removed.
Kuros posted:
I often use jokers:
20+: Supernova, Stantman (da goat), blackboard 15-19: Square joker, hologram, Vuldalak, green joker 10-14: Blue Joker, Acute Map, Drive Bibus, Absstructor Joker, Baseball Card, Baseball Card, Baseball Card
I will answer any question
Finally, I can rush to the white telephone pole like snow. Goodbye, I have the ability to be Golden Cola forever, I am lazy at rent, but it is not more.
And the last three wins of Completionist++ were Pareidolia, Satellite, and finally Seltzer. Surprisingly, there was only one "death" between these three wins.
I'll try Completer and Completer+ someday.
Game over!
195, 4 hours, C++, 100% achieved.
I started the game on June 23rd, and since then I've been playing mainly Baratro to earn gold stickers.
Impressions and strategies for getting C++:
1. Choose a deck with high stability in the early game or an advantageous deck that makes it easy to get stickers. Blue, yellow, checker, ghost, anaglyph, etc. are good. I got 60-70% of my gold stickers with anaglyph.
2. 2. Very important: Your only goal is to complete Ante 8, if you want to get gold stickers, you don't need to stick to infinity.
3. Considering point 2, you need to play with a focus on perishable stickers and rental stickers and make strategic passes when necessary. Example: If you collect 400, 000 yen in Ante 7 and your main joker runs out in 3 rounds, skip a round to hold it until the boss in Ante 8.
4. Have consumables to ensure you get a high hand and unlock high antes. This is very important. Keeping "Justice" and "Death" cards in your pocket can help you in difficult situations.
5. Making a specific build can help you a lot in getting gold stickers. One very good build is Photo Chad (Photograph + Hanging Chad). Of course it loses to plants, but it will be 8x multiplier of your hand. If you build a high card/pair and combine it with other xMult jokers, you can take Blind Gengar's joker and leave room to put stickers. Also, by using the Pocket Justice skill, it changes from 8x to 64x.
6. With Anaglyph, it's easy to get multiple stickers at once, but it's high risk/high reward. Also, if you have a negative father who already has a gold sticker, it's easy to choose Verdant Leaf.