Lucky Cat gives no score when you buy it. At X1 Mult, it only takes up a joker slot while you wait for Lucky cards to hit. Every successful trigger adds a permanent X0.25 Mult. Five hits put it at X2.25. Twenty put it at X6. There is no cap.
Each scored Lucky card has a 1 in 5 chance to trigger. Fill the deck with Lucky cards, then add retriggers to create more rolls.
Stats
| Field | Value |
|---|---|
| Rarity | Uncommon |
| Cost | $6 |
| Effect | Each Lucky card trigger: permanent +X0.25 Mult |
| Starting Mult | X1 (does nothing until first trigger) |
| Category | xMult growth |
How it grows
Lucky Cat only tracks successful Lucky card triggers. More rolls make it grow faster.
More Lucky cards in your deck. Use The Magician freely on cards that do not matter to your hand shape. With eight Lucky cards in a 40-card deck, a five-card hand averages about one Lucky card. Sixteen doubles that.
Hands that score five cards. Flushes and Five of a Kind give every scored card a 1 in 5 roll. A Pair only gives you two.
Retriggers. Every retrigger gives a Lucky card another independent 1 in 5 roll:
- Seltzer retriggers every scored card for the next 10 hands after use
- Hanging Chad retriggers the first scored card 2 extra times
- Red Seal retriggers the sealed card once
With Seltzer active, five scored Lucky cards get 10 trigger rolls instead of 5. The Mult starts moving quickly.
Best combos
Bootstraps + Bull. A Lucky card trigger also pays $3. That money feeds Bootstraps (X Mult per $5 held) and Bull (+2 Chips per $1 held). One hit improves all three jokers.
Drivers License. It gives X3 Mult with 16+ enhanced cards in your deck. A Lucky Cat build converts plenty of cards to Lucky, so that threshold often arrives on its own.
Sixth Sense. Play a single 6 first in a round and it destroys that card to create a Spectral card. Spectral cards can create more enhancement opportunities. The condition is narrow, but it pays off in a deck already built around enhancements.
Bootstraps: +X Mult per $5 held. Lucky card money feeds it automatically.
Drivers License: X3 Mult with 16+ enhanced cards. Lucky Cat builds toward this naturally.
What kills it
Vampire. Vampire gains X0.1 Mult by stripping enhancements from scored cards. Every card it eats leaves you with one fewer Lucky card. Do not run the two together.
No Magician access. Without a source of Lucky cards, Lucky Cat stays at X1. Pass on it when the shop is dry and no Tarot Packs are available.
Too few hands. Two or three hands per round mean too few trigger rolls. Lucky Cat wants four or more.
When to buy
| Situation | Call |
|---|---|
| Early run, Magician available | Buy. Start converting cards right away. |
| Mid run, 5+ Lucky cards already | Strong buy. It already has fuel. |
| Late run, zero Lucky cards | Skip. There is not enough time to build it. |
| Ante 1, no tarot access | Wait. Find a Lucky card source first. |
FAQ
Yes. Selling Lucky Cat deletes its accumulated Mult. A new copy does not inherit it, so keep the one you have once it starts growing.
No. Only Lucky cards that score as part of the played hand can trigger. Lucky cards left in hand do nothing for Lucky Cat.
You need 16 successful triggers to move from X1 to X5. With 10 Lucky cards and normal play, that usually takes four to six rounds.