No.071 / 280Strategy & systems · Decks & synergies

Hands as Actions

Form pairs, straights or flushes to unlock the actions and power they map to.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Randomness
BalatroNo.071Balatro

01The core loop

Action → feedback → next choice
  1. 01Draw a hand
  2. 02Spot possible patterns
  3. 03Play a pattern to act
  4. 04Payoff scales with rarity

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    You hold a pair of 7s and a four-card run; a pair deals 8, a straight 20.

  2. T2

    Turn 2 · The player chooses

    The player plays the pair for safe damage and keeps the run.

  3. T3

    Turn 3 · The feedback

    The enemy loses 8; next turn the missing card arrives for a 20-damage straight.

  4. T4

    Turn 4 · The next decision

    The player considers leveling straights further.

How it plays

Cards are just suits and ranks; effects come from the pattern you play. Harder patterns pay more, so players weigh safe small hands against chasing big ones. Pattern names light up with a preview before you commit.

What the player weighs

  • Bank a small hand vs chase a big one
  • Level a common hand vs invest in a high-ceiling one

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Balatro
B

Balatro

P1

The poker hand played sets base chips and mult, and Planet cards level specific hands, so builds orbit a chosen pattern.

Poker Quest
P

Poker Quest

P2

In turn-based fights you form poker hands to attack and defend, with stronger hands hitting harder (exact rules may differ).

The difference worth noticing

Balatro uses patterns purely for scoring; Poker Quest grafts them onto attack and defense actions.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Hands as ActionsDecks & synergies+

Treat patterns as orders: clients request ‘a flush’ or ‘two pairs’ by a deadline, paying on time and walking away if late.

Prototype this combo in Yoroll

→Follow the next idea

Decks & synergies

Assign the Roll

Roll first, then slot each result into the ability that wants it most.

Prototype complexity
Who plays
Solo decisions
  1. 01Roll the dice pool
  2. 02Check slot requirements
  3. 03Place dice into slots
  4. 04Effects resolve
Dicey Dungeons · Astrea: Six-Sided Oracles
Decks & synergies

Toss and Redraw

Throw away dead cards for fresh ones, spending limited tries to chase the one you need.

Prototype complexity
Who plays
Solo decisions
  1. 01Read your hand
  2. 02Pick cards to toss
  3. 03Draw replacements
  4. 04Commit or gamble again
Balatro · Slay the Spire
Decks & synergies

Pick One or Pass

Every win offers new cards, yet the sharpest pick is sometimes taking none.

Prototype complexity
Who plays
Solo decisions
  1. 01Win a fight
  2. 02Review a few offered cards
  3. 03Take one or skip
  4. 04Next fight tests the deck
Slay the Spire · Monster Train
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Good mechanics deserve a closer look. Good ideas deserve a next step.

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