Balatro Beginner's Guide: How a Run Works and How to Win
BalatroBuddy is an unofficial fan site, not affiliated with LocalThunk or Playstack. Rules here are checked against Balatro 1.0.1; strategy tips are our opinion.
Balatro looks like poker, but the goal is to hit a score target with each hand, not to beat other players. This guide covers everything you need to understand a run and win your first one: blinds and antes, scoring, leveling hands, the shop and interest, and how to pick jokers.
How a run works
A run starts with a standard 52-card deck. Each round you draw 8 cards and either play up to five of them as a poker hand or discard them to draw replacements. You have a limited number of each per round: 4 hands and 3 discards by default. The starting Red Deck adds one discard, so most first runs get 4 of each.
You also start with $4, five joker slots and two consumable slots. Consumables are Tarot, Planet and Spectral cards that you hold and use when you choose.
The run is split into antes. Win the eighth ante and you win the run. Run out of hands before reaching a blind's score and the run is over.
Blinds and antes
Every ante has three blinds, played in order:
| Blind | Score target | Reward | Can you skip it? |
|---|---|---|---|
Small Blind1x Base | |||
Big Blind1.5x Base 1.5x the base $4 Yes, for a Tag | |||
Boss Blind2x Base Usually 2x the base Usually $5 No |
The Boss Blind also has a special rule. For example, The Psychic forces you to play exactly five cards, and The Wall has a much larger target. You can see the upcoming boss before you play the ante, so you have time to prepare. The Ante 8 boss is always one of five "finisher" bosses, such as Violet Vessel. Browse them all in the Boss Blind database.
On the default White Stake, the targets are:
| Ante | Small Blind | Big Blind | Boss Blind (2x) |
|---|---|---|---|
| 1 | 300 | 450 | 600 |
| 2 | 800 | 1,200 | 1,600 |
| 3 | 2,000 | 3,000 | 4,000 |
| 4 | 5,000 | 7,500 | 10,000 |
| 5 | 11,000 | 16,500 | 22,000 |
| 6 | 20,000 | 30,000 | 40,000 |
| 7 | 35,000 | 52,500 | 70,000 |
| 8 | 50,000 | 75,000 | 100,000 |
Targets grow much faster than your cards do, which is why jokers matter so much. Higher stakes and some decks raise them further; see the ante score table for every stake.
Skipping: you can skip a Small or Big Blind to take a Tag, such as a Rare Tag, which puts a free Rare joker in the next shop, or a Double Tag. You give up that blind's money and shop visit, so skip only when the Tag is worth more.
How scoring works
Every hand you play scores Chips x Mult:
- The poker hand sets the starting Chips and Mult. A level 1 Pair is 10 Chips x 2 Mult, and a level 1 Flush is 35 x 4.
- Each scoring card adds its rank in Chips: number cards add their number, face cards add 10 and Aces add 11. Cards that aren't part of the hand don't score. For example, the fifth card next to a Four of a Kind doesn't count.
- Jokers, card enhancements and editions add Chips, add Mult, or multiply Mult (shown as "X Mult").
Because the two numbers multiply, a balanced boost beats a lopsided one, and X Mult effects grow your score fastest. A Pair of Kings with no jokers scores (10 + 10 + 10) x 2 = 60. Add a joker giving +8 Mult and it scores 30 x 10 = 300.
Level 1 base values for each hand:
| Hand | Chips | Mult |
|---|---|---|
| High Card | 5 | 1 |
| Pair | 10 | 2 |
| Two Pair | 20 | 2 |
| Three of a Kind | 30 | 3 |
| Straight | 30 | 4 |
| Flush | 35 | 4 |
| Full House | 40 | 4 |
| Four of a Kind | 60 | 7 |
| Straight Flush | 100 | 8 |
Three hidden hands (Five of a Kind, Flush House and Flush Five) become possible once you add duplicate cards to your deck.
Leveling up poker hands
Each Planet card levels up one poker hand, adding to its base Chips and Mult every time. For example, Mercury levels Pair, and Jupiter levels Flush. Leveling is permanent for the run, so the best plan is to choose one main hand early and pour Planets into it.
Flush and Pair-based hands (Pair, Two Pair, Full House) are the easiest to build around. Flushes are easy to make on purpose, and pairs come up naturally. You can buy Planets in the shop or find them in Celestial Packs. The Telescope voucher makes those packs always include the Planet for your most played hand.
The shop, money and interest
After every blind you visit the shop. It offers two cards (jokers, Tarots, Planets and so on), two booster packs, and a voucher, a permanent upgrade that changes once per ante. A reroll refreshes the cards for $5, and each further reroll that shop costs $1 more.
You earn money in four ways:
- Blind rewards: $3, $4 and usually $5 for the Small, Big and Boss Blind.
- Unused hands: $1 for each hand you didn't need.
- Interest: $1 for every $5 you hold at the end of a round, up to $5 by default. Holding $25 pays the full $5 each round. Seed Money raises the cap to $10 and Money Tree to $20.
- Selling: jokers and consumables sell for about half their price.
Interest is the most important money skill. Ending rounds at $25 or more can be worth an extra joker every couple of antes. Early on, it's fine to spend down to build a working hand. Once your jokers can clear blinds comfortably, start saving.
Joker basics
Jokers are passive cards that boost every hand. You start with five slots. Jokers come in four rarities (Common, Uncommon, Rare and Legendary) and broadly fall into five core tactical roles:
| Joker | Tactical role | How it helps a beginner |
|---|---|---|
![]() | Jolly JokerCommon +Mult / +Chips Gives +8 Mult if played hand contains a Pair. In Ante 1, this clears blinds with ease. | |
![]() | CavendishCommon X Mult Multiplies total score by x3 Mult. Essential for scaling past Ante 4 targets. | |
![]() | HologramUncommon Scaling Adds x0.25 Mult every time you add a card to your deck, growing stronger each ante. | |
![]() | Golden JokerCommon Economy Pays $4 at the end of every round, getting you to the $25 interest cap faster. | |
![]() | BlueprintRare Utility Copies the ability of the joker to its right, giving you total tactical flexibility. |
Order matters. Jokers trigger from left to right, and you can drag them to rearrange. Put +Mult jokers before X Mult jokers so the multiplier applies to a bigger number. Our joker tier list ranks all 150, and the joker database shows every effect.
Tips for your first win
These are our recommendations for new players, not rules:
- Buy Mult early. One or two +Mult jokers in Ante 1 make the first blinds easy and let you start saving.
- Pick one hand and level it. Commit to Flush or a Pair family by Ante 2 or 3 and buy Planets for it.
- Find an X Mult joker by Ante 4. Flat bonuses stop keeping up with the targets around Antes 4 to 5.
- Keep $25 when you can. Full interest every round adds up to several free jokers over a run.
- Read the boss early. Check the upcoming Boss Blind and change your plan before it arrives. A Luchador or a reroll from Director's Cut can save a run.
- Use Tarots to shape your deck. Enhancing cards or removing low cards with Tarots like The Hanged Man makes your main hand more consistent.
- Don't fill slots with filler. An empty slot is better than a joker that doesn't help your plan, especially once you're saving for interest.
- Lose and learn. Losses still discover cards, and discovering cards unlocks new decks. See our best decks guide for what each deck does.
When you've won with the Red Deck, try other decks and higher stakes. Our Gold Stake guide explains each difficulty step.
BalatroBuddy's optional AI coach (paid) can review a run; everything in this guide is free.
Practice scoring a hand and see how Chips, Mult and joker order affect your total with the Balatro score calculator.
Questions
How do you win a run of Balatro?
Beat the Boss Blind of Ante 8. Each ante has a Small Blind, a Big Blind and a Boss Blind, and each blind sets a score you must reach with your hands. After you win you can keep playing in Endless mode.
How does scoring work in Balatro?
Each hand scores Chips times Mult. The poker hand sets the base Chips and Mult, every scoring card adds its rank in Chips (face cards 10, Aces 11), and jokers, enhancements and editions add more Chips, more Mult or multiply Mult.
How does interest work in Balatro?
At the end of each round you earn $1 for every $5 you hold, up to $5 of interest by default. The Seed Money voucher raises the cap to $10 and Money Tree raises it to $20. Each unused hand also pays $1.
What should I buy first in Balatro?
A joker that adds Mult, such as Jolly Joker or Half Joker, so you can clear the early blinds. After that, keep enough money to earn interest and look for a multiplying joker by Ante 3 or 4.
Should I skip blinds in Balatro?
Sometimes. Skipping a Small or Big Blind gives you a Tag but also skips that blind's money and shop. On your first runs, skip only when the Tag is clearly worth it, such as a Rare Tag or a Negative Tag, and your current jokers can handle the next blind.




