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Uncommon$7Auto-scoring

Vampire

This Joker gains 0.1 Mult per scoring Enhanced card played, removes card Enhancement (Currently Mult)

Rarity
Uncommon
25% pool weight
Base Cost
$7
Shop price
Category
xmult static
Calculator: auto
Effect numbers
xmult=1, extra=0.1
Extracted from game data

How Vampire scales

Vampire gains ×0.1 Mult permanently per scoring Enhanced card played and removes the enhancement from that card. "Enhanced" means Bonus, Mult, Wild, Glass, Steel, Gold, Stone, or Lucky enhancement.

The catch in the name: Vampire eats the enhancement. After Vampire fires, the card reverts to a plain playing card. You're trading enhancement value for permanent X mult growth.

The trade-off math

A Glass card gives ×2 Mult permanently when scored. Vampire converts that into:

  • One-time +×0.1 Vampire growth.
  • Loses ×2 Mult permanently on that card going forward.

If the card would have scored 10 times, you're losing ×20 mult cumulative for +×0.1 Vampire mult. Bad trade on Glass.

A Bonus card (+30 chips per scored) is a different story:

  • One-time +×0.1 Vampire growth.
  • Loses +30 chips permanently.

For mult-side scaling, the chip loss matters less than the mult gain.

When the trade is good

Vampire is strongest when:

  • You have many low-value enhancements you don't care to keep. Standard Pack-heavy runs accumulate Bonus and Mult enhancements that aren't core to your build — feed them to Vampire.
  • You can replace eaten enhancements. With heavy tarot access (Cartomancer), you can re-enhance the card after Vampire eats. Pareidolia + Justice tarot loop: enhance card with Justice (Glass), let it score once (Vampire eats it), re-enhance with another Justice. Each cycle: +×0.1 Vampire.
  • You're growing toward a Vampire-scaling endgame. Build out a deck full of disposable enhancements (Pack-spawned Bonus cards, easy Justice access) and let Vampire compound.

Vampire vs Glass Joker

Vampire and Glass Joker both scale on Glass cards but with opposite mechanics:

TriggerGlass card outcome
Glass JokerGlass shatters (1 in 4 per play)Gone
VampireAny Enhanced card scoredEnhancement gone, card stays

Vampire fires more reliably (every scored enhanced card vs. 1 in 4 destruction). Glass Joker gains more per trigger (×0.75 vs ×0.1).

Don't run both — they compete for the same enhanced-card resource and Vampire eats Glass cards before they shatter, denying Glass Joker its trigger.

Vampire + tarot loop

The full Vampire engine:

  1. Cartomancer creates a Tarot on Blind selection.
  2. Justice tarot applies Glass enhancement to a card.
  3. Pareidolia ensures all cards are face cards (helps other jokers, irrelevant to Vampire).
  4. Score the Glass card → Vampire eats it for +×0.1.
  5. Repeat.

In ideal conditions you can compound +×0.1 to +×0.3 Vampire per round, reaching ×5-×8 by Ante 8.

Vampire + Blueprint / Brainstorm

Vampire's current X mult is multiplicative. Blueprint copy = ×Vampire current value.

The growth happens only on Vampire. Blueprint doesn't gain from enhanced cards — just reads Vampire's current value.

When to take, when to skip

Take Vampire:

  • Cartomancer + tarot loop in your build.
  • Heavy Standard Pack rotation creating disposable enhanced cards.
  • You don't care about specific enhancements (no Glass-card build, no Gold-seal economy).

Skip Vampire:

  • Glass Joker build — Vampire steals its triggers.
  • Steel-card or Gold-seal build — Vampire eats your held-card effects.
  • Lean run with few enhancements available.

Related Jokers

Same rarity or category as Vampire.

Test Vampire in the Score Calculator

Drop Vampire into a slot, pick a hand and see chips × mult update in real time.

Open Calculator