Heavy Marks
The Heavy Mark family is six charms that fire on onWin and
reward you for deliberately deviating from basic strategy along a
specific compositional axis. They make the wrong play sometimes
right, when held.
The cascade math is loud — 2-3× louder than the older mark-shaped
charms (bus_ticket, oilcloth_apron, smashed_compass) — because
they need to fight basic-strategy EV on the felt.
The catalog
Section titled “The catalog”| Charm | Tier | Target | Payoff |
|---|---|---|---|
| Pair Hunter | mythic | winning hand contains a pair | ×3 final mult (×2 after 3 fires/campaign, ×1.5 after 6) |
| The Long Walk Home | mythic | five-card-charlie win | ×4 final mult (×2.5 after 1 fire) |
| Three of a Kind | mythic | 3 matching ranks (post-split or post-Carry) | +50 chips, ×3 mult (×2 after 2 fires) |
| Seven Seeker | rare | each 7 in winning hand | +5 final mult per 7 |
| The Court Calls | rare | 2+ face cards (J/Q/K) in winning hand | ×2 final mult |
| The Slow Bleed | uncommon | stand on hand value 12-15 and win | +8 chips, +2 mult |
Why the tuning is loud
Section titled “Why the tuning is loud”A player on hard 15 vs dealer 7 holds Pair Hunter. Basic strategy says hit. The cascade math:
- Stand: ~26% win × (15 chips × 1 mult) ≈ 4 expected score
- Hit chasing pair: ~38% bust + ~62% non-bust × ~25% pair-rate × (20 chips × 9 mult) ≈ ~28 expected from the pair branch + ~12 from non-pair wins = ~40 expected score
Hitting is cascade-correct against basic strategy by ~10×. The player can see why — the charm is on the felt.
Per-campaign rate-limits
Section titled “Per-campaign rate-limits”Mythic Heavy Marks cap per-campaign so the dramatic moment stays dramatic:
| Charm | Cap |
|---|---|
| Pair Hunter | full ×3 on first 3 pair-wins, then ×2, then ×1.5 |
| The Long Walk Home | full ×4 once, then ×2.5 |
| Three of a Kind | full +50/×3 on first 2, then ×2 |
Rare and uncommon Heavy Marks (Seven Seeker, Court Calls, Slow Bleed) don’t cap — their fire rate is self-limiting by hand composition.
Slow Bleed gates out doubles
Section titled “Slow Bleed gates out doubles”The Slow Bleed is the only Heavy Mark that explicitly checks
active_doubled and refuses to fire if the win came from a double.
That’s deliberate — it rewards stand-and-hold deviation only, not
doubles, which the Plunger build owns.
Composition with Long-Game
Section titled “Composition with Long-Game”Long-Game scales archetype mult before Heavy Mark ×mult. So Pair Hunter on a hit-1 pair-win:
archetype 2.0 × 1.3 (long-game) = 2.6× 3.0 (Pair Hunter) = 7.8 mult× 20 chips = 156 scoreWithout the Long-Game baseline, just 6.0 mult × 20 = 120. The structural and conditional layers stack into a single legible number.
Dealer’s voice on a Heavy Mark hunt
Section titled “Dealer’s voice on a Heavy Mark hunt”“You took the third card. You shouldn’t have.” — Pair Hunter fires
“You played for it. I noticed.” — Long Walk Home fires
“Tonight, you have been hunting sevens. Particular.” — Seven Seeker fires repeatedly across a night
The dealer notices the deviation. He doesn’t punish it — he marks it. The charm name “Heavy Mark” is Pale Jack’s mark; he is the one paying attention.
Where this lives
Section titled “Where this lives”lib/sim/arcana/arcana.dart—PairHunter,TheLongWalkHome,ThreeOfAKind,SevenSeeker,TheCourtCalls,TheSlowBleed.test/sim/heavy_marks_test.dart— 23 unit tests covering fire conditions, rate-limit shape, catalog integrity.