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All charms

The 146 charms — the game’s “jokers”, each a found object with a fate charge. They fire in the cascade after a hand resolves, each adding chips or lifting the mult. Setting them well is the whole game. This page is generated from the game’s own data.

CharmEffect
The Borrowed YearsOn a win: ×(1 + 0.25 × charms you hold) mult.
The CardsharpEach modified card in your deck adds +1 mult to every win (plus chips).
The Devil’s LuckEach 7 in a win pays chips (+7 per 7, +2 more per 7 each later fire); 2+ sevens add +1 mult per 7; 3+ sevens ×3 mult.
The Devil’s SevenWin with three suited 7s: +77 chips and ×7.77 final mult.
The LedgerEvery modified card in your deck pays +5 chips each hand.
The Lengthening ShadowOn a win: ×(1.6 + 0.3 × rooms cleared) mult.
The Long Bargain (drawback)All purchases cost +50%; at dawn, your chips × 1.3.
The Odd Patience+3 mult per odd-pip card played.
The Standing Pot+10 chips bank into a pot each hand; three 7s pay the whole pot and reset it.
The Wire-walkerA won multi-card 21 (not a blackjack): ×2.5, ×3.5 at four, ×5 at five+.
CharmEffect
Echo Of A SongWhen the rabbit’s foot or the dealer’s tip fires, +5 mult.
Father’s VoiceEvery charm fires again on a hard 19 or better (+15 chips per win while held).
First LightThe first won hand of each night: ×3 mult.
Sympathetic InkA winning hand all one suit: ×1.5, ×2 at three cards, ×3 at four.
The Black EnvelopeA winning stand with His Offer declined: ×1.75 mult.
The Black MirrorWhen a mythic charm fires its mult multiplier, copy it once more.
The Bone Pact (drawback)-1 nerve per hand; first blackjack each room pays 7:2.
The Communion CupPushes pay back the offer again in chips.
The Court CallsWinning hand with 2+ face cards: ×2 final mult.
The Cracked VowA winning split-half from a 10/5/4 pair against a strong dealer pays ×1.5 mult.
The Crow’s FeatherWinning on a soft hand grants +10 chips, +1.5 mult.
The Dealer’s PauseThe charms on either side of you fire twice. He waits, and the room waits with him (+15 chips per win while held).
The DyerA win one card short of a flush pays as suited: ×1.5 at 3, ×2 at 4, ×2.5 at 5+.
The Empty ChairThe charm to your right fires twice. He sets the chair beside you (+15 chips per win while held).
The Faithful StreakOn a win: ×(1 + 0.15 × wins in a row, max 10) mult. A loss resets it.
The Folded Draft NoticeOnce per room, your first bust pays as a push instead of a loss.
The ForkSplit to up to five hands, anywhere, and double after a split.
The Gambler’s TellOn a win: ×(1 + 0.18 × blackjacks this night, max 6) mult.
The Hall Of MirrorsOn a win: ×(1 + 0.2 × scaling charms you hold, max 8) mult.
The Hidden AceFor each ace in your final hand: +30 chips.
The House’s Loan (drawback)Losing split hands are refunded; he keeps half of each winning split hand.
The Iron MissalbookWinning on a hard 17 or higher: +5 chips, +1 mult.
The Last CoinA double-win on hard 17+: +4 mult and +2× your offer in chips, up to 6 times a campaign.
The Loan You Cannot Repay (drawback)Your bank is staked down to 100 entering Room 2; first 3 wins pay 5× after.
The Long FallOnce a night, a bust refunds 25% of your offer per card past the second.
The Long TallyOn a win: +1 mult per 10 hands played this week.
The Long Walk HomeFive-card-charlie win: ×4 final mult (×2.5 after 1 fire).
The Marked CardA win on 19+ turns the dealer’s eye: ×1.5 mult.
The MatchmakerWinning hand with any pair: ×3 final mult (×2/×1.5 after 3/6 fires).
The Mirror PairWhen you split aces, ×1.5 mult on each split-half win.
The Mirror’s EchoOn a win: ×(1 + 0.5 × scaling charms you hold, max 6) mult.
The Mirrored HandEvery charm fires again. Look at your hand twice (+15 chips per win while held).
The Quiet ConspiracyWhen four or more charms fire in a hand: ×1.5 mult.
The Quiet HourAt room clear where every hand was a stand: ×1.5 mult.
The Reading Of ThreeYour first two cards + the dealer’s up-card at 19-21 pay escalating chips and mult — three 7s hit ×7.
The ReckonerA win into a hot shoe pays more — ×(1 + 0.06 × the true count), up to ×2.
The ReflectionThe charm to your right fires twice. He sees you twice (+15 chips per win while held).
The RefrainOnce each room, every charm fires again. He hums the second verse (+15 chips per win while held).
The Riveted Coat+8 chips at end of every room where you did not double or split.
The Seventh SonEach 7 in the winning hand: +5 final mult.
The Smashed CompassA won five-card hand: ×2.5 mult.
The Spadefare+3 mult per spade played.
The Stranger’s Half (drawback)May split any pair (or matched value). A losing split half costs 1.5× the usual bank.
The Three SistersWinning hand with three matching ranks: +50 chips, ×3 mult.
The Tide (drawback)Odd hands: charms do not fire. Even hands: ×2 mult.
The Twin MarksA 10s-split half reaching hard 19+ pays ×3 mult (×2 after first fire).
The Twinned CardA won pair: ×1.5 mixed, ×2 same colour, ×3 same suit. Each split half ×1.5.
The Vow Of The Plunger (drawback)May double on any total. A doubled bust costs 2× the usual bank.
The Vow Of Withdrawal (drawback)Cannot double or split. Each surrender pays 1.5× hand-value chips.
The Widow’s CoinOnce per night, a bust is paid as a push. Your next win grants +8 mult.
The Will Of The Late (drawback)Cannot win Room 1; every Room 2+ hand pays ×1.4 mult; +500 chips at dawn (Room 6 cleared).
The Yellow GloveA high stand — 19 or better — earns +3 mult.
CharmEffect
The AnvilOnce a marked charm has fired 5+ times: +4 mult on every win.
The Arranged DeckOn a win: ×(1 + 2.5 × deck lean) mult. Lean = your deck’s share past a standard spread toward aces, 2–6s, or ten-cards. Balanced: nothing.
The Bell PullA surrender pays back hand-value + 10 chips and lifts the next hand by +1 mult.
The Bound Tongue (drawback)Cannot surrender; +40 chips on every hard-16 win.
The CathedralHolding 2+ scaling or marked charms: +4 mult per win.
The Crowned+8 chips per king played.
The Diamond Eye+5 chips per heart played in a winning hand.
The Doubled OfferEach reckless double-win banks 25 chips. Caps at 6 fires per campaign.
The Empty SleeveEach surrender this room banks 25 chips. The next win in the room pays the bank.
The Even Trade+6 chips per even-pip card played.
The First WordWhen the first charm fires each hand, +10 chips.
The Folded PictureThe charm to your left fires twice. The picture holds (+15 chips per win while held).
The Gemini AcesYou may re-split aces and hit split aces — the ace gift, in any room.
The GlassblowerOnce a marked charm has fired 3+ times: +10 mult on soft-hand wins.
The GlimpseSee your face-down card before you make your offer.
The Hat-check TokenThe first hand of any room: +2 mult.
The High Office+6 chips per pip 9-10 played.
The Hollow MirrorEach won split-half pays a +15 chip echo.
The Holy Pour+100 chips at room clear if you pushed twice or more.
The Iron Vow (drawback)Cannot double; +25 chips and +0.1 mult on every stand. The promise is paid for.
The Kept PhotographA win: +15 chips per night of the week.
The Long DrawA win adds +0.5 mult per card drawn past the second (up to +1.5).
The Long MemoryOn a win: ×(1 + 0.1 × rooms cleared) mult.
The Low Country+4 chips per low-pip (2-5) card played.
The Memory Of A Song+1 mult per win, plus +1 more for each room already cleared.
The Oilcloth ApronA winning starting pair: +40 chips, +3 mult.
The Open Window (drawback)Cannot Refuse the first card; +1 nerve per cleared room.
The Other ChairWhile you hold a copy charm, every win pays ×1.2 mult.
The Owed Letter (drawback)-25 chips per cleared room. +400 chips at dawn.
The PhotographWhen any other charm fires this hand, +5 chips. Once per hand.
The Quiet Pocket+20 chips on a win where you used a carry.
The Reconsidered HandA receipt you never tore up. While you hold it, the dealer turns the cart over once more each week — one extra reconsideration, free.
The Returning BellOnce a retrigger has fired tonight: +3 mult on every win.
The Sealed Pocket (drawback)Cannot Refuse; +18 chips and +0.2 mult per win. He stitches the pocket closed.
The Second BowOn every blackjack, every charm fires again (+15 chips per win while held).
The Sevens Stop+20 chips on the first 7 played in any hand.
The Short DeckOn a win: ×(1 + 0.04 × cards removed from the deck, max 25) mult.
The Silver DollarA hard 20 win: +15 chips, +2 mult.
The Six-day Offer (drawback)-1 hand budget per room; first blackjack each room pays 5:2.
The Slow BleedStand on 12-15 and win: +8 chips, +2 final mult.
The Smaller Chair (drawback)When any charm fires, +25 chips; the charm chain ends there.
The Splintered MirrorEach won split-half from a 10/5/4 pair earns +5 final mult.
The Stationmaster’s WhistleThe first won hand each room pays a +20 chip bonus.
The Stranger’s VowClear room with two or more surrenders: +200 chips + one slot.
The Stub Pencil+1 mult per face card in the winning hand.
The Surgeon’s HandOn a win: ×(1 + 0.06 × current nerve, max 6) mult.
The Threadbare Cup+25 chips per push.
The Watch You Lent MeWhen father’s pocket watch fires, +30 chips.
The Wedding RingA double-win on an even total: +1× your offer in chips, +2 mult.
The Week’s TallyOn a win: +0.5 mult per blackjack dealt this week.
The White FlagSurrender in any room, even where forbidden; each surrender refunds 25%.
CharmEffect
Father’s Pocket WatchWins on your 2nd straight stand (and after): +7 mult; the dealer’s hole card shows.
The Ace’s Burden (drawback)+6 chips per ace played; aces contribute 0 mult.
The Acolyte’s Patience+30 chips on every five-card charlie.
The Bus TicketEach 7 in the winning hand: +20 chips, +1 mult.
The Chapel Candle+14 mult on the first won hand after a push.
The Chipped ToothSurrendering refunds an extra quarter of your offer.
The Coward’s ReprieveBust on a refused hand once a night, and half your offer returns.
The Cracked Pocket Watch+1 mult on every win.
The Crown NaturalsA blackjack: ×1.25 mult.
The Cup At Six (drawback)Nerve cap is 3 instead of 6; +5 chips and +0.5 mult per hand at nerve ≤ 3.
The Dealer’s TipEach blackjack grants +5 chips, +4 mult.
The Discriminating EyeA win after a refusal: +25 chips, +1 mult.
The Final CardFive-card charlie hands score with a ×1.75 mult.
The Folded PageWhen three charms have fired this hand, +5 chips and +1 nerve.
The Held KingFor each king in your final hand: +2 mult.
The Iron YearA win in a room with no double or split: +2 mult.
The Jacknife+4 chips per jack played.
The Kept CountOn a win: ×(1 + 0.05 × wins this night, max 10) mult.
The Late BirdThe first soft-21 win each room: ×1.4 mult.
The Lit Lantern+10 chips on every win.
The OnionskinWhen any charm fires, +half its chip delta (single fire per hand).
The Open HandA reckless double-win (hard 12–16 or soft 19+) pays ×1.5 final mult.
The Owed Coin+offer chips on every soft-21 win.
The Paper FlowerA win where you stood on your first two cards: +2 mult.
The Pawn TicketA surrender pays back chips equal to your hand value.
The Rabbit’s FootYour first blackjack tonight pays 5:2 instead of 3:2.
The Refused Cup+half-offer chips on every surrender.
The Sand-stilled HourglassEvery push buys you one more hand at this table (up to the room limit).
The Stationmaster’s BellA win standing on hard 17+: +20 chips.
The Stationmaster’s LedgerAt hand resolve, bank 3 chips per charm that fired. Banked chips pay next hand.
The Tin Button+5 chips and +0.2 mult per charm at the table.
The Tin Halo+20 chips on every blackjack after the first this room.
The Twin Coins+10 chips on every split-half won.