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.
Mythic · 10
Section titled “Mythic · 10”| Charm | Effect |
|---|---|
| The Borrowed Years | On a win: ×(1 + 0.25 × charms you hold) mult. |
| The Cardsharp | Each modified card in your deck adds +1 mult to every win (plus chips). |
| The Devil’s Luck | Each 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 Seven | Win with three suited 7s: +77 chips and ×7.77 final mult. |
| The Ledger | Every modified card in your deck pays +5 chips each hand. |
| The Lengthening Shadow | On 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-walker | A won multi-card 21 (not a blackjack): ×2.5, ×3.5 at four, ×5 at five+. |
Rare · 52
Section titled “Rare · 52”| Charm | Effect |
|---|---|
| Echo Of A Song | When the rabbit’s foot or the dealer’s tip fires, +5 mult. |
| Father’s Voice | Every charm fires again on a hard 19 or better (+15 chips per win while held). |
| First Light | The first won hand of each night: ×3 mult. |
| Sympathetic Ink | A winning hand all one suit: ×1.5, ×2 at three cards, ×3 at four. |
| The Black Envelope | A winning stand with His Offer declined: ×1.75 mult. |
| The Black Mirror | When 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 Cup | Pushes pay back the offer again in chips. |
| The Court Calls | Winning hand with 2+ face cards: ×2 final mult. |
| The Cracked Vow | A winning split-half from a 10/5/4 pair against a strong dealer pays ×1.5 mult. |
| The Crow’s Feather | Winning on a soft hand grants +10 chips, +1.5 mult. |
| The Dealer’s Pause | The charms on either side of you fire twice. He waits, and the room waits with him (+15 chips per win while held). |
| The Dyer | A win one card short of a flush pays as suited: ×1.5 at 3, ×2 at 4, ×2.5 at 5+. |
| The Empty Chair | The charm to your right fires twice. He sets the chair beside you (+15 chips per win while held). |
| The Faithful Streak | On a win: ×(1 + 0.15 × wins in a row, max 10) mult. A loss resets it. |
| The Folded Draft Notice | Once per room, your first bust pays as a push instead of a loss. |
| The Fork | Split to up to five hands, anywhere, and double after a split. |
| The Gambler’s Tell | On a win: ×(1 + 0.18 × blackjacks this night, max 6) mult. |
| The Hall Of Mirrors | On a win: ×(1 + 0.2 × scaling charms you hold, max 8) mult. |
| The Hidden Ace | For 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 Missalbook | Winning on a hard 17 or higher: +5 chips, +1 mult. |
| The Last Coin | A 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 Fall | Once a night, a bust refunds 25% of your offer per card past the second. |
| The Long Tally | On a win: +1 mult per 10 hands played this week. |
| The Long Walk Home | Five-card-charlie win: ×4 final mult (×2.5 after 1 fire). |
| The Marked Card | A win on 19+ turns the dealer’s eye: ×1.5 mult. |
| The Matchmaker | Winning hand with any pair: ×3 final mult (×2/×1.5 after 3/6 fires). |
| The Mirror Pair | When you split aces, ×1.5 mult on each split-half win. |
| The Mirror’s Echo | On a win: ×(1 + 0.5 × scaling charms you hold, max 6) mult. |
| The Mirrored Hand | Every charm fires again. Look at your hand twice (+15 chips per win while held). |
| The Quiet Conspiracy | When four or more charms fire in a hand: ×1.5 mult. |
| The Quiet Hour | At room clear where every hand was a stand: ×1.5 mult. |
| The Reading Of Three | Your first two cards + the dealer’s up-card at 19-21 pay escalating chips and mult — three 7s hit ×7. |
| The Reckoner | A win into a hot shoe pays more — ×(1 + 0.06 × the true count), up to ×2. |
| The Reflection | The charm to your right fires twice. He sees you twice (+15 chips per win while held). |
| The Refrain | Once 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 Son | Each 7 in the winning hand: +5 final mult. |
| The Smashed Compass | A 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 Sisters | Winning hand with three matching ranks: +50 chips, ×3 mult. |
| The Tide (drawback) | Odd hands: charms do not fire. Even hands: ×2 mult. |
| The Twin Marks | A 10s-split half reaching hard 19+ pays ×3 mult (×2 after first fire). |
| The Twinned Card | A 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 Coin | Once 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 Glove | A high stand — 19 or better — earns +3 mult. |
Uncommon · 51
Section titled “Uncommon · 51”| Charm | Effect |
|---|---|
| The Anvil | Once a marked charm has fired 5+ times: +4 mult on every win. |
| The Arranged Deck | On 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 Pull | A 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 Cathedral | Holding 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 Offer | Each reckless double-win banks 25 chips. Caps at 6 fires per campaign. |
| The Empty Sleeve | Each 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 Word | When the first charm fires each hand, +10 chips. |
| The Folded Picture | The charm to your left fires twice. The picture holds (+15 chips per win while held). |
| The Gemini Aces | You may re-split aces and hit split aces — the ace gift, in any room. |
| The Glassblower | Once a marked charm has fired 3+ times: +10 mult on soft-hand wins. |
| The Glimpse | See your face-down card before you make your offer. |
| The Hat-check Token | The first hand of any room: +2 mult. |
| The High Office | +6 chips per pip 9-10 played. |
| The Hollow Mirror | Each 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 Photograph | A win: +15 chips per night of the week. |
| The Long Draw | A win adds +0.5 mult per card drawn past the second (up to +1.5). |
| The Long Memory | On 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 Apron | A winning starting pair: +40 chips, +3 mult. |
| The Open Window (drawback) | Cannot Refuse the first card; +1 nerve per cleared room. |
| The Other Chair | While 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 Photograph | When 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 Hand | A 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 Bell | Once 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 Bow | On 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 Deck | On a win: ×(1 + 0.04 × cards removed from the deck, max 25) mult. |
| The Silver Dollar | A 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 Bleed | Stand 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 Mirror | Each won split-half from a 10/5/4 pair earns +5 final mult. |
| The Stationmaster’s Whistle | The first won hand each room pays a +20 chip bonus. |
| The Stranger’s Vow | Clear 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 Hand | On a win: ×(1 + 0.06 × current nerve, max 6) mult. |
| The Threadbare Cup | +25 chips per push. |
| The Watch You Lent Me | When father’s pocket watch fires, +30 chips. |
| The Wedding Ring | A double-win on an even total: +1× your offer in chips, +2 mult. |
| The Week’s Tally | On a win: +0.5 mult per blackjack dealt this week. |
| The White Flag | Surrender in any room, even where forbidden; each surrender refunds 25%. |
Common · 33
Section titled “Common · 33”| Charm | Effect |
|---|---|
| Father’s Pocket Watch | Wins 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 Ticket | Each 7 in the winning hand: +20 chips, +1 mult. |
| The Chapel Candle | +14 mult on the first won hand after a push. |
| The Chipped Tooth | Surrendering refunds an extra quarter of your offer. |
| The Coward’s Reprieve | Bust on a refused hand once a night, and half your offer returns. |
| The Cracked Pocket Watch | +1 mult on every win. |
| The Crown Naturals | A 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 Tip | Each blackjack grants +5 chips, +4 mult. |
| The Discriminating Eye | A win after a refusal: +25 chips, +1 mult. |
| The Final Card | Five-card charlie hands score with a ×1.75 mult. |
| The Folded Page | When three charms have fired this hand, +5 chips and +1 nerve. |
| The Held King | For each king in your final hand: +2 mult. |
| The Iron Year | A win in a room with no double or split: +2 mult. |
| The Jacknife | +4 chips per jack played. |
| The Kept Count | On a win: ×(1 + 0.05 × wins this night, max 10) mult. |
| The Late Bird | The first soft-21 win each room: ×1.4 mult. |
| The Lit Lantern | +10 chips on every win. |
| The Onionskin | When any charm fires, +half its chip delta (single fire per hand). |
| The Open Hand | A 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 Flower | A win where you stood on your first two cards: +2 mult. |
| The Pawn Ticket | A surrender pays back chips equal to your hand value. |
| The Rabbit’s Foot | Your first blackjack tonight pays 5:2 instead of 3:2. |
| The Refused Cup | +half-offer chips on every surrender. |
| The Sand-stilled Hourglass | Every push buys you one more hand at this table (up to the room limit). |
| The Stationmaster’s Bell | A win standing on hard 17+: +20 chips. |
| The Stationmaster’s Ledger | At 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. |