Joker Cards
Joker cards are the build-defining perk system in Far Far West, with 94 cards across six rarity tiers: Normal, Fine, Prime, Mythic, Legendary, and Unique. You collect them during missions and stack them to modify your weapons, spells, and character stats. You have 14 Joker slots, expandable to 16 through Prestige, and selling any Joker refunds half its face value.
Joker cards are the build-defining perk system in Far Far West. You collect them during missions and stack them between combat rounds to modify your weapons, spells, and character stats. Your Joker loadout determines whether you extract as a powerhouse or scrape by with nothing.
The game currently has 94 distinct Joker cards spread across six rarity tiers. Understanding which cards to chase, which to sell, and how to combine them is the fastest path to dominating higher difficulties.
That count is a moving target. The developers have said they are working on 30 or more additional Jokers, so expect the total and the tier splits below to shift with future Early Access patches.
Rarity Tiersโ
| Tier | Card Count | Power Level | Acquisition |
|---|---|---|---|
| Normal | 12 | Basic stat boosts | Common drops, Gamba Machine (25% of pulls) |
| Fine | 18 | Moderate enhancements | Regular drops, Gamba Machine (35%) |
| Prime | 17 | Specialized build-defining perks | Rarer drops, Wandering Trader, Gamba Machine (20%) |
| Mythic | 17 | Powerful game-changing effects | Rare drops, Wandering Trader, Gamba Machine (16%) |
| Legendary | 10 | Major build-warping abilities | Very rare drops, Gamba Machine (4%) |
| Unique | 20 | One-of-a-kind perks | Secret missions and challenges only, never from the Gamba Machine |
Selling a Joker at the Saloon refunds half its face value. This applies to any Joker you own, not just duplicates, so it doubles as a way to liquidate cards that do not fit your build.
Key Combosโ
The strongest builds in Far Far West come from stacking Jokers that amplify each other. These are the combinations that experienced players optimize around.
Glass Cannon + Second Windโ
The Glass Cannon Joker grants +40% damage but reduces your maximum health by 25%. On its own, this is a risky trade. Pair it with the Second Wind Mythic Joker, which provides a cheat-death mechanic on a 180-second cooldown. You deal massive damage and get a free safety net when the health penalty catches up to you.
Cheapskate + Gold Focusโ
Cheapskate grants +1 HP for every 20 Gold in your mission inventory, which turns a heavy mining run into real survivability. Pair it with disciplined pickaxe mining and your health pool grows as your wallet does.
Note that Gold Tooth does not help here despite its name. It gives a +10% chance for enemies to drop a gold nugget on death, so it is a combat-income card with nothing to do with mining.
Speedster + Run and Gunโ
Speedster grants up to +55% damage and fire rate, with your movement speed bonus capped at 110%. Run and Gun gives +30% move speed while shooting, with diminishing returns once you stack four or more copies. Together they make an aggressive, mobile build, though note Run and Gun affects movement, not fire rate.
The Rampage Joker was removed from the Sheriff Stars weapon pool in Hotfix 0.1.1.17, because it stopped working with the Rampage rework from Patch 0.1.1.10. That rework replaced the old 25% movespeed-on-kill effect with 5% reload speed on kill for 10 seconds, stacking to 100%, and raised the card from Fine to Prime. Do not build around the Sheriff Stars pairing.
The Gamba Machineโ
The Gamba Machine rolls a random Joker for 250 Souls, with published odds of Normal 25%, Fine 35%, Prime 20%, Mythic 16%, and Legendary 4%. Unique cards are excluded from the pool.
You will see it described as a guaranteed-profit machine on the grounds that a pull is "worth 394 Souls against a 250 cost." Be careful with that framing. The 394 figure is the expected face value of a pull, not the average price of a Joker (that is closer to 682 across all 94 cards). More importantly, face value is not cash: selling a Joker back returns half its value, so an average pull liquidates for roughly 197 Souls against the 250 you paid.
The honest case for the Gamba Machine is collection breadth, not arbitrage. Rolling gives you cards you do not own and build options you would not otherwise have, which is worth Souls on its own terms.
The Wandering Traderโ
The Wandering Trader patrols the mission maps instead of the Town. She sells Joker cards including Prime and Mythic tiers that are hard to find as drops, and she never spawns on Easy difficulty.
Her prices escalate within a run: the first card costs 45 Gold, then 90, 135, 180, and 240. Budget accordingly, because the fourth and fifth purchases cost more than most players expect.
Equip the Chad Joker to reveal her position on the map, which also comes with a 20% discount on her stock. Once you push Hard difficulty and above, buying from the Trader becomes a key way to complete a build mid-run.
Joker Slot Capacityโ
You have 14 Joker slots on your Hero and on individual weapons, and the Prestige system can unlock two more for a maximum of 16.
The commonly cited "levels 1 to 100" figure from Update 1 describes the level range across which slots unlock, widened from 1 to 50. It is not a slot count, and there was never a 50-slot cap.
Hoarder Jokerโ
Hoarder is a Mythic card costing 800 Souls, obtainable from the Shop, the Gamba Machine, and both co-op and solo missions. Its effect is a +15% chance that collecting a Joker makes another random Joker appear.
There is no challenge that unlocks it, and in particular no "collect 30 Jokers in one run" requirement. That claim circulates widely and is simply not a mechanic. Only Unique weapon Jokers are challenge-gated.
Frequently Asked Questionsโ
How many Joker cards are in Far Far West?
94 at present, split across six tiers: 12 Normal, 18 Fine, 17 Prime, 17 Mythic, 10 Legendary, and 20 Unique. The developers have said 30 or more new Jokers are in development, so expect that total to rise.
What is the best Joker combo in Far Far West?
Glass Cannon paired with Second Wind. Glass Cannon grants +40% weapon and melee damage at the cost of 25% HP, and the Mythic Second Wind heals you for 50 HP instead of dying to a fatal hit on a 180-second cooldown.
Is the Gamba Machine worth 250 Souls?
For collection breadth, yes. The often-quoted 394 Souls is a pull's expected face value and not an average card price, and since selling refunds only half, an average pull liquidates around 197 Souls against the 250 you paid. Roll for cards you lack, not for profit.
How do you get the Hoarder Joker?
Buy it or find it. Hoarder is a Mythic card costing 800 Souls, available from the Shop, the Gamba Machine, and missions. There is no challenge that unlocks it, and the widely repeated 30-Jokers-in-one-run requirement is not a real mechanic.
How many Joker slots do you get?
14 on your Hero and on individual weapons, rising to a maximum of 16 through the Prestige system. The levels 1 to 100 figure from Update 1 is the range across which slots unlock, not a slot count.
Related Guidesโ
- Getting Started - How the economy works and where to spend your currency.
- Extraction and Loot - The full breakdown of Gold, Souls, and Weapon Fragments.
- Elemental Combos - Spell interactions that complement Joker-boosted builds.
What to Read Nextโ
- Combat and Weapons. Weapons that pair with each card line.
- Elemental Combos. Cards that amplify combo damage.
- Extraction and Loot. The Gamba Machine economy.
- Boss Encounters. Card picks for specific boss phases.
- Tips and Tricks. Why rolling for profit loses money, and what the slot numbers mean.