Balatro
Achievement guide · roadmap · tracker
Balatro is a deck-building roguelite in which players construct poker hands to earn chips and overcome enemy blinds. The game features mechanics for enhancing a deck of playing cards, purchasing Jokers that modify hand effects, and discovering synergies to progress through increasingly challenging encounters.
The poker-roguelike phenomenon - build a deck of playing cards plus a board of Jokers that turn ordinary poker hands into absurd score-multiplying engines. Fiendishly moreish. The achievement list is a lovely tour: climb the Antes and stakes, discover every card and Joker, and pull off some spicy scoring and deckbuilding feats.
Nothing is missable - it's a roguelike, so every run is a fresh shot and you can chase these at your own pace. Single-player throughout.
The bulk unlock naturally as you learn the game and climb: Ante Up!/
Ante Upper! (Antes),
Heads Up (first win), and the
Low Stakes/
Mid Stakes/
High Stakes stake wins as you ramp difficulty. The real grind is the completion caps -
Completionist (100% collection),
Completionist+ (win every deck on Gold Stake) and
Completionist++ (a Gold Sticker on every Joker) - unlocked by just playing a lot of varied runs. The score feats (
1,000K,
100,000K) want you to build a proper multiplier engine and let it rip. See each note for the setup.
Ante Up!
CommonReach Ante 4
Reach Ante 4 - i.e. clear the first three Antes' blinds. Comes very quickly; you'll hit it in your first proper run just by beating blinds. A tutorial-ish milestone on the way to Ante Upper!.
10K
CommonScore 10,000 Chips in a single hand
Score 10,000 in a single hand (chips × mult for that hand). Trivial once you've a couple of Jokers and a levelled hand - a decent Flush or Full House with some mult Jokers clears 10k by the mid-game. You'll get it without trying.
Ante Upper!
CommonReach Ante 8
Reach Ante 8, the final Ante of a standard run (its Boss Blind is the last hurdle before a win). Any run that's going well reaches Ante 8, so this comes alongside your first Heads Up.
Heads Up
CommonWin a Run
Win a run - beat the Ante 8 Boss Blind on the base White Stake. Build any scoring engine that keeps pace with the rising blinds: a levelled-up hand type plus a few multiplier Jokers is plenty. Your first win, and everything else builds from here.
Retrograde
CommonGet any poker hand to level 10
Level a single poker hand to level 10 using Planet cards (each Planet levels its hand type). Pick a hand you build around (Flush or Pair/High Card decks are common), and buy/play its Planet whenever it appears - ten levels across a run, or hoard Planets and play them in one go. Feeds Astronomy too.
Royale
CommonPlay a Royal Flush
Play a Royal Flush (10-J-Q-K-A of one suit). Hard by chance, so engineer it: a Flush-oriented deck plus suit-loosening help (the Smeared Joker makes suits count more broadly), or use Tarot/Spectral cards to convert your cards' ranks and suits. Line up the right five and play them.
Cartomancy
CommonDiscover every Tarot card
Discover every Tarot card at least once (seeing one in a shop or Arcana pack counts). Just keep buying Arcana packs and Tarots across your runs; there are 22 and they show up steadily. A milestone toward Completionist.
Card Player
CommonPlay at least 2500 Cards
Cumulative across all runs: play at least 2,500 cards. Just accrues as you play - you'll get there over dozens of runs without doing anything special.
Legendary
CommonDiscover a Legendary Joker
See one of the five Legendary Jokers (Canio, Triboulet, Yorick, Chicot, Perkeo). They only appear from The Soul Spectral card, so buy Spectral packs / use Spectral cards until The Soul shows up and reveals a Legendary. A bit of luck; Spectral-heavy runs speed it along.
Card Discarder
CommonDiscard at least 2500 Cards
Cumulative: discard at least 2,500 cards across all runs. Accrues naturally - most runs involve plenty of discarding to fish for hands, so you'll tick past 2,500 over time.
1,000K
CommonScore 1,000,000 Chips in a single hand
Score 1,000,000 (one million) in a single hand. Now you need a real engine: a levelled hand plus multiplicative Jokers (ones that ×mult) and some scaling. By the late Antes of a strong run it's very reachable - build for burst and unload it all on one big hand. Stepping stone to 100,000K.
Low Stakes
CommonWin a run on at least Red Stake difficulty
Win a run on at least Red Stake (the second difficulty). Red is a gentle step up from White (the Small Blind gives no reward), so win once at Red or any higher stake. Clearing a stake on a deck unlocks the next one up for it.
You Get What You Get
CommonWin a run without rerolling the shop
Win an entire run without ever rerolling a shop (never spend on the reroll button). Buy from what each shop offers and never hit reroll - one accidental reroll voids it, so be careful. A flexible deck that doesn't hinge on a specific Joker makes this comfortable; plan your economy around taking what's given.
Mid Stakes
UncommonWin a run on at least Black Stake difficulty
Win on at least Black Stake (the fourth difficulty). Black Stake makes Eternal Jokers appear (they can't be sold or destroyed), so mind which Jokers you commit to. Win once at Black or higher, climbing the stakes on a deck you're comfy with. On the way to High Stakes.
Clairvoyance
UncommonDiscover every Spectral card
Discover every Spectral card. Spectrals come from Spectral packs (and a couple of Jokers/vouchers) - buy Spectral packs whenever you see them. There are relatively few, so this fills in fairly quickly once you're opening them regularly. Contributes to Completionist.
Astronomy
UncommonDiscover every Planet card
Discover every Planet card - one per poker-hand type, including the secret hands' Planets. Buy Celestial packs and Planets as they appear, and play a wide variety of hands (the secret Planets only show once you've played their hands). Fills in across runs; contributes to Completionist.
100,000K
UncommonScore 100,000,000 Chips in a single hand
Score 100,000,000 in a single hand - a proper break-the-game number. You need a snowballing multiplicative engine: scaling Jokers (ones that grow each round) plus ×mult Jokers plus a highly-levelled hand, ideally deep into a strong run where you've had time to build. Retrigger and multiply everything, then dump it on one hand. The flashy chase-the-numbers achievement.
Speedrunner
UncommonWin a run in 12 or fewer rounds
Win a run in 12 or fewer rounds (a round = one blind beaten; a full run is up to 24 blinds, so this means skipping many). Use the Skip Blind option aggressively - grab the skip tags (free packs, Jokers, money) to power up while jumping ahead - and build an engine strong enough to still clear the Boss Blinds. The tag rewards are what make a skipping run viable.
Big Hands
UncommonHave 80 or more cards in your deck
Have 80 or more cards in your deck at once. Add cards rather than removing them: card-adding Spectrals/Jokers and duplication (the DNA Joker, 'copy' Tarots, etc.). Cards you play stay in the deck, so just keep bloating past 80. The opposite of Tiny Hands.
Shattered
UncommonBreak 2 Glass Cards in a single hand
Break two Glass cards in a single hand. Glass cards (the Glass enhancement, from certain Tarots) give ×mult but have a chance to shatter when scored. Enhance several cards to Glass, play a hand containing at least two of them, and hope both shatter that hand - stacking plenty of Glass cards makes two breaking likely.
Nest Egg
UncommonHave $400 or more during a single run
Hold $400 or more at once during a run. Interest caps at $5/round (from $25 held), so to reach 400 you lean on money Jokers (Bull, To the Moon, Rocket, Golden Joker and friends) and hoard rather than spend. Build an economy engine and sit on your cash until it crosses 400.
ROI
UncommonBuy 5 Vouchers by the end of Ante 4
Buy 5 Vouchers by the end of Ante 4. Normally only one Voucher appears per Ante's shop, so you need extra Voucher access - the Voucher skip tags (which add a Voucher to the next shop) are the key. Skip blinds to collect Voucher tags and buy every Voucher you can early, and keep enough money to afford five in the first four Antes.
Rule Bender
RareComplete any challenge run
Complete any one Challenge run. Challenges are alternate rulesets from the main menu (unlocked after a few normal wins). Pick an easier one and beat its final Ante. A stepping stone to Rule Breaker.
High Stakes
RareWin a run on at least Gold Stake difficulty
Win on Gold Stake - the eighth and hardest stake, which stacks every prior stake modifier (Eternal/Perishable/Rental Jokers, tougher blinds, less money). Win it on any single deck. A real test: you need a robust, high-scaling deck and a solid economy. Required on every deck for Completionist+.
Tiny Hands
LegendaryThin your deck down to 20 or fewer cards
Thin your deck to 20 or fewer cards. Destroy cards aggressively: The Hanged Man Tarot destroys selected cards, several Spectrals destroy cards (Immolate and friends), and Glass cards remove themselves when they shatter. Trim over a run until you're at 20 or fewer. The opposite of Big Hands.
Extreme Couponer
LegendaryDiscover every Voucher
Discover every Voucher. Vouchers appear one per Ante (plus Voucher tags), so seeing them all takes many runs - buy or at least encounter each as it comes up, and use Voucher tags to meet more per run. Contributes to Completionist.
Flushed
LegendaryPlay a Flush with 5 Wild Cards
Play a Flush made of 5 Wild cards. Wild cards (the Wild enhancement, from the Wild Card Tarot) count as every suit, so five of them automatically form a Flush. Enhance five cards to Wild, get all five into one hand, and play them.
Completionist
LegendaryDiscover 100% of your collection
Discover 100% of your collection - every Joker, Tarot, Planet, Spectral and Voucher seen at least once. A long-haul unlock across many runs: keep buying every pack type, and chase the rare discoveries (a Legendary via The Soul for Legendary, the secret hands' Planets). The individual discover-all achievements (
Cartomancy,
Clairvoyance,
Astronomy,
Extreme Couponer) are milestones toward it.
Rule Breaker
LegendaryComplete every challenge run
Complete every Challenge run (all 20). Each is a distinct alternate ruleset with its own gimmick - work through them one at a time. Some are far nastier than others, so look up tips for the brutally-restrictive ones. A big time sink, but each is a self-contained puzzle.
Completionist+
LegendaryWin with every deck on Gold Stake difficulty
Win with every deck on Gold Stake - i.e. clear High Stakes on all 15 decks. That means mastering Gold Stake fifteen times over, once per deck (each plays differently). One of the two hardest achievements: grind the stakes up on each deck, then take each to a Gold Stake win. Expect this to be among your last.
Completionist++
LegendaryEarn a Gold Sticker on every Joker
Earn a Gold Sticker on every Joker. A Joker gets its Gold Sticker when you win a Gold Stake run with that Joker in your board at the end - so you need Gold Stake wins featuring each of the ~150 Jokers at some point. The ultimate grind: play endless Gold Stake wins with varied builds, deliberately keeping un-stickered Jokers in play. Almost certainly the very last achievement (true 100%).
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