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Chapter 6 - Set of Cards

‎The morning sun stung my eyes as I scrambled out of bed. My heart was already racing, the adrenaline from the night before still buzzing in my veins. I didn't look at the window; I looked at the wall.

‎The crack was there. A jagged, spiderweb fracture in the plaster where the 2 of Hearts had struck. Itwasn't a dream.

‎"Crap, crap, crap," I hissed, grabbing a "Captain Celebrity" poster from my desk and frantically taping it over the damage. I was barely four—explaining how I'd localized a demolition zone in my bedroom was not a conversation I wanted to have with my parents this early in the morning.

‎I sat back on my bed, breathing hard. The night before, when that Joker laughed and the card turned into a kinetic ball, something had shifted inside me. Ifelt... full. Like a vessel that had finally been plugged into a power source.

‎I closed my eyes and focused. I didn't just want to see the cards; I wanted to know them.

‎Manifest, I thought.

‎Slowly, a weight materialized in my palms. It wasn't just one card. It was a heavy, spectral stack that shimmered with a digital, holographic glow. The Infinite Deck. As I fanned them out, the information flooded my mind, categorizing itself into the language of the game I used to play.

‎I sat on the floor, spreading the spectral cards out. They didn't feel like paper; they felt like concentrated possibility.

‎1. The Standard Suits (Hearts, Diamonds, Clubs, Spades)

‎These are my "Ammo."

‎* Two to Ace: In Balatro, these determine your base score. Here, they represent the magnitude of force. An Ace is a heavy hit; a 2 is a flick.

‎* The Suits: For now, they have no elements—just pure force. But I can feel it; eventually, Hearts might heal, or Spades might pierce.

‎2. The Planet Cards (The Scalers)

‎These don't attack. They level up my hands. In the game, they increase "Mult" and "Chips" permanently for specific poker hands.

‎ * Earth (3x): Levels up Full House.

Using these makes my "Full House" attacks significantly more destructive.

‎ * Venus (2x): Levels up Three of a Kind.

‎ * Mars (1x): Levels up Four of a Kind.

‎* Jupiter (1x): Levels up Flush.

* Saturn (1x): Levels up Straight

‎* Pluto (1x): Levels up High Card. (The weakest hand, but the easiest to play).

‎3. Tarot Cards

‎* The Empress (3x): Enhances two selected cards into Mult Cards. Each of these cards adds +4 Mult to your total whenever they are scored.

‎* The Fool (2x): Creates an exact copy of the last Tarot or Planet card you used during this run.

‎* The Magician (1x): Enhances two selected cards into Lucky Cards. Every time these are played, they have a 1 in 5 chance to grant +20 Mult and a 1 in 15 chance to earn you $20.

‎* The High Priestess (1x): Grants you up to 2 random Planet cards, which can be used to permanently level up your hand strengths.

‎* Justice (1x): Enhances one selected card into a Glass Card. This provides a massive x2 Mult boost, but it is fragile; there is a 1 in 4 chance the card will shatter and be destroyed forever after it scores.

‎* The Chariot (1x): Enhances one selected card into a Steel Card. As long as this card is held in your hand and not played, it provides a x1.5 Mult bonus to your scoring hand.

4. The Jokers

Floating beside the deck were three distinct, grinning figures—the primary modifiers of my power.

*Joker: The baseline. A reliable, straightforward source of power that provides +4 Mult. It's simple, effective, and forms the foundation of my scoring.

*HalfJoker: A specialist's tool. This provides a significant +20 Mult, but only if my played hand contains 3 cards or fewer. It rewards precision over brute force.

*IceCream: A powerful but melting asset. It starts by providing a massive +100 Mult, but every hand I play causes it to lose -5 Mult, slowly melting away until its power is gone.

5. Spectral Card

‎* The Spectral Card: Wraith (The Rule Breaker)

‎This card doesn't just glow; it vibrates with a jagged intensity. It feels heavy, cold, and fundamentally "wrong"—like a lingering bug in the code of the universe that was never meant to be accessed.

‎The Function: It manifests a Random Rare Joker and grants an immediate x1.5 power spike to your output.

‎The Cost: It is a desperate gamble. Using it triggers massive physical exhaustion and locks your Quirk entirely for 3 days. It is the "Nuclear Option," used only when the alternative is total defeat.

‎I stared at the Wraith card. It pulsed with a faint, eerie purple light. My hands shook slightly. I wasn't just a kid with a "transformation" or "emitter" Quirk. I was a walking, breathing engine of probability.

‎I looked at the poster covering the crack. If a 2 of Hearts with a basic Joker could do that, what would a Flush leveled up by Jupiter do?

‎"Takeru-kun! Breakfast!" Aina's voice drifted from downstairs.

‎I dismissed the deck. The cards dissolved into digital motes and flowed back into my skin. I had to act normal. I had to be a toddler who didn't know how to "double his mult."

‎But as I headed for the door, I realized something. My Quirk didn't just give me power; it gave me a job. I am a gambler now, and the stakes were the lives of my family.

‎"Coming, Mom!" I yelled, putting on my best innocent face.

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