Poker Head environment rules
Poker Head announces persistent or timed environment changes before shopping and betting; in the official current scheme the environment persists across rounds. Up to 2 types coexist; the early stages use fewer slots. The nine types cover fixed values, offsets, bust limits, ordinary ties, dealer busts, profit caps, consumable bans, shop markup and a hidden player opening card. Each card is one legal example from the current director pool, not a fixed rule script. Actual targets, values and duration are announced in your run.
J-54's conditions and the legacy plugins are under Chaos rules.
Environment cards
Fragile PlayerYour base bust limit is 20: you bust above 20. Cores and items add to it.
Dealer Bust PardonWhen the dealer busts and you have not, the round is a push.
Two RewriteBoth hands' 2s count as 1 each.
Face-Down CardYour second opening card is dealt face down; your total stays hidden until you stand.
Item BanThe next consumable you use only lifts this ban: it is spent with no effect.
Price HikeConsumables and permanents cost 10% more. Financial products and rerolls keep their price.
Withdrawal LimitYou keep at most 50 chips of this round's profit; the rest is lost. Returned principal, refunds, loan advances and buy-backs are not profit.
Ace UpIn both hands: aces +1 each. A card never counts less than 1; aces shift both their values.
Ties to the HouseWhen neither side busts and the totals are equal, the dealer wins.Once before betting
After the opening core choice, the offline dealer makes one environment decision before shopping, preparation items and betting. Nothing is added after dealing. A calm result retains the existing environment. A rule publicly states its actor, exact parameters, remaining duration and removal method.
Timed rules advance on completed rounds, including naturals, pushes and surrender. Shopping, observing and saving do not advance them. Persistent rules last until removed or replaced. One rule of each type can exist; fixed values and offsets are separate types. Silence suppresses effects for the round while stored rules continue occupying slots and ageing.
Clearing and conflicts
Clause Removal permanently removes one selected environment rule. Silence Seal suppresses all rules this round; surviving ones return next round. Paid prices and settled profits are not reversed. Item Ban instead consumes the next valid-phase consumable with no effect and ends; if that item was a remover or silence, no other rule is changed.
Clearing blocks the entire type for 2 subsequent preparation phases. Natural expiry blocks its type for 1 phase(s). AI replacement blocks the old signature for 2 phases. Cleared slots are not immediately refilled. The director replaces eligible persistent rules; timed rules are allowed to expire instead of being renewed.
Rules come in light, medium and heavy tiers by how much they cost you; heavy ones (such as a lower player bust limit or dealer busts turned into pushes) appear only from round 9, one at a time, and the rule list shows each rule's tier. Hidden Card and Item Ban never coexist. There is at most one high-pressure rule, with legal choices filtered for type conflicts, cooldowns, slot and pressure budgets.
Values, profit and information
Printed rank → fixed value → offset → permanent player effects → soft A → whole-hand recognition → bust. Naturals still use the original starting cards. Profit caps combine positive hand and maturity profit once per round; principal, refunds, loans and buybacks are excluded, while losses and debts remain payable. Markup affects ordinary goods, including unbought stock, and combines with discounts before one rounding step.
The player hole card hides the second initial card and precise total. Later draws remain visible; ending the hand, clearing or silence reveals it. Information items retain their own scope. The danger pointer reports next-hit risk without revealing hidden exact points.
Gradual offline pressure
| Rounds | Action chance | Rule slots | Pressure budget |
|---|---|---|---|
| 1–4 | 40% | 1 | 1 |
| 5–8 | 60% | 2 | 3 |
| 9–12 | 75% | 2 | 5 |
| 13+ | 85% | 2 | 6 |
The action chance applies only when a legal candidate exists. The dealer prefers adding a rule, otherwise considers legal replacement, selects a type by relative weight and then a variant. It reads round, environment and cooldown history, not the player's build, inventory, bets, cards or future deck. Independent seeded streams and saved decisions prevent shopping or reloads from rerolling the action. No model request is needed.
The original specification is preserved as development history. Current runtime facts and this guide govern the wiki; balance measurements for the new build are still pending.