Two pair is the 3rd hand in game and has a base score 20 chips and 2 mult. It is tied to the Uranus planet card which gives 20 chips and 1 mult when used. It is a decent hand with some utility. It is a middle of the road hand that is good and can win runs but has some draw backs. A very plain hand.
How to use and fix for it:
Two Pair has strengths in chips, it is mainly weighted towards chips compared to mult. Having chip Jokers is good but mult is what he really needs to be having since leveling up Two Pair still keeps it a low level. Thankfully it is simple enough to draw, only really needing to draw two sets of two different values, just keep in mind how much of each value you have by peeling your deck. This can make it still have a bit of that spam nature from Pairs and High Card but a more viable starting score.
It feels like an outclassed hand though. Lots of other hands have good chips and good mult, making Uranus one of the more lopsided planets in the game. It is able to be spammed, but not as well as other hands like High Card, Pairs and even flushes. The deck fixing having to be balanced around two values is just worse than balancing around one.
There are two ways I find you can fix for this hand. You can either, make lots of one value and be able to consistently rely on it to draw or make lots of two values and do the same with that. This can be done with Strength to up one group of values into another or Death to copy a value. Hangman is also helpful but Strength is better because removing 2 potential viable cards that Strength can make is a bit worse than turning two 4s into two 5s for example.
Two Pair can be played on any deck from the start but the best decks for I find to use for it is Magic Deck, because 2 fools can help you get early Strengths for early fixing. However, Four of A Kind is the better hand for this deck, which I will example in that. Otherwise it’s average on every other deck.
Strengths and Weaknesses
• Good chips
• Still reliably
• Can sort of be spammed
• Relies on mult
• Is outclassed by other hands in several areas (spamming, fixing, planet scaling)
Jokers I would recommend to use:
| Appearance | Name | Effect |
|---|---|---|
![]() | Square Joker | This Joker gains +4 Chips if played hand has exactly 4 cards (Currently +0 Chips) |
![]() | Card Sharp | X3 if poker hand has been played this round |
![]() | Spare Trousers | +2 Mult if hand contains a Two Pair (Currently +0 Mult) |
![]() | Hiker | Every played card permantly gains + Chips when scored |
![]() | Seeing Double | X2 Mult if hand contains a scroing Club and scoring card of any other suit |
![]() | Vampire | Gains X0.1 Mult per scoring Enhancement card played, removes the Enhancement |
![]() | The Duo | X2 Mult if hand contains a Pair |
Jokers I would Not recommend to use:
| Appearance | Name | Effect |
|---|---|---|
![]() | Runner | Gains +15 Chips if played hand contains a Straight (Currently +0 Chips) |
![]() | The Trio | X3 Mult if hand contains a Three of A Kind |
![]() | Flower Pot | X3 Mult if poker hand contains a Diamond, Heart, Club and Spade |
![]() | Banner | +30 Chips for each remaining discard |
![]() | Splash | Every played card counts in scoring |













I should probably be reading these ngl :/