Double Bust Grifts Guide: Building a Broken Deck
Double Bust Grifts explained: what each core Grift does, what it costs, why slot order changes your score, and the combos that turn a run into a broken deck.

Double Bust Grifts are the passive perks that turn a plain blackjack hand into a big score. You buy them in the Back Room between tables, hold up to five, and they apply to every hand that meets their condition. Pick ones that work together, put them in the right order, and your deck starts to feel broken in the best way.
This guide covers how Grifts work, the core Grifts and what each one does, why slot order matters, and the combos worth building toward. If you’re new to Double Bust, read the how to play guide first so Chips × Mult makes sense.
How Grifts work
- You get 5 Grift slots. Grifts are passive: once bought, they work on their own.
- The Back Room offers 3 Grifts after every table you clear, never one you already own. At least one is Uncommon or Rare whenever one is available.
- Rerolls refresh the offers. The first reroll in each shop costs $1, then $3, $4, $5 and so on. The price resets every shop.
- Selling returns half the cost, rounded down (minimum $1).
- Order matters. Grifts apply left to right in slot order. Drag to reorder.
Long-press on a phone, or hover on desktop, to read any Grift’s full rules.
The core Grifts
These are the Grifts our balance testing is built around. Prices are in the game’s own dollars.
| Grift | Rarity | Cost | Effect |
|---|---|---|---|
| Sleeve Ace | Common | $5 | The first hand of every table is dealt with an Ace from your deck (if any remain) |
| Loaded Shoe | Common | $5 | Red cards +3 Chips when scored; black cards +0.5 Mult when scored |
| House Edge | Common | $4 | +2 Mult on hands that beat the dealer |
| Penny Slots | Common | $4 | +8 Chips on every scored hand |
| Lucky Seven | Common | $5 | Each 7 scored gives +3 Mult |
| Low Roller | Common | $4 | Standing on 13 to 17: +20 Chips |
| Comp Card | Common | $4 | +$1 when the table ends for each unused Burn |
| Hot Streak | Uncommon | $7 | +0.5 Mult for each consecutive non-bust hand this table (this hand included); resets on a bust |
| High Roller Suite | Rare | $9 | ×2 Mult on hands that finish at exactly 20 or 21 |
What stands out
Hot Streak was the strongest single Grift in our testing. Every non-bust hand in a row adds another +0.5 Mult, so by your fourth hand it’s adding +2. It punishes busts, which makes it a natural fit for careful play.
House Edge and Loaded Shoe are steady, cheap picks that help almost every hand.
Penny Slots is simple and reliable: +8 Chips no matter what.
Low Roller looks small but lines up with the hands Double Bust wants you to stand on. Standing on a two-card 13 to 16 against a weak dealer upcard is often right because of Stand Pat (×3 if the dealer busts), and Low Roller adds +20 Chips to exactly those hands.
High Roller Suite is a payoff Grift. On its own it only fires on 20 and 21, but behind other Grifts it doubles a lot of Mult.
Key takeaway: a Grift that fits the way you’re already playing beats a rarer one that doesn’t.
Why slot order matters
Scoring always runs the same way: cards first, then Grifts left to right, then Chips × Mult, then the dealer outcome. So a Grift that multiplies Mult should usually come after the Grifts that add Mult.
Here’s an example. You stand on a King and a Queen (20) and beat the dealer. You hold Penny Slots, House Edge and High Roller Suite.
- Base: 10 Chips plus 20 from the cards = 30 Chips. A stand on 20 has 3× Mult.
- Penny Slots: 38 Chips.
Right order (House Edge, then High Roller Suite): Mult goes 3 + 2 = 5, then × 2 = 10. That’s 38 × 10 = 380, then ×1.5 for beating the dealer = 570.
Wrong order (High Roller Suite, then House Edge): Mult goes 3 × 2 = 6, then + 2 = 8. That’s 38 × 8 = 304, ×1.5 = 456.
Same Grifts, same cards, 114 points apart. Drag your multipliers to the right.

Combos to build toward
The steady stack: Penny Slots, House Edge, Loaded Shoe
Cheap, Common and always useful. This is a solid start for any run, and it’s easy to slot a payoff Grift like High Roller Suite behind it later.
The Stand Pat build: Low Roller, House Edge, Hot Streak
Stand on strong two-card hands against a weak upcard, collect +20 Chips from Low Roller on 13 to 17, and let Hot Streak climb by avoiding busts. When the dealer busts, Stand Pat triples the whole thing.
The 20-and-21 build: High Roller Suite with Sleeve Ace
Sleeve Ace starts every table with an Ace in your opening hand, which raises your odds of a Natural Blackjack (5× Mult) right away. High Roller Suite doubles the Mult on any hand that finishes at 20 or 21. Put High Roller Suite last.
The deck build: Lucky Seven plus Packs
Lucky Seven pays +3 Mult for every 7 scored. Your shoe is your deck for the whole run, so Deck Packs that add 7s and an Eraser that removes weak cards make it fire more often. Mod Packs that make a 7 Polychrome (×1.5 Mult) or Holographic (+4 Mult) stack on top.
The economy build: Comp Card
Comp Card pays $1 for each Burn you don’t use. It’s a money Grift, not a scoring one, so it shines early when you need cash for better Grifts later. It does pull against using Burns, so sell it once your build is set.
Cheat Tokens that pair well
Grifts are passive, but your 2 Cheat Token slots can protect them:
- Croupier’s Distraction undoes a bust, which keeps a Hot Streak alive.
- Weighted Die makes your next card a 10-value card, handy for reaching 20 with High Roller Suite.
- Peek shows your next 3 cards, so you know whether to hit.
Rarer Grifts
Beyond the core set, the game’s design names more Uncommon, Rare and Legendary Grifts. A few examples: Bust Cushion turns your first bust each table into a score, Insurance Policy stops Double Busts from costing a Hand, Pit Lizard counts pushes as wins, and Split Brain lets you split any two opening cards. Legendary Grifts are rarer still and mostly turn up in Syndicate Packs.
Treat them as a bonus when they show up, not a plan. Build around the Grifts you can count on, then slot a rare one in if it fits.
Watch out for Pit Bosses
Some bosses go straight at your build:
- The Corrupt Inspector disables one random Grift each hand (shown before the deal).
- The Cold Deck makes Spades and Clubs give 0 Chips and trigger no effects.
- The Eye in the Sky makes face cards give 0 Chips (they still count as 10 toward your total).
The upcoming boss is shown at the start of each Floor, so shop with it in mind. For the math behind Bounties, see our Chips × Mult scoring guide.
Build your first broken deck
Start cheap, grab Hot Streak if you see it, keep your multipliers on the right, and sell anything that doesn’t fit the plan. Play Double Bust free in your browser. It’s a card game with no real money, just you, the dealer and a deck you get to break.
FAQ
What are Grifts in Double Bust?
Grifts are passive perks you buy in the Back Room between tables. They change how your hands score, for example by adding Chips, adding Mult or multiplying Mult when a condition is met. You can hold up to 5 at a time.
Does Grift order matter in Double Bust?
Yes. Grifts apply left to right in slot order, and you can drag them to reorder. Put Grifts that add Chips or Mult first and Grifts that multiply Mult last, so the multiplier works on a bigger number.
Can I sell a Grift?
Yes. A Grift sells for half its cost, rounded down, with a minimum of $1. Selling is how you make room for a better Grift when all 5 slots are full.
How many Grifts does the Back Room offer?
Each Back Room offers 3 Grifts you don’t already own, and at least one of them is Uncommon or Rare whenever one is available. You can reroll the offers; the first reroll in each shop costs $1, then the price climbs.