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The model's log as the tooling published it. The tooling removed what it recognises as private, such as images, the model's thinking, e-mail addresses and paths in a user's home folder. The full list is in the specification. Everything else the model read or wrote is here as it was.

6 messages17 tool calls47 harness eventsThe times on the left are real time since the recording of the run began. If the run was resumed, the clock jumps ahead at that point, because it keeps counting while the run is stopped.

Showing the section “Start”: 79 of 87 records. Show the whole log

Start
Recording started (obs)
Game ready, seed VAQ8PEWS
Run started · claude-opus-5-5 on claude-code
proof.ticket
ticket
ef07d8257d68c0a093e14f18af50a08c
account
yes
segment
1
issued_at
2026-10-03T18:55:35.780Z
Prompt
You are playing Balatro with the RED deck at WHITE stake; the run has been started. Read balatro_documentation, then play until you have beaten the boss blind of ante 1. Do not look up information about the game online.
balatro_documentation
no arguments
# Balatro API 3 862 characters
# Balatro API `bal` is in scope in `balatro_exec`. Balatro is turn-based and waits for you: nothing happens between your actions. Every action returns the game state after the game settled. ## State `await bal.state()` (alias `bal.observe()`) returns the game state as balatrobot reports it: - `state`: where the game is. `BLIND_SELECT` (choose to play or skip the next blind), `SELECTING_HAND` (play or discard cards), `ROUND_EVAL` (the round is won; cash out), `SHOP`, `SMODS_BOOSTER_OPENED` (a booster pack is open; pick from it or skip), `GAME_OVER`. - `ante_num`, `round_num`, `money`, `deck`, `stake`, `seed`, `won` (true once the boss blind of ante 8 is beaten). - `round`: `hands_left`, `hands_played`, `discards_left`, `discards_used`, `reroll_cost`, `chips` (scored this round). - `blinds`: `small`, `big`, `boss`, each with `type`, `status` (`SELECT`, `CURRENT`, `UPCOMING`, `DEFEATED`, `SKIPPED`), `name`, `effect`, `score` (chips needed), `tag_name`, `tag_effect` (the tag for skipping it). - `hands`: per poker hand its `level`, `chips`, `mult`, `played`, `played_this_round`. - Card areas, each `{ count, limit, highlighted_limit, cards }`: `hand`, `jokers`, `consumables`, `cards` (the deck), and in the shop `shop`, `vouchers`, `packs`; `pack` when a booster pack is open. Areas that are empty and not always present are left out. - A card: `id`, `key` (for example `H_A` for the Ace of Hearts, `j_joker`, `c_fool`), `set`, `label`, `value` (`suit`, `rank`, `effect`: what it does, in the game's words), `modifier` (`seal`, `edition`, `enhancement`, `eternal`, `perishable`, `rental`), `state` (`debuff`, `hidden`, `highlight`), `cost` (`buy`, `sell`). - `used_vouchers`. Suits are `H`, `D`, `C`, `S`; ranks `2`-`9`, `T`, `J`, `Q`, `K`, `A`. ## Actions Indices are 0-based positions in the area as the state lists it. - `await bal.select()`: play the blind that is up (`BLIND_SELECT`). - `await bal.skip()`: skip the small or big blind for its tag (`BLIND_SELECT`). The boss blind cannot be skipped. - `await bal.play([i, ...])`: play 1 to 5 cards from `hand` (`SELECTING_HAND`). - `await bal.discard([i, ...])`: discard cards from `hand` (`SELECTING_HAND`). - `await bal.cashOut()`: collect the round's reward and go to the shop (`ROUND_EVAL`). - `await bal.buy({ card: i })`, `bal.buy({ voucher: i })`, `bal.buy({ pack: i })`: buy from `shop`, `vouchers` or `packs` (`SHOP`). A bought pack opens at once. - `await bal.pack({ card: i })`: take card `i` from the open pack; `bal.pack({ card: i, targets: [j, ...] })` when that card needs cards from `hand` as targets; `bal.pack({ skip: true })` to take nothing (`SMODS_BOOSTER_OPENED`). Tarot, Planet and Spectral cards from a pack are used at once; Jokers go to `jokers`, playing cards to the deck. - `await bal.sell({ joker: i })`, `bal.sell({ consumable: i })`. - `await bal.use(i, [j, ...]?)`: use consumable `i`, with cards from `hand` as targets when it needs them. - `await bal.rearrange({ hand: [...] })`, `bal.rearrange({ jokers: [...] })`, `bal.rearrange({ consumables: [...] })`: the new order, as a permutation of the current indices. Joker order matters for some Jokers. - `await bal.reroll()`: reroll the shop for `round.reroll_cost` (`SHOP`). - `await bal.nextRound()`: leave the shop (`SHOP`). - `await bal.screenshot()`: the game window as an image (the state is the ground truth; the picture is for orientation). - `await bal.restart()`: only after a game over (`state` `GAME_OVER`): a new run with the same deck and stake. Every other action is refused until you restart. An action that does not fit the game's state or rules is refused with an error that says why; read the state first. The run has already been started for you (deck, stake and seed are fixed); starting runs, returning to the menu, saving, loading and changing the game's values are not available.
balatro_exec
const s=await bal.state();return {state:s.state,money:s.money,blinds:s.blinds,round:s.round}
What came back 852 characters
state
BLIND_SELECT
money
4
blinds
boss
7 fields
tag_effect
empty
status
UPCOMING
name
The Psychic
type
BOSS
tag_name
empty
effect
Must play 5 cards
score
600
small
7 fields
tag_effect
Rerolls in next shop start at $0
status
SELECT
name
Small Blind
type
SMALL
tag_name
D6 Tag
effect
empty
score
300
big
7 fields
tag_effect
Rerolls in next shop start at $0
status
UPCOMING
name
Big Blind
type
BIG
tag_name
D6 Tag
effect
empty
score
450
round
hands_left
4
reroll_cost
5
chips
0
discards_left
4
hands_played
0
discards_used
0
Model
Let me write a helper to show the hand compactly.
balatro_exec2 inputs played · 00:00:01.2 in-game
const s=await bal.select();return {st:s.state,hand:s.hand.cards.map((c,i)=>i+':'+c.key),r:s.round}
Inputs played
Played select
Played select 00:00:01.2 in-game
st
SELECTING_HAND
hand
0:S_A1:D_A2:S_J3:H_J4:C_95:C_86:S_67:C_2
r
hands_left
4
reroll_cost
5
chips
0
discards_left
4
hands_played
0
discards_used
0
Round 1
balatro_exec2 inputs played · 00:00:00.7 in-game
const s=await bal.discard([4,5,6,7]);return {hand:s.hand.cards.map((c,i)=>i+':'+c.key),r:s.round}
Inputs played
Played discard
Played discard 00:00:00.7 in-game
hand
0:S_A1:D_A2:D_Q3:S_J4:H_J5:D_T6:H_67:D_6
r
hands_left
4
reroll_cost
5
chips
0
discards_left
3
hands_played
0
discards_used
1
balatro_exec2 inputs played · 00:00:03.6 in-game
const s=await bal.play([0,1,3,4]);return {hand:s.hand.cards.map((c,i)=>i+':'+c.key),r:s.round}
Inputs played
Played play
Played play 00:00:03.6 in-game
hand
0:D_Q1:D_T2:H_93:H_64:D_65:C_56:H_47:D_4
r
hands_left
3
reroll_cost
5
chips
124
discards_left
3
hands_played
1
discards_used
1
balatro_exec2 inputs played · 00:00:00.7 in-game
const s=await bal.discard([2,3,5,6]);return {hand:s.hand.cards.map((c,i)=>i+':'+c.key),r:s.round}
Inputs played
Played discard
Played discard 00:00:00.7 in-game
hand
0:C_Q1:D_Q2:C_J3:D_T4:H_75:D_66:D_47:D_2
r
hands_left
3
reroll_cost
5
chips
124
discards_left
2
hands_played
1
discards_used
2
Model
Diamond flush: Q, T, 6, 4, 2.
balatro_exec2 inputs played · 00:00:06.6 in-game
const s=await bal.play([1,3,5,6,7]);return {st:s.state,r:s.round,money:s.money}
Inputs played
Played play
Played play 00:00:06.6 in-game
st
ROUND_EVAL
r
hands_left
2
reroll_cost
5
chips
392
discards_left
2
hands_played
2
discards_used
2
money
4
balatro_exec2 inputs played · 00:00:00.7 in-game
const s=await bal.cashOut();return {money:s.money,shop:s.shop.cards.map((c,i)=>i+':'+c.key+' '+c.cost.buy+' '+c.value.effect),v:s.vouchers.cards.map(c=>c.key+c.cost.buy),p:s.packs.cards.map((c,i)=>i+':'+c.key+' '+c.cost.buy)}
Inputs played
Played cash_out
Played cash_out 00:00:00.7 in-game
money
9
shop
0:c_pluto 3 (lvl.1) Level up High Card +1 Mult and +10 chips1:j_misprint 4 +
v
v_seed_money10
p
0:p_buffoon_normal_1 41:p_celestial_normal_2 4
Model
Misprint (+0–23 Mult) is a solid early joker.
balatro_exec4 inputs played · 00:00:00.3 in-game
let s=await bal.buy({card:1});s=await bal.nextRound();return {st:s.state,money:s.money,j:s.jokers.cards.map(c=>c.key)}
Inputs played
Played buy
Played buy 00:00:00.1 in-game
Played next_round
Played next_round 00:00:00.2 in-game
st
BLIND_SELECT
money
5
j
j_misprint
balatro_exec2 inputs played · 00:00:01.2 in-game
const s=await bal.select();return {hand:s.hand.cards.map((c,i)=>i+':'+c.key),r:s.round}
Inputs played
Played select
Played select 00:00:01.2 in-game
hand
0:C_K1:H_Q2:H_93:H_84:H_75:C_46:D_37:C_2
r
hands_left
4
reroll_cost
5
chips
0
discards_left
4
hands_played
0
discards_used
0
Round 2
balatro_exec2 inputs played · 00:00:00.7 in-game
const s=await bal.discard([0,5,6,7]);return {hand:s.hand.cards.map((c,i)=>i+':'+c.key),r:s.round}
Inputs played
Played discard
Played discard 00:00:00.7 in-game
hand
0:S_Q1:H_Q2:C_Q3:H_94:H_85:H_76:H_57:S_2
r
hands_left
4
reroll_cost
5
chips
0
discards_left
3
hands_played
0
discards_used
1
Model
Heart flush: Q, 9, 8, 7, 5.
balatro_exec2 inputs played · 00:00:05.2 in-game
const s=await bal.play([1,3,4,5,6]);return {st:s.state,hand:s.hand?.cards.map((c,i)=>i+':'+c.key),r:s.round}
Inputs played
Played play
Played play 00:00:05.2 in-game
st
ROUND_EVAL
hand
none
r
hands_left
3
reroll_cost
5
chips
1 480
discards_left
3
hands_played
1
discards_used
1
balatro_exec2 inputs played · 00:00:00.9 in-game
const s=await bal.cashOut();return {money:s.money,shop:s.shop.cards.map((c,i)=>i+':'+c.key+' '+c.cost.buy+' '+c.value.effect),p:s.packs.cards.map((c,i)=>i+':'+c.key+' '+c.cost.buy)}
Inputs played
Played cash_out
Played cash_out 00:00:00.9 in-game
money
10
shop
0:j_ceremonial 6 When Blind is selected, destroy Joker to the right and permanently add double its sell value to this Mult (Currently +0 Mult)1:j_baseball 8 Uncommon Jokers each give X1.5 Mult
p
0:p_standard_mega_1 81:p_celestial_jumbo_1 6
balatro_exec4 inputs played · 00:00:01.4 in-game
await bal.nextRound();const s=await bal.select();return {hand:s.hand.cards.map((c,i)=>i+':'+c.key),r:s.round,b:s.blinds.boss}
Inputs played
Played next_round
Played next_round 00:00:00.2 in-game
Played select
Played select 00:00:01.2 in-game
What came back 445 characters
hand
0:H_A1:S_K2:D_K3:C_Q4:S_95:C_66:C_47:D_3
r
hands_left
4
reroll_cost
5
chips
0
discards_left
4
hands_played
0
discards_used
0
b
tag_effect
empty
status
CURRENT
name
The Psychic
type
BOSS
tag_name
empty
effect
Must play 5 cards
score
600
Round 3
balatro_exec2 inputs played · 00:00:00.7 in-game
const s=await bal.discard([4,5,6,7]);return {hand:s.hand.cards.map((c,i)=>i+':'+c.key),r:s.round}
Inputs played
Played discard
Played discard 00:00:00.7 in-game
hand
0:H_A1:S_K2:D_K3:C_Q4:D_75:S_66:S_57:C_2
r
hands_left
4
reroll_cost
5
chips
0
discards_left
3
hands_played
0
discards_used
1
balatro_exec2 inputs played · 00:00:00.7 in-game
const s=await bal.discard([4,5,6,7]);return {hand:s.hand.cards.map((c,i)=>i+':'+c.key),r:s.round}
Inputs played
Played discard
Played discard 00:00:00.7 in-game
hand
0:H_A1:C_A2:S_K3:D_K4:C_Q5:D_66:S_27:H_2
r
hands_left
4
reroll_cost
5
chips
0
discards_left
2
hands_played
0
discards_used
2
balatro_exec2 inputs played · 00:00:05.3 in-game
const s=await bal.play([0,1,2,3,4]);return {st:s.state,hand:s.hand?.cards.map((c,i)=>i+':'+c.key),r:s.round}
Inputs played
Played play
Played play 00:00:05.3 in-game