The reason new rules get written.
Has life dealt you a bad hand? Time to pull out the Jokers: your linchpin to success against unfavorable odds. Laugh your way to the bank with us up your sleeve.
Fine, we’ll make our own org.
Founded with “Fine, we’ll make our own org” energy, Jokers Gambit has always leaned toward the unorthodox and embraced challenges that others might call impossible, foolhardy or absolutely insane. We don’t shy away from long odds, and we have a long tradition of being the reason new rules get written.
- Jokers in the deck
- 64
- Registered hulls
- 497
- Capital ships
- 37
- Players in our biggest fights
- 100+
Six cards.
No legal hand.
A six-card straight isn’t a real hand. We played it anyway. These are the ones people still bring up in comms.
- 9Hand 01 JumpTown lockdowns Old-school area denial, before it was fashionable.9
- 10Hand 02 24-hour SPK hold First to hold the revamped SPK for over a full day.10
- JHand 03 The medbed paradrop Invented here. It is exactly what it sounds like.J
- QHand 04 ATLS onto an Irradiated Valakar ATLS suits dropped straight onto an Irradiated Valakar, with orbital fire support overhead.Q
- KHand 05 The stolen XenoThreat Idris Taken, crewed and operated for 33 hours straight. Ended only by a server crash.K
- AHand 06 Mining Hathor under fire Mining it while locked in a running fleet action with half a dozen other orgs.A
9 · 10 · J · Q · K · A. The dealer has asked us to leave.
How the deck
is dealt.
Rank here is a playing card. Read the corner index and you know who someone answers to, and what they run.
- JKR The Jokers
The CO and XO. Two cards that outrank the whole deck and run the table.
- A Aces
One per suit. Each Ace leads a division and sits on org leadership.
- K Q J Face cards
The suit’s officers. They run ops, train new blood and keep the suit sharp.
- 2–10 Number cards
The crew. Every op is built on them, and every face card started as one.
- W Wild Cards
No suit. Specialists dealt wherever the hand runs thin.
4 Wild Cards. No suit, no fixed seat. Dealt wherever the hand needs another ace up the sleeve.
Combined arms.
Capital doctrine.
Over the years our specialty has become combined-arms fleet and force operations, from small ops with a handful of Jokers to fleet actions with dozens of capital ships and over 100 players across both sides. We have been at the forefront of engineering and logistics, developing tactics that have become standard capital-ship doctrine in the ’verse.
- 01 · High Take the sky Fighters hold air control and awareness over everything the fleet does. Meet thespades
- 02 · Line Anchor the tempo Capitals and multi-crew hulls set the pace and soak the punishment. Meet thediamonds
- 03 · Surface Put boots down Boarding parties, site security and the jobs that need a rifle in the room. Meet thehearts
- 04 · Everywhere Keep it running Damage control, resupply, salvage and the ledgers that pay for the next one. Meet theclubs
- 33h
- Crewing a stolen XenoThreat Idris
- 24h+
- Holding the revamped SPK
- 20+
- Idris frigates on the roster
- 6
- Other orgs in the Hathor fight, all at once
We are the premier mercenary force in the ’verse. Any job you have, we can get it done.


