Our story · The long version

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.

01 The deal

Fine, we’ll make our own org.

The founding charter, more or less

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+
02 / The hand

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.

  1. 9
    Hand 01 JumpTown lockdowns Old-school area denial, before it was fashionable.
    9
  2. 10
    Hand 02 24-hour SPK hold First to hold the revamped SPK for over a full day.
    10
  3. J
    Hand 03 The medbed paradrop Invented here. It is exactly what it sounds like.
    J
  4. Q
    Hand 04 ATLS onto an Irradiated Valakar ATLS suits dropped straight onto an Irradiated Valakar, with orbital fire support overhead.
    Q
  5. K
    Hand 05 The stolen XenoThreat Idris Taken, crewed and operated for 33 hours straight. Ended only by a server crash.
    K
  6. A
    Hand 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.

03 / The deck

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.

The suits
A
Spades Fighter Command
A
AKQJ
5 number cards Ace · SspaceKiwi
A
Diamonds Capital Ship Ops
A
AKQJ
10 number cards Ace · Lotus-Zero
A
Clubs Engineering & Industry
A
AKQJ
9 number cards Ace · MeanGreenEngi
A
Hearts Ground Forces & Spec Ops
A
AKQJ
8 number cards Ace · Tenisha
Outside the suits
W
W
W

4 Wild Cards. No suit, no fixed seat. Dealt wherever the hand needs another ace up the sleeve.

04 / The doctrine

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.