Skip to content
Halloween Tips
Powered by Pagefind
Halloween: The Game Guides: Multiplayer, Solo & Escape

Halloween: The Game Perk Cards Explained: Decks & Costs

What Perk Cards do in Halloween: The Game: 15-card decks, six deck pages, Perk Point roll and upgrade costs, rarity levels, and live on-menu card effects.

9/19/2026 Halloween Game Tips Editorial Last verified: 9/19/2026 13 min read
Halloween: The Game DECK #3 perk deck screen showing six deck pages with two padlocked slots and thirteen equipped Perk Cards including two copies of Slippery

Questions answered

Are Perk Cards the same thing as Traits in Halloween: The Game?
No. Traits are fixed passive abilities printed on a specific Civilian, such as the Popular trait on Alexis Purcell or the door-picking bonus built into Marcus, and you cannot remove or reroll them. Perk Cards are the separate collectible system: you roll them with Perk Points, store them in a fifteen-slot deck, and equip or scrap them freely. The two appear on different screens and change different things.
How many Perk Cards can you have equipped in one deck?
Fifteen. Both live recordings show a fifteen-slot ceiling on the deck panel, reading "Perk Deck 13/15" in one and "Perk Cards 8/15" in the other. You can also keep several saved deck pages — the deck screen shows six slots, and the last two are padlocked until you buy them with Perk Points.
Can you put two copies of the same Perk Card in one deck?
Yes, and the menu proves it: the thirteen-card deck captured on screen lists Slippery twice, once at level II and once at level IV. The creator whose ranking video this draws on states that duplicate cards stack their effects during a match, which is his gameplay claim rather than something the menu spells out.
Do Perk Card upgrades last forever?
No. The in-game confirmation dialog says "Would you like to temporarily upgrade this perk for 359? This will increase the effects of the perk for a few matches." The exact number of matches is not published on that screen, so treat upgrades as a per-match-budget decision rather than permanent progression.

What are Perk Cards in Halloween: The Game?

Perk Cards are the Civilian side of the game’s progression loop: collectible modifier cards that you roll with Perk Points, store in a deck of up to fifteen, and equip before a match. Unlike a character’s Traits, which are printed permanently on that survivor, Perk Cards are tradable, upgradeable, scrappable, and — the part that changes how you play — randomly drawn during a match rather than guaranteed.

Last verified: September 19, 2026.

The Halloween: The Game DECK #3 Perk Deck screen for Laurie Strode listing thirteen equipped cards across fifteen slots with two padlocked deck pages and a 26,891 Perk Point balance

The Perk Deck tab sits on the character screen next to Appearance and Starting Item. Watch at 0:18.

That distinction is the whole reason this page exists separately. The Civilian survival tips page quotes Traits — Popular, Panic Contagion, Smooth Talker — straight off the character HUD, because those belong to a named survivor. Perk Cards belong to you, not to the character, and they are the layer the progression and customization guide deliberately refused to publish numbers for before launch. This is that post-launch evidence update.

How many Perk Cards fit in a deck, and how many decks can you own?

Two independent caps show up on screen, and they are easy to conflate.

The deck holds fifteen cards. One recording’s panel header reads Perk Deck 13/15 with thirteen named cards listed underneath; another reads Perk Cards 8/15 with eight. The /15 is identical in both, which is the cleanest available evidence for the deck size.

The deck pages are a separate axis. The deck screen is headed DECK #3 with a ‹ › pager and a row of six card-shaped slots — four open (one carrying a selection tick) and the last two wearing padlock icons. So you are buying extra saved loadouts, not extra cards.

A Halloween: The Game DECK #1 Perk Cards panel reading 8 out of 15 slots filled with Barricade, Brimstone Fuse, Convincing Plea, Field Triage, Guardian Shadow, Liquid Courage, Savior Stimulant and Stubborn listed beside their levels

Eight cards in this deck, and the roll tray below it caps at 18/50 in this recording. Watch at 4:07.

What the deck pages cost is not legible in the clean footage. The creator behind the most detailed live deck walkthrough states that the sixth slot is priced at 25,000 Perk Points and complains that “they should all be the same price” (1:02) — report that as his reading of the screen, not as a published price list. The same creator says the deck holds fifteen slots and that there are “over 50 cards, 51 cards to be exact” (0:00); the fifteen figure matches the menus, but no on-screen counter in any reviewed recording confirms a total card count, so this page does not state one.

What do Perk Cards actually do?

Each card’s effect is written verbatim on its detail pane, above the action buttons. These four are legible frame by frame in the reviewed footage:

CardEffect text as printed on screenCard level shown
Bullet Belt“You can hold 20% more ammunition per stack”II
Elusory“Slows Stalk progress applied to you by 50%”V
Sharpshooter“Ranged weapon crit damage increased by 20%”—
Stubborn“Move 25% faster while wounded”V

Beyond those, the two captured deck panels and roll tray name a further set of cards without showing their text: Aura of Awareness, Barricade, Brimstone Fuse, Convincing Plea, Deaden, Field Triage, Guardian Shadow, Hardened, Knockout, Lethal Pitch, Liquid Courage, Savior Stimulant, Shield of Law, Slippery, Unphased, Voice of Reason and Witness State. Note the spellings — the menu prints Unphased, not “Unfazed”, and Convincing Plea, not “Max”. Any database that copies a transcript will get both wrong.

The Halloween: The Game Bullet Belt Perk Card detail pane reading You can hold 20% more ammunition per stack with Equip, Upgrade costing 2,531 Perk Points and Scrap returning 369

Upgrade and Scrap are priced per card, and Scrap refunds far less than Upgrade charges. Watch at 0:30.

An Elusory Perk Card selected in the Halloween: The Game deck menu, its description reading Slows Stalk progress applied to you by 50% with Unequip and Scrap 678 buttons on a level V card

A card already equipped swaps its Equip button for Unequip; the Scrap value rises with the card. Watch at 0:45.

How do you get new cards, and what does a roll cost?

You buy them with Perk Points, the currency whose balance sits at the top of every Perk Deck screen (26,891 in one recording, 39,667 and 42,167 in the other). The roll screen is explicit about the wager mechanic: a footer line reads Spend additional Perk Points to increase your chances at a higher rarity Perk Card, and the roll button shows a base price of 1,000 Perk Points with L1 / R1 prompts either side to adjust it.

The Halloween: The Game ROLL PERKS screen revealing a rarity level V Stubborn card reading Move 25% faster while wounded above the note that spending additional Perk Points raises your chances at a higher rarity card

The reveal card, its rarity V marker, and the 1,000 Perk Point base roll cost are all on this one screen. Watch at 0:20.

The official system description, read out in the progression news roundup this footage also draws on, is that completing matches supplies the points, that spending more per roll raises your odds of a higher rarity card, and that Perk Points can also temporarily upgrade cards you already own for a set number of matches. The live dialog confirms the third part word for word.

What do upgrading and scrapping cost?

Upgrading is not permanent, and the game says so in a confirmation dialog:

UPGRADE PERK? — “Would you like to temporarily upgrade this perk for 359? This will increase the effects of the perk for a few matches.”

The Halloween: The Game UPGRADE PERK? confirmation dialog asking whether you want to temporarily upgrade the perk for 359 Perk Points with Confirm and Cancel buttons

This is the screen that proves upgrades are temporary — the match count is never shown. Watch at 4:10.

Observed prices, all read off card panes:

ActionOn-screen priceCard
Roll a new card1,000 Perk Points (base, adjustable)Stubborn reveal
Upgrade2,531 Perk PointsBullet Belt (level II)
Upgrade359 Perk PointsSharpshooter
Scrap (refund)369 Perk PointsBullet Belt (level II)
Scrap (refund)678 Perk PointsElusory (level V)
Scrap (refund)51 Perk PointsSharpshooter

A Halloween: The Game live match HUD with a translucent rarity V Slippery Perk Card overlay displayed beside a Civilian inside the Haddonfield police station

Cards surface on the in-match HUD too, which is where the rarity border and level marker matter most. Watch at 3:45.

How do rarity, levels and duplicates work?

Two separate markers appear on every card. A roman numeral (I–V) is the card’s level; a row of filled dots tracks its rarity tier — the captured decks show two-dot, three-dot and four-dot cards side by side, and the card borders shift from plain grey to purple to orange-red as the tier climbs. Elusory and Stubborn both appear at level V with the orange-red border; Bullet Belt is a plain level II with a grey one.

Duplicates are legal inside one deck and the menu shows it directly: the thirteen-card deck lists Slippery twice, once at level II and once at level IV. Whether they stack is a different question — the ranking creator states flatly that “it has been confirmed that they stack”, and illustrates it with two 10% Knockout cards giving 20% (10:11). That is his claim, tested in his own matches; the panes above only prove you are allowed to equip both.

The in-match layer is where the randomness bites. The deck creator’s own summary, hedged and self-corrected in the same breath, is that you “get to pick three cards … pick one out of three cards is what I meant”, that cards have to be activated during the round, and that you can end up holding a card you do not even own in your deck (0:31, 12:39). He rates that as a design strength over fixed-perk horror games, because a killer cannot memorise a guaranteed build.

Which Perk Cards are considered the best?

No clean recording publishes a power ranking, so everything below is attributed opinion rather than game fact. The most-cited live list is WEEZYFMAMBA’s top ten, in his order: Slippery first (“when grabbed, your struggle minigame difficulty is reduced by 25%” at level three), then Thick Skin (“sharp damage resistance increased by 15% at level two”), Deaden (“noise pings you generate have their transparency reduced by 50%”), Adrenaline, Knockout (“Michael stays down 10% longer”), Solid Foundation (“poise increased by 20%”), Unphased (“fear buildup reduced by 10%”, rising to 50% at legendary), Stubborn, Survival Intuition, and Trespasser tenth (15:54, 04:05).

Two of his claims are worth flagging as contested rather than settled. He reports Trespasser as bugged — the card advertises a four-second lockpick hold but he measures twelve seconds at level three (03:03) — and he reports Survival Intuition as not scaling at all, saying his level four epic still marks only one random escape location (04:35). Both are single-playtester observations on a specific patch. Verify them on your own build before spending upgrade points, and expect the numbers to move: the same creator notes civilian stamina regeneration was already nerfed in a prior patch (12:20).

How Good Are Perks In Halloween: The Game — DiBzyy (clean live Perk Deck footage)

Where do Perk Cards end and the rest of progression begin?

This page stops at the cards: what they are, how many fit, what the menus charge for rolling, upgrading and scrapping them. Three adjacent systems live elsewhere on purpose.

Everything above is the Civilian side: the deck captured on screen belongs to Laurie Strode, and the live ranking video is explicitly about civilian perk cards. Michael’s kit is described in different terms again — two traits, Killer Sense and Shape Jump, plus selectable abilities — on the Michael Myers page.

Sources

  • DiBzyy — How Good Are Perks In Halloween: The Game (video ID 8Y3Cs4cKzyA, ~29 min). Source of the live Perk Deck frames: DECK #3 with six deck pages and two padlocks, Perk Deck 13/15, Bullet Belt / Elusory panes, and the in-match card overlay. Deck-size and pick-one-of-three statements from 0:31 and 12:39.
  • CptCATNIP — Level Progression | Perk Cards | Prestige System + MORE! Halloween: The Game (video ID yGSOpMUNP_I, ~4:38). Source of the ROLL PERKS screen (Stubborn, 1,000 base cost, rarity-odds footer), DECK #1 / Perk Cards 8/15, the Sharpshooter pane and the UPGRADE PERK? dialog. System description at 3:39 restates the official progression overview. Because this is a short news-format roundup rather than a live gameplay recording, its menu captures may predate the shipping build — treat the roll, upgrade and scrap prices it shows as figures to re-check in your own live menu.
  • WEEZYFMAMBA — TOP 10 BEST CIVILIAN PERK CARDS & LOADOUTS (video ID n-7SZICfTr0, ~18 min). Text source only. Every frame in this recording carries a facecam, a channel logo overlay and a capture timestamp, so no screenshot here is taken from it; its card effects and deck-slot price are quoted from the creator reading his own on-screen menus, and its rankings are labelled as opinion throughout.
  • On-screen text quoted verbatim: Perk Deck, Perk Cards, DECK #3, DECK #1, Roll Perks, Equip, Unequip, Upgrade, Scrap, UPGRADE PERK?, Spend additional Perk Points to increase your chances at a higher rarity Perk Card., BULLET BELT, ELUSORY, STUBBORN, Slippery, Unphased, Convincing Plea, Barricade.
  • Not established by any reviewed frame: the total number of Perk Cards in the game, the price of each locked deck page, the number of matches an upgrade lasts, whether duplicate cards stack, and the rarity drop rates.

Evidence gallery

Related field reports

Was this report useful?