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.
Questions answered
Are Perk Cards the same thing as Traits in Halloween: The Game?
How many Perk Cards can you have equipped in one deck?
Can you put two copies of the same Perk Card in one deck?
Do Perk Card upgrades last forever?
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 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.

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:
| Card | Effect text as printed on screen | Card 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.

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

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 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.”

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:
| Action | On-screen price | Card |
|---|---|---|
| Roll a new card | 1,000 Perk Points (base, adjustable) | Stubborn reveal |
| Upgrade | 2,531 Perk Points | Bullet Belt (level II) |
| Upgrade | 359 Perk Points | Sharpshooter |
| Scrap (refund) | 369 Perk Points | Bullet Belt (level II) |
| Scrap (refund) | 678 Perk Points | Elusory (level V) |
| Scrap (refund) | 51 Perk Points | Sharpshooter |

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.
- Character Traits and stats — the four rated attributes and the fixed per-character passives are on Civilian survival tips and the Heroes of Haddonfield roster.
- Levels, challenges, Prestige and cosmetics — the wider loop is the progression and customization guide. Prestige belongs to that loop rather than to the card system, and its rules are not documented anywhere on this site yet.
- Why a build matters at all — the 1v4 scoring that decides which cards are worth a slot is covered in the multiplayer overview.
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 #3with 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 theROLL PERKSscreen (Stubborn, 1,000 base cost, rarity-odds footer),DECK #1/Perk Cards 8/15, the Sharpshooter pane and theUPGRADE 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.
Related Guides
- Progression and Customization Guide — The pre-launch overview this page updates, plus levels, challenges and cosmetics.
- How to Level Up: XP Awards and Gates — The XP awards and Profile Level gates this page left open, read off live Killer-POV footage.
- Civilian Survival Tips — Character Traits and attributes, the system people confuse Perk Cards with.
- Heroes of Haddonfield Civilian Roster — Which survivor each deck is worth building around.
- All Items and Weapons — The ammo, tools and firearms that ammo- and crit-based cards scale with.
- Multiplayer Overview & Launch Checklist — The 1v4 scoring that decides which cards earn a deck slot.
- Beginner Tips and Mistakes — Where early Perk Point spending goes wrong.
Evidence gallery
Related field reports
characters
Halloween: The Game All Civilians: Stats and Traits Screen by Screen
All 12 Civilians in Halloween: The Game: every attribute rating read off the character screen, with each trait named on screen and its effect quoted.
characters
Halloween: The Game Michael Myers Skins and Their Unlock Requirements
Every Michael Myers skin in the Killer Skins menu with the unlock line printed under it — GHOST, CLOWN, STITCHED, SCORCHED, SAMHAIN, 1978 and the Tints.
game-info
Halloween: The Game Developer and Publisher: IllFonic and Gun Interactive
Halloween: The Game is developed by IllFonic and published by IllFonic Publishing, with Gun Interactive recorded as co-publisher. Studio base, credits, support.
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