Luck be a Landlord Rare Items, Symbols & Essences

Welcome to our Luck be a Landlord Rare Items, Symbols & Essences guide. This guide will […]

Welcome to our Luck be a Landlord Rare Items, Symbols & Essences guide. This guide will show you general tips, math, tables, and a discussion of each symbol and item in the game.

Luck be a Landlord Rare Items, Symbols & Essences

This guide is not including endless mode. The game is balanced to top out at 777 gold. To get further than that you need some kind of great combo, which is not usually required to win the game. Just a bunch of decent symbols combined with something extra (I’ll explain a little more about that later). We know that there are people who have a hard time finishing the Luck be a Landlord game. If you are one of those who find it difficult to finish the game, let’s take you to our Luck be a Landlord guide.

Table for each round

You have a set number of spins in each round to get a certain amount of money. This means that you have to hit some specific marks. To get a good idea of what those marks are, here is a table to get this idea:
Numbers between brackets are the rent payments on higher apartment floors.

Money | Spins | Money per spin | Money per square

  • 25 | 5 | 6 | 0.3
  • 50 | 5 | 11 | 0.55
  • 100 | 6 | 18 | 0.9
  • 150 | 6 | 26 | 1.3
  • 225 | 7 | 34 | 1.7
  • 300 | 7 | 44 | 2.2
  • 350 (375) | 8 | 45 (48) | 2.25 (2.4)
  • 425 (450) | 8 | 55 (58) | 2.75 (2.9)
  • 600 | 9 | 68 | 3.4
  • 625 (650) | 9 | 71 (74) | 3.55 (3.7)
  • 650 (700) | 10 | 66 (71) | 3.3 (3.55)
  • 777 | 10 | 79 | 3.95

Note that the numbers are corrected for having to pay 1 gold every spin (except the first spin, where you get 1 gold for free). Money per spin is rounded up for each spin.
You have to pay 1 gold per spin, so you can’t survive by not picking any symbols for the first 5 spins, but it’s easy to do by just picking a few. After that you slowly need to start averaging 1 per square. From 150 you need to transition to 2 per square on average and from 550 you need to be making 3 per square on average.
It also means that if you’re already making 77 per turn before the end of the run, you don’t really need anything special anymore, but you can focus on cleaning up the inventory and adding a few more things to make sure you make rent at the end.

A lot of the time, you can even get away with just having all of your symbols be 3 value and saving up a little bit before the end. If you have 187 gold saved before the final round and make an average of 3 per square, you are still going to make rent at the end.
Hopefully this table helps a bit in gauging how much you need to make in each part of the game and to know if you’re on track or not.

How to approach the game

The above table tells us that early on we can get by with just a few things, but we need to transition to making more and more per square on average constantly. This is a big strike against the consuming symbols (Dwarf, Toddler, etc), since they make you a quick buck early, but will do less and less as the run goes on, eventually being a real downer on your average money.
Exceptions are the rare consumers that become more valuable as they consume (Archaeologist, Diver, etc). Those are always great and break even after eating even a single item (at which point they are worth 3 gold a piece).

That said, early on it’s important to take enough symbols to stay alive. If you’re taking symbols that are worth 1, it helps to focus on the ones that are easy to make better later in the run by items or synergies.

Be careful not to spread yourself too thin. If you have a Toddler, a Dwarf, a Bounty Hunter and a Bear you’re always going to end up falling short at some point, since all of those are worth 1 throughout the run. If you’re going with an early Dwarf, try to not take other consumers and focus on making the Dwarf good instead of taking multiple angles that all have to keep working out for the whole thing to be worth it.

It can be good when you’re able to go all-in, but that won’t always happen. You might want to do something with Flowers or Cultists and end up with just 2. That’s okay, as long as you focus on taking higher-value symbols instead of clinging to the hope that this one thing that you wanted to do on spin 3 isn’t going to stop you from doing something else strong on spin 30.
If none of the crazy synergies happen, just focus on picking things that are worth 2 and after that focus on picking things that are worth 3. That way, you’re most likely to stay in the run until something stronger shows up.

Don’t be afraid to pick a 3 value item if it doesn’t synergize with anything you already have. It’s going to outperform the 1 value items you still have and won’t be a liability unless you already have something very strong going on.

It helps to theme your picks a little bit to make for a possible big payoff later. If you took a Peach early and later on you have to pick between a Plum and a Copper, going for the Plum will be better if you have some synergy with fruits coming up.

Items are the thing to watch out for. For example: if you took a Wolf early to have something that is worth 2, Quigly the Wolf will be great for you, as it makes all wolves worth 3. It makes the Wolf pick from earlier better and gives you more opportunities to pick more and more 3 value symbols.
Of course, at that time you’re actively hoping for Moons and Beastmasters, but you don’t need them to turn the wolves into a win. Just look for any synergy you can and have all of the 3 value items you can.

Phases of the game

Early Game:
Common symbols are generally not the best, so try to pick as few symbols as possible while still making rent.
Anything that makes or can make 2 at this point is really strong and will carry you a bit.

Things to watch out for:
Cultists or Crabs can carry you all the way to the late game if you manage to stack up on them. Never pick both though, since they do fight with each other for space.
If you go this route keep in mind to pick as few other symbols as possible, keep your eyes open for other powerful things just in case the plan doesn’t work out. You don’t want to have tunnel-vision and miss other strong things.

Anything that has a 2 value is great at this point, so pick them aggressively early.

Things that remove themselves from your inventory are great here. This is why keys and lockboxes are strong at this point. The cash infusion is great early and prevents you from taking other symbols that might not work out in the long run.

Coal is really strong early. Diamonds are basically Cultists with another +5 strapped on, even though you don’t need them to be better than 5 value. Always pick these early if you can make rent this month.

Mid Game:
Once you’re around 150 rent, start actively picking and choosing which symbols to choose from. If you can stay under 25 symbols all the better. Just remember that if you have less than that, empty symbols will fill you up to 25.

If you have strong synergies, lean in on them and actively avoid picking up mediocre things. Just make sure your synergies are worth it, since it’s easy to feel comfortable and end up accidentally stop getting better.
At this point you pick 3 value symbols over pretty much anything, unless you’re very far ahead and looking for specific synergies.
Be careful to work on multiple different synergies at once though. It’s easy to have a deck with a lot of themes that don’t work together in any way and end up not making rent because of inconsistencies.

Otherwise, pick up symbols that are as high value as possible while making sure to make each rent.
Actively look for synergies and rares that might be viable in the late game. Anything that scales is good here, especially symbols like Archaeologist and Mrs. Fruit.

Most importantly: actively look for items that have late-game potential. Cleaning Rag and Fruit Basket are the big winners here, but anything that can work on multiple symbols can help you reach the late game.

Late Game:
Try to lean in on your synergies and make them as good as possible. This means actively looking for things that multiply your existing symbols and things that can give more than 3 in combination with other symbols. Anything that makes multiple symbols better is great and things that give 4 or more are also always something that can get you to 777.

Also try to clean up your inventory. Get rid of things like Cherry and Shiny Stone with consumers and try to look for any ways to make your synergies show up more often by removing anything else.

Reroll and remove

From the 150 rent payment you start getting Reroll tokens and Removal tokens. These are added every rent payment from then on.

A general guide to Luck be a Landlord

Reroll:
Rerolling gives you a new selection of symbols to choose from when you activate it. Rerolling takes rarity into account (except when you activate it during a Symbol Bomb for example, which ignores other rarity modifiers), which means that you can use it at the rent payment roll, which gives increased rare chance and try to dig for a better option.
If you combine this with a Lucky Capsule, the rare slot is locked in, which means that you will be able to dig for a guaranteed rare.

A general guide to Luck be a LandlordRemove:
Removing specific symbols is extremely powerful. Try to save this for when you’re at 26 symbols or more and try to remove the one that is adding the least to your overall strategy. Usually you’re going to remove the Coin first, since the Cherry and Pearl can be eaten by Mrs. Fruit and the Diver and the Cat has possible good synergies with items.
Also allows you to add symbols more actively early, since they are pretty easy to remove when they have outstayed their welcome.
Does not count as a destroy action, so will not trigger actions that depend on destroying a symbol.

A general guide to Luck be a LandlordEssence:
Each of these will give you an essence draft after the next rent payment.
Item Essences are extremely powerful and getting two of them (if you’re playing floor 11 and below) is game-breaking. These tokens are extremely powerful because of that.
There’s not much strategy to these tokens, so just accept them and they will automatically be cashed in.

Common symbols part 1

A general guide to Luck be a LandlordAnchor:
Gives 1.8 on average (5 in the corners, 1 everywhere else). Great common symbol that can be removed by the Diver or Pirate.

A general guide to Luck be a LandlordBanana:
Mediocre. Works well with monkeys and has some other synergies but the banana peel is hard to get rid of sometimes. Okay to pick up if you have a Thief and a Monkey already, but can be a reason that the transition to the late game may be slow.

A general guide to Luck be a LandlordBanana Peel:
Only take this if you already have a Thief that you need to get rid of. It’s dead weight in any other situation.

Bee:
Great if you have to pick something early on. Can give more than 1 early because you already have a flower and can be part of a Flower engine that can win the late game. Can get out of hand in theory, but getting flowers consistently is unreliable. If you have a Beehive this can also do wonders for you.

Beer:
Usually not relevant. Pick it if you have a Dwarf early or if you have Happy Hour and you’re looking for 2-value symbols. Otherwise not great.

Bounty Hunter:
Very bad. Only gives 1 and only deals with Thieves that you want to have build up a bit first before offing them. Taking one early is usually bad and even later I’m very hesitant to have them on board.

A general guide to Luck be a LandlordBubble:
As a temporary 2-value symbol this is often a better pickup than 1-value commons, but it removes itself, so you will have to take other things to make sure you actually stay afloat in the midgame. Decent, but doesn’t scale with the game at all.

A general guide to Luck be a LandlordCandy:
Pretty bad unless you already have a Toddler. Being worth 1 is often bad.

A general guide to Luck be a LandlordCat:
There are a lot of ways to make Cats better. This means that if you have to pick up a 1 value symbol, Cat is a great bet, since it can be relevant late game if you have the right synergies.
That said, early on it’s often better to go for the more immediate payouts.
Cheese:
Can do work with Mouse, and has some food synergies, but as a 1 gold item it’s often still going to be underwhelming. Pick it early if you already have a mouse, otherwise it’s often good to go for something else.
A general guide to Luck be a LandlordCherry:
You start with one and it’s almost always just going to be worth 1. Can be destroyed with Mrs. Fruit, which is great, but otherwise not a great pickup.

Coal:
Great if you can get away with it. Diamonds are worth 5, which is a really great amount. They also scale well with a number of factors, since they have a lot of synergies.
Always pick these if you know you can make rent this month.

Coin:
You start with this and it’s generally not good. The only reason to pick this is when you have the Triple Coins item. Otherwise will never give more than 1.

Crab:
Can be extremely strong if you can get a lot of them and have them show up consistently. A liability if there are only a few or if you have a lot of other symbols. Diver is a great backup plan if you can get it, so it’s okay to hedge your bets and pick up one or two of these if you see them. If you have a lot of them, you can actually try to make them work for you consistently.
Watch out when adding symbols that increase your rare chance, since they make it less likely to find more Crabs.
Crow:
Gives 1.2 Every turn on average, has some interesting synergies. Doesn’t scale well with the game, but okay if you need to pick something.

Cultist:
Starts off as 0 value, but can be late-game viable if you can pick up multiples. Not a forced pickup, but can be a decent way to prepare for a possible late-game.

Dog:
Has interesting synergies with humans, which can help this symbol out late-game. Usually picked when you have Quigley the Wolf, but it’s relatively common to have a lot of humans later on in the run.
Do note though, that even when this gives its bonus, it’s still a 2 value symbol, so if you don’t have any other synergies with it, this won’t carry you late game.

A general guide to Luck be a LandlordDwarf:
The drinks can give you a nice boost and works well with the Bartender if you have it, but can be a liability later in the run. Be careful with adding something like this and don’t add more symbols like this if you can help it.

Egg:
Has a bunch of very good interactions, but the way it multiplies can be a giant downside if you don’t have it yet. Try to wait to get the synergy first, so that you don’t pollute your symbol pool too much early.

A general guide to Luck be a LandlordFlower:
Flowers are one of the strongest late-game strategies because all of the symbols that work on flowers are multipliers, which means that the numbers can go up a lot.
Really difficult to make work consistently, but you can pick up a Flower early to give yourself the opportunity to have a great possible endgame. In the short term there are often stronger options though.
A general guide to Luck be a LandlordGambler:
An interesting variant to the Thief. Dice are generally good pickups and this makes them a bit better, so that’s a reason to try these out.
Common symbols that remove themselves are usually worth picking early, although this doesn’t scale extremely well into the late game.

Goldfish:
Being able to destroy Bubbles means that this is never a really bad pick, but usually you’ll grab this because you have a Diver or Fish Tank.
Remember that Bubbles remove themselves quickly, so if you have a lot of symbols, the synergy might not even come up.

A general guide to Luck be a LandlordGoose:
Probably best to avoid this, but the chance to have the Golden Egg is obviously fun. I personally can’t resist picking this up if I have nothing going on yet, but it’s very unlikely to pay out, so it’s probably not good.

A general guide to Luck be a LandlordKey:
Nice to get one early since it’s very easy to remove. Combine with a lockbox or a safe for a quick buck.

Light Bulb:
A 1-value symbol that can give some good money later on in the run. Not bad to pick up as it removes itself. If you pick it really early it will just give a little bit of money due to the Pearl being there, but it’s still better than nothing. Late in the run it can do great things, although not for long.

A general guide to Luck be a LandlordLockbox:
Fine early investment as it’s very easy to remove so it’s an easy pickup if you want to make rent early. Does not hinder you in the late game, so no problem adding it.

Common symbols part 2

A general guide to Luck be a LandlordMagpie:
The -1 per turn can work out to hold you back a lot if you’re not careful, but it does pay out 1.2 on average over the longer haul. Has a bunch of synergies, but will often be dead weight. Pick if you have to, but don’t count on it being really strong.
With a Tax Evasion, the bonus is 2.2, which is fine for the mid-game.
A general guide to Luck be a LandlordMilk:
It looks like a 1-value symbol, but now that the Cat drinks the Milk for 9 money, this is actually a free 9 gold symbol early. Great pickup since it’s eaily and consistently removed.

Miner:
Can do great work, but will stay in your deck as a 1 gold symbol unless you have some way to destroy him (which is pretty rare). The ores can give you extremely strong items, but can also easily give you a bunch of pearls that might be difficult to get rid of. The 15 gold can add up, but the fact that you are probably trashing your deck with useless symbols in the mean time can be a big problem.
Not a shame to take if you have to, but not a symbol to actively strive towards early.
If you already have a golem or some big ores, can be a good pickup to try your luck. Also great if you have an X-Ray.
Monkey:
Okay pickup, mostly because of its interaction with Coconuts. Bananas are a double-edged sword since they are extremely hard to remove. The monkey itself brings only 1, so it’s hard to have it be worth more than that later in the game.
Okay to pick up early if you want an early boost, but will hold you back late.

A general guide to Luck be a LandlordMouse:
Not a great pickup as there are no ways to destroy it. Has nice interactions with Cheese and Ninjas and can even be a good pickup in the middle part of the run. Can be a decent hedge, but watch out picking this up if you don’t already have something to make it good.

A general guide to Luck be a LandlordOre:
Can give great things, but kind of bad on its own. Pick if you already have a Mining Pick or a Miner, or if you need any symbol. Not hard to get rid of, but might become a Pearl or other mediocre symbol.

A general guide to Luck be a LandlordOwl:
Gives an average of 1.3 gold every turn. Better than a few other 1 value symbols on that basis already. Has a number of synergies that can make it better, making this a symbol that can translate better into the later stages of the game.

A general guide to Luck be a LandlordOyster:
Will pollute your deck with Pearls unless you have a way to get rid of them like a Diver or Archaeologist. Getting stuck with a constant stream of Pearls will often lose you a run later. Only pick this if you already have a way to get rid of the Pearls.

A general guide to Luck be a LandlordPearl:
Only worth 1, so not a good pickup usually. Has a really high amount of synergies though, so it’s often worth it to get these later on. The fact that both Oysters and Ore give these means that you don’t usually have to actually pick them. You start with one, so you will never be without the first Pearl.
A general guide to Luck be a LandlordPresent:
Okay in the early game as it removes itself and gives a boost, but only gives an average of 0.83 per spin when all is said and done. Probably best to avoid this unless you have synergies with it.

A general guide to Luck be a LandlordSeed:
Can be an okay starting symbol as it can randomly reward you with an uncommon or rare. Will often become a Flower, which is fine a lot of the time. If you get a Cherry or Banana that’s more of a bad thing.
Fine to pick if you’re actively looking for Flowers or fruits. Also fine if you have the Compost Heap item, but there are often stronger options available.

A general guide to Luck be a LandlordShiny Pebble:
Only worth 1 at first, but the increased chance for higher rarities stacks up quickly. Does great work in a lot of runs and can get eaten by an Archaeologist if you manage to get one.

A general guide to Luck be a LandlordSnail:
Gives 5 every 4 spins, which averages out to 1.2 per spin. Has some synergies, but is hard to actually get enough value out of to have it be worth a place in your deck. Not a shame to have, but usually best to just pass on it.

A general guide to Luck be a LandlordThree-Sided Die:
Good early pickup. Worth 2 on average and has two items that are great with it. No synergies so doesn’t scale well into the late game, but it’s a common symbol that is worth 2, which is better than most other common symbols.

Toddler:
Pretty bad. Even with a Jack-O-Lantern, only 2 gold. Candy and Piñatas also just give 1, so only good for a temporary boost. Can get you through the early game if you really need something, but will almost always actively hinder you late game.

A general guide to Luck be a LandlordTurtle:
Gives 1.3 per spin on average. Doesn’t scale well into the later stages of the game, but can be eaten by a diver if you have it. Not a great pickup, but not actively bad if you have to pick something.

A general guide to Luck be a LandlordUrn:
Great pickup, since it’s easy to get rid of with a Gravedigger (common item). The spirit it gets you is extremely strong.

Uncommon symbols part 1

A general guide to Luck be a LandlordBar of Soap:
Great if you have empty spots, since it removes itself and gives a decent payout in the meantime. Not worth it later, but good early.

Bear:
A 2-value symbol with an inbuilt way to make it better. Maxwell the Bear makes it into a 3-value symbol on its own, so this is definitely a great pickup.

Big Ore:
Can be good just as a 2 cost symbol.
It breaks into two random stones, which can be great, but can also backfire when you get two Pearls. You can just pick this up and leave it be, but if you’re actively looking to break ores, this is a great pickup, since it doesn’t cost you anything in the mean time.

A general guide to Luck be a LandlordBig Urn:
Good as a 2 value symbol and has great synergies with the Grave Robber. Auto-pickup early, only pick it late if you have a Grave Robber.

Billionaire:
It’s extremely rare to pick this up without already having a Guillotine. You can make the multiplier work if you have multiple wines, a Happy Hour and not a lot of symbols, but it’s extremely rare that it’s correct to try that.

Bronze Arrow:
This symbol will on average point to 1.375 other symbols. Will often pay out an okay amount and scales with the other symbols you have. Best when you have some strong things going on already.
Will destroy any Targets you have, so that gives them a good way to be removed later on in the run

A general guide to Luck be a LandlordBuffing Capsule:
Gets stronger as the game goes later. Only gives a one-time buff, but that buff can be really strong. Usually a good pickup, almost always better than skip.

Chemical Seven:
The one-time boost of 7 gold is nice, even if you’re not looking to get the 7-item right now. Often correct to pick up if there aren’t any symbols that give you a good permanent boost.

A general guide to Luck be a LandlordChick:
Only pick this if you actively want a chicken. Remember that Chickens are only worth 2 on their own and they produce Eggs, which are only worth 1. You better have a good plan if you’re picking this.

A general guide to Luck be a LandlordCoconut:
Only pick this up if you have a Monkey. Good payoff for the Monkey, as the Half Coconuts are worth 2. Only worth 1 itself, so be sure to only use this early, when your item pool is still small.

A general guide to Luck be a LandlordCoconut Half:
Worth 2, which is good on its own. If you have a Monkey, will definitely be worth it, but don’t add a monkey to make the Coconut Half good since the Monkey will be worse in the long run.
A general guide to Luck be a LandlordFive-Sided Die:
Will pay out an average of 3 each spin. Great early, doesn’t have a lot of synergies, so can be a liability late game.

Essence Capsule:
Essence is so strong that this is a very high pickup. Will often be better than other available options. Losing 12 gold can lose you the run if you’re not careful, so make sure you have 12 gold to spend on this. In the long run you’ll make it back though, so it’s worth it.

A general guide to Luck be a LandlordGolem:
Great if you’re looking for Ores, can junk up your deck if you’re not looking for Ores. Only pick this if you really want as many Ores as possible.

Hex of Destruction:
Can get rid of bad symbols for you, but can also backfire as the run goes longer. At its best when you have symbols that add other symbols or symbols that you actively want to destroy. Also a symbol you want to pair with a lot of ways to pick up rares, so that the symbols that you are destroying can be replaced with better ones.

A general guide to Luck be a LandlordHex of Draining
A lot better than it looks. If this drains a 1 value symbol it will give 2 instead of 3 and if it drains a 3 value symbol it will give 0 instead of 3. Once you start to have symbols that are worth 3 or more and you rely on them it might be time to remove the Hex of Draining to prevent it from randomly costing you money.
Can be good to pick early in order to make early rent, but only pick it up if you have to do it.
A general guide to Luck be a LandlordHex of Emptiness:
The fact that this gives 3 is good, but missing on one third of your picks can really be a big deal over a full run. Luckily this will never force you to skip the symbols after a rent payment, since those are critical. Sometimes you need this, but can also lose you the run long-term. Pick with caution!

A general guide to Luck be a LandlordHex of Hoarding:
The downside to this one is often manageable since there are many symbols that remove themselves and you can reroll if you don’t like the one you see. Decent pickup early, but needs you to carefully manage your inventory.

A general guide to Luck be a LandlordHex of Midas:
Getting gold symbols is often not great, but if you have Triple Coins or a Pirate this can work in your favor. Rarely correct to pick, but sometimes worth it.

Hex of Tedium:
Can be great if you’re actively looking for Crabs or Cultists. Can also handicap you, since rares are often the best way to deal with the late game. Sometimes you need something like this to stay in the game, but be careful not to have it hinder your progress too much.

A general guide to Luck be a LandlordHex of Thievery:
Pretty bad. Pays out an average of 1.2 per spin on its own and 1.5 with Tax Evasion. You can think of this if you have Holy Water or Ritual Candle, maybe if you have multiple Witches. Otherwise, think of this as a 1 value symbol.

Hooligan:
As a 2-value symbol this is a decent pickup, that can give a payoff later on when it breaks Urns or Tombstones. Allows you to pick these up early to break them easily, but also is a free pickup if you already have any Urns. Decent all around.

Hustling Capsule:
The gains of a single Capsule are not great, but multiple ones of these stack up a lot over the game and can be a big part of a sustainable strategy. Can hinder you in making next rent, so be careful in picking it early.
Importantly though: this does not take up a slot during the rest of the run and generates passive income over the course of the run. If you can afford next rent and don’t see another symbol that helps you out a decent amount this is a great pickup.
Item Capsule:
Common items can do a lot for you, but are not guaranteed to be good. Usually worth it, but can easily give you no advantage. If you have possible gains from it, is almost always better than a skip.

Uncommon symbols part 2

A general guide to Luck be a LandlordJellyfish:
If you need a 2-value symbol, this is a decent one. Has animal synergies and Diver synergies.
Designed to work well with the Diver, but it’s worth noting that you can remove this with a removal token and instantly get refunded.

A general guide to Luck be a LandlordLucky Capsule:
Getting a rare symbol is often extrely strong, but you are skipping a turn to do it. Usually correct, but other symbols might be better to take, especially just before the end of the month.

A general guide to Luck be a LandlordMatryoshka Doll:
Great early pickup. Starts off as 0, but quickly scales to 2 and 3, ending at 4. Don’t pick this up late, but if you see one early it scales with the rest of the pool perfectly. No synergies, but as it ends on 4 it doesn’t need them.

A general guide to Luck be a LandlordNinja:
Decent to add in the middle stages of the game, has a bunch of good interactions.

A general guide to Luck be a LandlordOrange:
Just a decent 2 gold piece of fruit. Good to transition into the mid-game or to feed to Mrs. Fruit or a Pirate.

Peach:
Giving 2 is great for the mid-game and have a few ways to be relevant later. Good pickup if you’re looking for 2s.
The Seed is only added when this is destroyed so it will often be irrelevant. Can backfire when you have a Miss Fruit and get a Flower from the Seed, so don’t count yourself rich from that.

Pinata
Good if it’s early and you already have a Toddler, otherwise very bad. It gives 1 on its own and can break up synergies later in the run by filling your inventory with Candy.
If you’re betting on Toddlers, this is the symbol you’re actively hoping for, otherwise don’t bother.

A general guide to Luck be a LandlordPufferfish:
A nice 2-value symbol that works with the Diver to give a reroll token. Has some animal synergies, but will usually just be a random 2-value symbol.
You can cash in a removal token to gain a reroll token with this.

Rabbit:
Great early, especially with all the possible multipliers. If you can afford to take this it could be good, but be careful not to lose for taking a 1 value symbol.

A general guide to Luck be a LandlordRabbit Fluff:
Worth 2, which is great and also increased rare chance, which is really strong. Often a great pickup. Can also be +3 with Nori.

A general guide to Luck be a LandlordRain:
Decent 2-cost symbol that plays well with Flowers if you’re going for that. Has a few ways to be better than that, so okay early pickup. Can fall off late-game if you don’t have synergies.

A general guide to Luck be a LandlordRemoval Capsule:
Extremely powerful later on in the run when you often need to start removing multiple symbols, but doesn’t do anything early on, since there’s no reason to remove symbols until you have 25. Better than a skip, but can be worse than picking up other symbols early.

A general guide to Luck be a LandlordReroll Capsule:
Rerolls can be good, especially since they seem to preserve rarity for the symbol slots. It’s a gamble though and might not result in any money gained. Don’t pick this if there is another reasonable pick, but can be decent if you have empty spots and no other good options or if you’re looking for a few specific symbols.

Sloth:
This is a 2-value symbol on average, which is the expected value for an uncommon. Checkered Flag mages this into a 4-value symbol, which is extremely strong. Decent pickup, although it doesn’t have a lot of synergies beyond that.

A general guide to Luck be a LandlordSafe:
Nice if you have a Key or Lockpick, often not worth it on its own. For an uncommon you can usually do better if you don’t have something to open this quickly.

A general guide to Luck be a LandlordSand Dollar:
A nice 2-value symbol that gives money when removed by the Diver or a removal token.
Can give some quick cash if it’s the difference between winning and losing, but 10 gold is also made in 5 spins with this, so it might not be worth it if you’re not full on symbols.

A general guide to Luck be a LandlordSapphire:
Worth 2, which is great early. Has nice synergies.

Suits (Clubs, Diamonds, Hearts, Spades):
The red ones only synergize with the red ones and the black ones only with the black ones. Can be a great strategy if you get a bunch of them, also has some items that interact with them and the Jester is completely busted with this. That said, they are uncommon and need a lot to get going. Hard to have them be on consistently.

A general guide to Luck be a LandlordTarget:
A 2-value symbol that you won’t feel bad about destroying is a decent early pickup. Arrows destroy it when they point at this, so it’s easy to remove later. A defensible pick if you need 2-value symbols.

A general guide to Luck be a LandlordTedium Capsule:
Worthless early game, but can help you if you’re looking for specific commons later on in the run. The reason for this symbol to exist is that with certain items it can be next to impossible to find commons (specifically, when you find Golden Carrot it becomes very hard to find a Rabbit).
Usually not a pick that you want to go for, but can be okay in the hunt for Cultists or in very specific situations.

Thief:
Thief has been buffed a lot in recent updates. Between the items that buff thieves, the fact that Tax Evasion and Anthropology degree work well with it now, to Ricky the Banana, who increases the value of Banana Peels.
It’s possible to pick thieves and get a big payout, but a constant -1 every spin can get expensive if you’re not doing well otherwise. I tend to pick a Thief if I already have a Monkey or if I’m far enough ahead that I think I’m close to certain to have the time to get rid of the Thief.
It’s no shame to have to wait a time to get rid of the Thief, since its effects are cumulative and will only be better if you wait longer.
Just make sure you don’t lose because of it, because the Thief not only takes -1 every spin, it also takes a spot on your board, which will prevent other symbols from giving you money.
A general guide to Luck be a LandlordTime Capsule:
Don’t blindly pick or dismiss this, as its value depends a lot on the symbols that have been destroyed this game and what options you have for them. If you have strong consumers and you’re probably going to get a good amount of value out of this (Geologist with a lot of destroyed Ores or an Eldritch Creature with a lot of Cultists and Hexes). If you have a bunch of bad symbols that were destroyed this might be too high variance though.

Uncommon symbols part 3

A general guide to Luck be a LandlordVoid Creature:
Take care in picking this early. It gives a great boost, but it does not give any lasting benefit. Early on it’s usually better to take a 2 value symbol unless you are doing something very specific.
That said, its benefits can be felt both early on and later. In the early phases you will likely have some empty spaces and this can often pay out 3 per turn for a few turns. Later on it gives 8, which will often be better than other things you can do at that point.
A reason not to take this late sometimes can be that it makes synergies less likely to appear. You can actually cost yourself a lot of money in the short term too if your inventory is already strong.
Interacts with Shrine to give you a Spirit, which is nice.
A general guide to Luck be a LandlordVoid Fruit:
This one is the same as Void Creature, but with different synergies.

Void Stone:
This one is the same as Void Creature and Void Fruit but with different synergies.

Wine:
A 2-value symbol that turns into a 3-value symbol on its own is extremely good. Happy Hour makes this one late-game viable. Dwarf can sometimes be an anti-synergy, so be sure to weigh your options on that one.

A general guide to Luck be a LandlordWolf:
Decent as a 2 gold symbol. Has some synergies, but will usually just stay as a 2 throughout the run. Decent pickup early or if you already have synergies.

A general guide to Luck be a LandlordWealthy Capsule:
Great to give you a quick boost and is better than any other single item for one turn. Doesn’t give any permanent benefit, so can be a downside in the long run if there are other symbols that might give you better benefits.

Rare symbols part 1

A general guide to Luck be a LandlordAmethyst:
Can be a serious late-game symbol if you have a Dame or Arrow, but will otherwise just be worth 1. Can be nice to pick early, since a Dame is often decent later, but otherwise just pick if you already have a Dame.

A general guide to Luck be a LandlordApple:
As a 3-cost, often an auto-pick. Has nice synergies. Gets a nice boost from Witches.

Bartender:
The bartender gives 3 so is already paying for himself. If you have a Dwarf or Happy Hour he’s usually good, otherwise you might want a way to get rid of Beers.

Beastmaster:
There are so many symbols that work with this that it’s almost always worth it to pick up. Sometimes just an average symbol, but together with an Edritch Creature or some Rabbits, this can be one of your strongest symbols in many runs.

Beehive:
It’s worth 3 and adds symbols that are worth 3. You can use Bears to get larger influxes of cash, but even without that, 3-value symbols with the chance to boost them through other means can carry you a long way. Note that a board full of 3-value symbols is not enough to win the latest stages

A general guide to Luck be a LandlordCard Shark:
Suits are some of the strongest things to do in the game. Turning them into Wildcards is often going to be a good choice. The Shark itself is worth 2, which can be okay, but later on in the run you only want this if you’re already doing suits.

Chef:
Can give great bonuses on your food symbols, but not guaranteed to pay out. As a 2-value symbol not an auto-pick, but will often be decent because of the amount of good food items available.

A general guide to Luck be a LandlordChicken:
More often found by hatching an Egg than from picking the symbol. Can be good when combined with certain items, but can ruin a good run if you don’t have a plan to get rid of the Eggs.

A general guide to Luck be a LandlordComedian:
Nice symbol, especially since it boosts some symbols that have been underpowered before. Can work well with some other strategies, but is also fine to pick up just because it’s a 3-value symbol. Decent symbol, but remember that you don’t have to have synergies to pick this up early.

A general guide to Luck be a LandlordCow:
A 3-value symbol that makes symbols that are consumed by a starter symbol. Often a good pickup, although you might have removed your Cats already.
Later on, adding 1-value symbols can be a downside if you can’t have them line up with a Cat consistently. At its best when you have multiple Cats already.

Dame:
Gems are already very valuable and the Dame makes them even better. Diamonds are some of the strongest symbols in the game and the Dame makes them better too. Very strong pickup. The Martinis are generally great early, but can hold you back later, so it can be a boon.

Diver:
One of the strongest symbols in the game. Removes many symbols that you actively want to remove and can easily carry a run.

Dove:
As a base 2-value symbol this isn’t spectacular to look at, but can quickly get out of hand if you combine it with the right synergies. If you’re not ahead and don’t have any destroy synergies, don’t gamble on this, but if you have time to make this work it doesn’t take a lot to have this carry you late game.

Emerald:
Decent as a 3-value symbol and great if you can turn it into a 4-value symbol. Has great synergies with Cleaning Rag and Dame.

Farmer:
As a 2 value symbol it’s never bad, but will only possibly weigh you down in the later stages of the run. Buffing fruits can be good, since it’s not rare to have a few random 2-value fruits laying around later on in the run. The fact that it buffs Flowers can be important if you’re already on that type of strategy.
Interacts with enough common symbols that it’s often a decent pickup.

A general guide to Luck be a LandlordFrozen Fossil:
Extremely strong symbol. Takes 20 turns to thaw out, but after that becomes a 4 value symbol that gets stronger for every Cultist, Witch or Curse removed or destroyed. Note that they don’t have to be removed by the Eldritch Creature itself to count, so multiples of these stack and will easily win for you. Very strong.

Geologist:
Very strong character that grows with Ore, Pebbles, Sapphires and Pearls. Always a great pickup.

A general guide to Luck be a LandlordGeneral Zaroff:
Can give you a bunch of temporary money and is great for getting rid of symbols that you don’t want anymore. Can also handicap you, since a lot of the best strategies in the game involve getting a human that eats symbols and scales higher and higher. Also only gives 1 on his own, so only pick up if you have multiple humans that you don’t want anymore and no humans that you really want to keep.

Golden Egg:
As a 4 value symbol, this is great. Also has food synergies with the Chef.

A general guide to Luck be a LandlordHoney:
As a 3-cost this is usually an auto-pick. Don’t pick Bears to synergize with a single honey, as it will make a loss in the long term.

A general guide to Luck be a LandlordJoker:
This is the main reason that Suits are really strong, as the Joker can knock things out of the park for you. Only good if you’re going with a lot of suits, but the easiest symbol to completely break the game with.

King Midas:
Can be good if you have the Item that makes Coins better. Otherwise will just fill your deck up with Symbols that are worth 1. Usually bad, but can be good in the perfect circumstances.

Magic Key:
Twice as good as a key, and as a 2 value symbol it shouldn’t bee too much of a burden. Can be pretty good if you don’t have a lot of symbols so that you can have this connect with a Mega Chest or Treasure Chest consistently.
Avoid this if you have a lot of symbols.

A general guide to Luck be a LandlordMartini:
Being worth 3 means it’s often an auto-pick. Synergies with Happy Hour. The fact that Dame drinks it is more often a downside than an upside.

Mine:
The fact that this gives 4 for a few turns is tempting, but you have to have a plan for dealing with the Ores. Extremely strong with some synergies, but don’t gamble on this, the 4 gold is only for a few turns and after that you might be stuck with a bunch of 1-value symbols.

A general guide to Luck be a LandlordMoon:
As a 3 value symbol this is always good. Can be a good late-game strategy in combination with other things too. Boosting Wolves is great, Owls and Rabbits can be a nice bonus if you’ve got them, but it can be a trap to pick them up because you have a moon too.

Rare symbols part 2

Mrs Fruit:
One of the stronger symbols in the game. At worst she eats your starting Cherry and continues to be worth 3, at best you can stuff her with all kinds of fruit and have her be worth a lot.

Omelette:
As a 3-cost, this is usually a decent pickup in itself. If you manage to get a lot of Omelettes, that’s a good bonus.

A general guide to Luck be a LandlordPear:
This symbol can grow ridiculously powerful with a Chef, Farmer or Arrow, so keep an eye out for those synergies. If you don’t get something like that, this will stay a 1 value symbol, which could be a problem.
Okay pick if you’re very early, great pick if you have Chef or Farmer.

Robin Hood:
Averages 2.25 each spin on its own. That makes this not a great rare, unless you have strong synergies. Definitely not an auto-pick by any stretch of the imagination.

Ruby:
Solid 3 value symbol that you can turn into a 4-value symbol in a pinch. Decent pickup, although not a forced pick by any means.

Silver Arrow:
Can multiply your values by a lot. Points to 1.375 symbols on average and multiplying them by 3 will often be extremely strong later in the run. Also a decent way to get rid of any Targets you may have picked up earlier.

Spirit:
Gives 24 gold before destroying itself, which makes it very good on average. It’s a temporary symbol, which is a shame for a rare, so if you need a permanent way to get better this might not be the best. It can give you some time to find better stuff though, so don’t underestimate this.

Strawberry:
As a base 3-value symbol this is already decent, but if you get a second one you have a good late-game option. Add to that possible synergies and this is a very decent symbol to pick up.

A general guide to Luck be a LandlordSun:
Gives 3 by definition. Doubling the value of flowers can get out of control if you have multiple synergies. Great pickup, especially since you start with a flower already.

Tomb:
Decent pickup. It’s good early just for being worth 3 and the spirits it can produce are very strong. Breaking it can give great combo value and just having it around is often going to be good.
Doesn’t have a lot of late-game synergies, so don’t pick it late unless you have a plan for it.

A general guide to Luck be a LandlordTreasure Chest:
If you have a way to break this, it’s an always pick. If you don’t it’s often still correct to pick this up as a 2 value item that you can break later.

Witch:
Can be extremely strong if you’re already on Hexes, Spirits or Cats, but even Apples are already worth it. Only gives 2 on her own, so needs to be paired with other things to be really strong. Can be busted if you have certain synergies like Undertaker.

Very rare symbols

Diamond:
You’re more likely to find this from Coal, but it can be found in symbol picks as well sometimes. Always pick this up when you can.

A general guide to Luck be a LandlordEldritch Creature:
The best symbol in the game, by a margin. Always an auto-pick since it scales extremely well and completely takes over the game.

Golden Arrow:
All arrows are good and this is the best one. As your other symbols get better, multiplying their value by 4 is going to add up significantly. This is always going to be an instant pick-up.

Highlander:
A symbol that gives 6 is very strong. Unless you’re going for endless mode already, you should always pick this up.

A general guide to Luck be a LandlordMega Chest:
Gives 3 up front and a huge amount of gold when opened. Definitely a great pickup.

A general guide to Luck be a LandlordMidas Bomb:
Gives a good temporary gain, but might break up synergies if your strategy relies on them. Good to pick if you have a few random good symbols and a bit of trash and are expecting to get better things later. (The x7 gains from this are worth it if you don’t lose anything vital)

A general guide to Luck be a LandlordPirate:
Extremely strong symbol. Starts at 2, but consumes treasures, Oranges and Beer, which makes it very easy to have this one carry a run almost on its own.

A general guide to Luck be a LandlordWatermelon:
Gives 4 so is usually an auto-pickup.

A general guide to Luck be a LandlordWildcard:
Will usually be better than other thing you can pick up, except when another symbol gives you specific synergies. Interacts well with multipliers like Arrows.

Common items part 1

A general guide to Luck be a LandlordAdoption Papers:
You will almost always get some decent symbols out of this. There is a slight chance of getting an Edritch Creature, but don’t count on it. Just hope for a Bear or something like that.
Decent common item that will usually give you something of value.

Birdhouse:
Now that this is common, it’s pretty easy to pick it up and build around it. Owls, Magpies and Crows are already okay iearly game and this makes it possible to make them work as a real strategy.

A general guide to Luck be a LandlordBlack Pepper:
Destroying symbols is very common, so this will often net you a lot of gold over the course of a run. Tends to average under 1 per spin though.

A general guide to Luck be a LandlordBlue Pepper:
Great early, when you have a bunch of empty spaces. Falls off quickly though.

A general guide to Luck be a LandlordBrown Pepper:
A decent item that will give you a constant trickle of money.

A general guide to Luck be a LandlordCheckered Flag:
Can do a lot to mitigate the mediocre animals in the game. Good pickup if you already have something to do with it, otherwise often not worth a pickup.
Sloth gives 3 a turn with this, which is great.
Robin Hood is good without it, but this makes him a lot better, so that’s a good reason to pick this up.
Cyan Pepper:
Having three of the same symbol isn’t common early, unless you’re playing on higher difficulties where you get 3 Duds, so this will often pay out decently early. Since many strategies rely on having multiples of things, this is unlikely to pay out later on in the run, but can be decent early.

A general guide to Luck be a LandlordEgg Carton:
Great scaling item that can give you up to 6 gold per turn. Good to combine with a Chicken, but you can pick up random Eggs throughout the rest of the run too. Might not do anything for the next few spins, but will usually do more and more as the run continues.

Fifth Ace:
Can enable you to more reliably put a Suits build together. It’s still a gamble because you need a lot of critical mass and usually a Card Shark or Joker. Not a bad pickup, but there’s often more consistent options out there.

A general guide to Luck be a LandlordFish Tank:
Gives a way to get rid of Fish as well as a constant benefit throughout the run. Has no maximum, so you can just keep on filling the tank with Fish. Great pickup, although it doesn’t scale perfectly with the game.

Frying Pan:
Good solution if you have a chicken. You don’t need Cheese to use this, multiple Eggs are fine. Might not do anything sometimes, but the fact that it can make Omelettes can really be a great boon sometimes.

Grave Robber:
Great item that is strong early and can keep on giving you stuff later on in the game. Doesn’t synergize very well with other things in the game but can help you get an early lead.

Gray Pepper:
This won’t give any consistent payout, but 6 per use isn’t that bad.If you pick it early it should give around 40, which is comparable to the expected value of a Yellow Pepper.

A general guide to Luck be a LandlordGreen Pepper:
Getting three symbols to be the same is often easy. Decent pickup in most situations.

A general guide to Luck be a LandlordGuillotine:
Not a way to get any sustainable source of money, but can allow you to take Billionaires as a sounce of quick cash. Not bad, but there are often more consistent options available.

Happy Hour:
Makes Wine and Martini significantly stronger. Great pickup in most situations. Can make an early Dwarf worth it, although that can backfire if you don’t find any alcohol.

A general guide to Luck be a LandlordJack-o’-Lantern:
With this, the combination of Toddlers and Pinatas can pay out big in the early game. Falls off a lot later on, but can be a good strategy if you feel like things aren’t going that well.

A general guide to Luck be a LandlordKyle the Kernite:
Doesn’t do a lot, but having your early 1-value symbols be worth 2 can make the difference between winning and losing sometimes.

A general guide to Luck be a LandlordLime Pepper:
Doesn’t look like much, but will give out a decent amount throughout a run. Comparable to Pink Pepper or Yellow Pepper.

Lockpick:
Can’t ever go wrong with this. No guarantee that any treasures will show up, but even just a few lockboxes should be okay in the long run. Won’t ever be gamebreaking, but will give you time to do stuff.

A general guide to Luck be a LandlordLucky Cat:
Rarity is great to strive for and you start off with a cat. Will usually be worth it. That said, it does not help you in the short term a lot, so if you need money right now, it’s often better to pick something else.

A general guide to Luck be a LandlordLucky Seven:
Doesn’t do anything on its own, but if you manage to get three of them, the payout is really nice. Better than skip, but will often not do anything.

Lunchbox:
It might give nothing some percent of the time, but there are a few really good gets in there, which means that this will often pay out enough to carry you for a bit.

Maxwell the Bear:
Good item, on par with Quigley the Wolf. Makes all your Bears worth 3 and makes the Honey payouts better too if you happen to get them. Bears are uncommon so you’re not sure to see them, but this can make picking them up be pretty good for scaling into the mid- or late game.

Mining Pick:
Now that this doesn’t destroy Ores anymore you need to combine this with a Miner or Geologist if you want it to give you anything. Can give great payouts if you have a Geologist, but otherwise is not likely to significantly help you in winning the run.

Ninja and Mouse:
Can be great if you have a reasonable chance to get these two together. Ninja is often already a decent pickup and you might have picked up a mouse early. Will often not do anything, but when it does, can help you in the mid-game a lot.

A general guide to Luck be a LandlordNori the Rabbit:
This is one of the ways to make Rabbits pretty decent, but it’s more often used to make Rabbit Fluff into a 3 value symbol. This makes it a very good idea to pick a few Fluffs and make it easier to get rares.

Common items part 2

A general guide to Luck be a LandlordOswald the Monkey:
A fine pickup early, especially if you already have a Monkey. Can pay out more than you’d think because this also multiplies the gains from the Monkey eating fruits.
Not the best common, but you can do worse.
A general guide to Luck be a LandlordPink Pepper:
A decent item that tends to give a pretty consistent payout throughout the run. Becomes less great once you have multiple consumers that you pick up a lot of symbols for, but tends to be great if you’re more selective about the stuff you pick up. Great early, can get less great if you’re already doing very well.

A general guide to Luck be a LandlordPizza the Cat:
Cats giving out more is nice, especially since you start off with one. If you get multiple Cat items these can even carry you later on in the run. Early on it’s just mitigation for the one Cat though.

A general guide to Luck be a LandlordPool Ball:
Great to have a permanent 1 gold every spin. No synergies or other spectacular things, but always relevant and okay.

A general guide to Luck be a LandlordPurple Pepper:
Having three of the same symbol be adjacent is something that happens a lot later in the run. Can be 0 a lot of the time if you pick it early. Synergies with many strategies, never bad to have.

A general guide to Luck be a LandlordQuigley the Wolf:
Makes wolves and dogs viable as a late game strategy. Good pickup.

Rain Cloud:
Making all of the Rains be worth 3 is very strong and making them common means it’s easy to have them do a lot. Very strong common, on par with Quigley the Wolf.

Red Pepper:
Very difficult to pull off, since many good strategies involve getting duplicates. Not bad, but there are often better items.

Reroll:
Great item if you have dice. Will mitigate the worse rolls and generally will add gold to your account.

A general guide to Luck be a LandlordRicky the Banana:
Makes Bananas and Banana Peels okay for the early game. If you have this, Monkeys also become a bit better. Often there are going to be better options though.

Shedding Season:
Rabbits are easy to pick up and have good synergies, even though they start as a 1 value symbol. Rabbit Fluff is good early, so this can help you get far into the game if you manage to find a rabbit. You will end up being overrun by Rabbit Fluff though, so late game you will have to be careful with this. Will often be good in helping you reach 777.
A general guide to Luck be a LandlordSmall Symbol Bomb:
Gets you two draft picks, which is always better than a skip. Not guaranteed to give you anything though, so an item that gives you 1 every spin might be better. Great if you’re looking for anything specific.

Swear Jar:
Should get obsolete quickly as you get more and more money pouring in, but can be extremely important for surviving the early game. Just make sure that you don’t gain too much per spin to trigger this though.

A general guide to Luck be a LandlordTax Evasion:
Has a lot of interesting synergies (and the anti-synergy of shutting off the Thief), but isn’t spectacular. Good pickup if you have nothing else that gives you a clear benefit, or if you have symbols that cause you to lose money. Often there are better options though.

A general guide to Luck be a LandlordThe Tortoise and the Hare:
Given that Rabbit is great early, you can pick this early without any real cost. Needs a lot of stuff to happen to get there, so preferably pick this if you already have either of the symbols and don’t need any of the other item options.

A general guide to Luck be a LandlordTreasure Map:
Gives 50, which is good for a common item. You’ll have to wait a while though, so you will have to make sure to hold out until then.
Pretty nice if you are doing well, but will do nothing if you can’t survive for 3 months.

Wanted Poster:
Good if you’re planning to use Thieves, will often not do anything, since Thieves are Uncommon and can be hard to get rid of.

Watering Can:
Seeds are hard to get and will often not give the desired result. The 5 extra gold for seeds is awkward since the seeds are going to be growing anyway. Might be decent with Compost Heap, but otherwise is unlikely to help you a lot.

A general guide to Luck be a LandlordWhite Pepper:
Okay item that gives you an average of 1 gold each spin. Not spectacular, but definitely an okay pickup at any stage of the run. It’s not realistic to try to get exactly 3 every spin, as there is just too much randomness involved.

A general guide to Luck be a LandlordYellow Pepper:
Almost sure to pay out late game. Most common reason for this to not pay out is the fact that destroyed symbols leave an open space in your inventory.

Uncommon items part 1

A general guide to Luck be a LandlordBarrel of Dwarves:
Dwarves aren’t even that good. There might be a number of Bartenders where you could justify using this, but it’s not something that is likely to do a lot. An interesting interaction with this is that multiple Dwarves can drink from the same drink and give a nice payout. It’s hard to keep supplying them though.
Most probable reason for wanting this is to feed the General.
A general guide to Luck be a LandlordBig Symbol Bomb:
Getting to add four symbols is great and can help a lot.

Black Cat:
Multiplying the value of Cats is good, since there are a bunch of other ways to enhance Cats. Giving money on a multiple of 13 is a bit gimmicky, but it should give you a few coins over time as well. Decent item, never a bad pickup.

A general guide to Luck be a LandlordBlack Suits:
Can be a decent entry point to start taking Suits. If they are all 2 value symbols by base they are decent early game and you can start taking more.

Cardboard Box:
This symbol can be extremely strong in the end phases of the game if you pick it up early. It often doesn’t help you in the short term, but can definitely help shore up loose ends later.
Just make sure there isn’t an item that will help you make money early if you need it.

Cleaning Rag:
There are so many ways to get gems that this item will often win the run for you. Usually a great pickup.

Coin on a String:
Will always be at least as good as Pool Ball. Can get rid of your starting coin and give a bonus and has interesting interactions with King Midas. Not a definitive pickup, but also never bad.

Comfy Pillow:
This can give you some really strong symbols if you’re already doing well. Useless if you’re not ahead, but can put a decent run over the top.

A general guide to Luck be a LandlordCompost Heap:
The one way to really get going with seeds. Can give you a steady stream of 2 value symbols as long as you’re able to destroy other symbols. Can carry you, but can also be a liability if you have another plan going.

A general guide to Luck be a LandlordConveyor Belt:
Can help with Eggs or Pearls, but will often not do anything. Only pick if you have a plan for it.

Cursed Katana:
Can be very powerful because you don’t need a lot of Ninjas to take advantage of this. Can do a lot, but requires some time to get going.

A general guide to Luck be a LandlordDark Humor:
Very interesting twist on the Comedian symbol that can give you a lot of great opportunities to get some nice synergies going. It needs multiple things to work, so usually better to only pick this if you think it’s likely that you’ll get this to work.

A general guide to Luck be a LandlordDwarven Anvil:
You generally shouldn’t pick Dwarves, but this gives a nice out if you’re already on the Ores plan with no way of destroying them. Usually not the way to go, but can be nice sometimes.

Fertilizer:
If you’re looking to work with seeds, this is probably the way to make them worth it. Seeds don’t show up a lot, so it can be difficult to get advantage out of this, but this item does make sure that all the products of the seeds are worth at least 3. This can randomly save a run if you’re struggling.

Flush:
Can pay out when you’re already on this strategy but very unlikely to work if you’re picking this up before starting on suits. Avoid this unless you’re already doing this.

Fruit Basket:
There are enough fruits that you will usually pick up that this item is usually going to give you great value. If you somehow have 0 fruit, feel free to skip it, but it’s usually going to be a very strong item to have.

Goldilocks:
Getting three 2-value symbols can be a great boon. Great early or if you have a Beehive and need a Bear. Can work with specific synergies, but if you don’t have them adding a few 2-value symbols might not be good enough of a reward.

A general guide to Luck be a LandlordHorseshoe:
Getting a permanent +2 is great, but not gamebreaking. Often a decent option if there are not synergistic options.

A general guide to Luck be a LandlordLefty the Rabbit:
Rabbit Fluff is really strong over the course of a run. This will not do anything for the next 10 spins unless you already have Rabbits and/or Fluff, but will give you more good stuff in the future. Great if you already have Nori the Rabbit as well.

A general guide to Luck be a LandlordLemon:
An uncommon item that isn’t good late means that by the time you see this it’s usually not good anymore. Even then, it’s better than a skip.
Early on, this is a powerhouse though and can get you into the mid-game almost on its own. Can give you time to be picky with which symbols you pick up early.

A general guide to Luck be a LandlordLint Roller:
Since Rabbit Fluff tends to be good for you, it’s rare that this is the correct pick. There are a few items that keep adding it to your inventory though, and since they are base 2 symbols, that can be bad for you in the long run. You can use this to clear off the Fluff and get a few bucks on the side as well.

Looting Glove:
Getting doubles from chests and other collectibles can be very strong. If you have a Lockpick, picking this is often correct, otherwise it can’t hurt and can do a lot of good. It can also work with Thieves, but those can be high variance, so take care.

Piggy Bank:
If you’re reasonably sure that you’ll make rent, this is going to be a small step towards making future rents. Isn’t going to be a huge deal, but can make the difference for making a future rent if you get to fill it up a little bit. Always better than skip, but won’t save you if things are going badly.

Uncommon items part 2

A general guide to Luck be a LandlordRed Suits:
Can be a decent entry point to start taking Suits. If they are all 2 value symbols by base they are decent early game and you can start taking more.

A general guide to Luck be a LandlordRitual Candle:
Great if you already have hexes, but Hexes can be too hard to deal with if you’re not already running them. Can turn a problematic situation around.

Shattered Mirror:
This gives an average of 3.4 every spin, which is a little over the value of a single rare symbol.
It’s hard to tell if the price is worth it, since you’re losing out on an unknown amount of value over time.
Worth trying if you’re struggling in the short term, just remember that you might be paying a lot for it in the long term.

Rusty Gear:
Many strategies rely on having the same symbol show up a lot. This will often give you an advantage and it scales with the run. This is one of the strongest items in the game so it’s often the correct pick.

A general guide to Luck be a LandlordShrine:
Souls are extremely good, so if you get this to work it’s great. Can be hard to pull off, but it’s worth trying since Spirits are worth 4 and will often win if you have enough of them.

Time Machine:
Coal and Matryoska Dolls are both great pickups in the earlier stages of the game and it’s common to have one or multiples of them around. This can give you a big boost sometimes, but it might not do anything sometimes. Frozen Fossil is one of the strongest things in the game so just for that this can be worth a pickup.

A general guide to Luck be a LandlordTriple Coins:
This makes the single coin you start with finally pay out. It’s also a good incentive to take King Midas. There are often better items to choose from, but it’s never bad.

A general guide to Luck be a LandlordX-Ray Machine:
This item is extremely strong if you can get some Ores cracking. Everything you get from this will be 3 value or better. Can easily win a run when combined with something that can destroy Ores.
That said, it doesn’t do anything on its own and needs both a source of ores and a way to break them in order to do anything. It’s easy to have this sit unused if you pick it early.
Zaroff’s Contract:
This could give your Bounty Hunters something to do if you picked one up for some reason. Can backfire, since most of the really strong things to do in the game involve humans.

Rare items

A general guide to Luck be a LandlordAnthropology Degree:
Has a lot of nice hits since many of the stronger symbols in the game are humans. Often a great pickup, but might just give 1 per spin sometimes.

A general guide to Luck be a LandlordBooster Pack:
Getting a guaranteed rare is very strong, but the other symbols are not to be overlooked. Strong choice that might give nothing or a whole bunch.

A general guide to Luck be a LandlordBowling Ball:
Free money is always good. Not the strongest thing out there at rare, but a constant and steady value throughout the game is worth something.

Capsule Machine:
Capsules are extremely strong and doubling them will often be stronger. Almost always a very strong pick.

Chicken Coop:
Making Chikens be worth 4 is enough to make this late-game viable. You need something else with them too and having a whole board of just Chickens might still not win you the run, but this should be able to give you possibilities for a win.

I have personally not tested with this item yet, so I might revise my opinion after I’ve played with it a bit.

A general guide to Luck be a LandlordChili Powder:
You are likely to build up a few Peppers throughout a run so this is very likely to give more and more money as the run goes on. Strong pick, often better than Bowling Ball over the longer haul.

A general guide to Luck be a LandlordClear Sky:
Suns and Moons can be completely overpowered if they affect all symbols on the board. Both are rare, as well as this item, but if you already have a sun or moon and are planning to have synergies, definitely pick this up.

A general guide to Luck be a LandlordCoffee:
You’d rather have an item that helps you make your rent, but this can help if you’re very close and can save a mediocre run. Definitely a good pickup, but doesn’t help if your run needs more than a little boost.

A general guide to Luck be a LandlordDevil’s Deal
If you save this one for the 777 rent it’s a free win at that point, even if you don’t make rent. If you have to use it earlier it’s almost impossible to come back from though. You’re bound to have a lot of spins with just 6 or so symbols and it’s not realistic to suddenly start getting a profit at that point.
Testing seems to indicate that it’s not possible to remove all of the empty slots that get added, but more testing for that is needed.

A general guide to Luck be a LandlordDishwasher: A very powerful item that doesn’t trigger often, but when it does, will give you a decent amount of money. Extremely strong over the long term, but might not do anything later in the run (for non-endless runs).

Holy Water:
Being able to shut off Hexes can be a blessing for some runs. The +1 is always going to be relevant too. Great if you have any Hexes.

A general guide to Luck be a LandlordInstant Ramen:
Items are often going to be the thing that is strongest for you in the long run. Picking this will be a huge boon after a few spins. Just not immediately. Make sure you don’t just lose when you pick this, but otherwise, go for it.

A general guide to Luck be a LandlordLucky Carrot:
Rare chance can be one of the best predictors for a strong run. This is an easy take unless there are items with synergies that you want or if you’re actively looking for just commons.

A general guide to Luck be a LandlordLucky Dice:
Makes dice all extremely good. Getting a 5 or 3 from them every time makes them into very strong symbols.

A general guide to Luck be a LandlordOil Can:
Respinning can do a lot if you have synergies, but can also do nothing if you just have a bunch of okay symbols. Never bad, but the extra clicks might not be worth it if you don’t have any synergies.

A general guide to Luck be a LandlordProtractor:
Most late game builds rely on having adjacent symbols in some way. Protractor can make that happen more often and have more great turns. Only triggers every four turns, but will still always be worth it. One of the best items in the game.

A general guide to Luck be a LandlordQuiver:
An extremely strong item if you have any arrows. Can give you a huge amount of gold.

A general guide to Luck be a LandlordSwapping Device:
Positioning is usually one of the stronger things to do. This tends to be better with certain strategies than others, but it’s very rare that you can’t get some good advantage out of this in any run.

A general guide to Luck be a LandlordSunglasses:
Often won’t do a lot for you when you really need it, but it’s not that rare to have some spare removals in the midgame. However, this is unlikely to help you a lot in most games. Often there are better options available.

A general guide to Luck be a LandlordUndertaker:
The 4 value spirits sticking around is extremely strong and will often just win if you have a way to make them. Strong pickup. Can be useless if picked up late sometimes, but the combination with Gravedigger is one of the stronger ones in the game.
A general guide to Luck be a LandlordVery Big Symbol Bomb:
Getting to add 8 symbols is very strong, although by the time you see this, you might not see a lot of relevant ones.

Void Portal:
Destroying symbols is very common and this scales very well with that strategy. Gets stronger as the run goes longer. Usually a great pickup.

Very rare items

Ancient Lizard Blade:
Can give up to 8 each spin, but will usually give less than that. That said, if you don’t have a lot of symbols, this can still pay out big because of its wording. For example: if you have 3xWolf, 2x Moons and 2x Beastmaster as your only duplicates, this will still give 5, which is a lot.
Better than it looks.

A general guide to Luck be a LandlordCopycat:
Cats being Wildcards can be extremely strong unless you already have some strong synergies for your Cats. Given that you always start with a Cat, this symbol is usually pretty decent, can become very strong too.
It can get completely out of hand if you have symbols that double the value from cats (such as Witches or Beastmasters), as the Cats are still considered cats and the values are doubled after reading the highest value among adjacent symbols (and then cats next to the symbol get the same value as this one). Not the reason to take it, but this can take you into endless on some rare occasions.
Credit Card:
Getting to see so many symbols is incredibly powerful. This item is very strong, although rare chance is carried over from the rest of the game, which can be a boon or a curse.
Will take 7 spins to do anything so take care if you need money fast but will pay for itself in the long run.

A general guide to Luck be a LandlordFrozen Pizza:
Getting extra symbols is usually very good, since it gives you more options to get better. This will often be a great pick, although it might not give you anything in the short term.

A general guide to Luck be a LandlordFour-Leaf Clover:
Getting 4 gold for free every spin is great. Not the most exciting item, but definitely better than a lot of them.

A general guide to Luck be a LandlordGolden Carrot:
You usually want more rare chance, so that’s great. This also makes Rabbits extremely strong. Works well in combination with other things that buff rabbits, but worth in on its own just for buffing you chance to find good symbols.

A general guide to Luck be a LandlordPopsicle:
Given how strong Essences are, this item is absurdly powerful. The essences that give an effect when destroyed give their bonus twice and the ones that have a number of charges can be used twice. As long as essences are as strong as they are now, this is a must-pick.

Recycling:
Reroll tokens can do wonders for you if you use them at the right time. Usually you want to save these up until you have a guaranteed rare and then blow through a bunch of them to get a specific rare that you want.
Even great when you’re not doing well, since it gives you more symbols to look at.
Telescope:
This is the best item in the game by a large margin. Adjacency is the strongest thing in the game and this one completely breaks that. It’s unlikely that there are better picks for you available.

Essences part 1

A general guide to Luck be a Landlord5th Ace:
If you’re already going for suits, this can be incredibly powerful for you. If you don’t have any suits yet it can be really difficult to get 5 of them though.

Adoption Papers:
Not the easiest essence to trigger, but the buff to the money it gives makes it worth it. Remember that you can pick up Void Creatures if you need to. Great if you’re already focusing on Crabs or something similar, but can make you pick up too many symbols if you don’t watch out.

Ancient Lizard Blade:
It’s pretty easy to know how good this is. Just count the number of duplicates, subtract and figure out the exact amount that this essence will give you. Later on in the run it’s often sub-20, which is pretty bad for an essence, but in rare cases you can get a lot of money from this, especially when things aren’t going extremely well for you yet.

A general guide to Luck be a LandlordAnthropology Degree:
Humans are some of the most powerful symbols in the game, so this will be extremely strong for you if you manage to pull it off. Can be difficult to do, but it’s game-winning if you do.

A general guide to Luck be a LandlordBarrel of Dwarves:
A decent way to get rid of Dwarves in the mid-game (which is a common point to want to lose them). Can also give you a few incidental points of revenue when you see Dwarves or can be a reason to pick up the Barrel of Dwarves item.

A general guide to Luck be a LandlordBig Symbol Bomb:
Getting 2 removals is great and you have to add 4 symbols to do it, but it’s easy to pick some up that remove themselves. Great essence, especially if you’re glutted with symbols.

A general guide to Luck be a LandlordBirdhouse:
Any essence that allows you to put permanent multiplyers on symbols can be used as a good late-game strategy. Pick this up if you need a plan for the rest of the run.

A general guide to Luck be a LandlordBlack Cat:
Great for endless since these types of multipliers grow out of control quickly, but doesn’t do anything if you’re planning to stop at 777. It’s not reasonable to expect to ever find 13 of the same symbol before that time.

A general guide to Luck be a LandlordBlack Pepper:
Pretty easy to trigger, but the rewards are minimal. Pick this if you need money now, but there’s often something better to choose with more rewards later.

A general guide to Luck be a LandlordBlack Suits:
As Suits are generally a thing that you either go hard for or not at all, this can be a hit-or-miss. If you’re already going for black suits this is likely going to be insane for you, otherwise it’s usually not worth it to try and make this work.

A general guide to Luck be a LandlordBlue Pepper:
Kind of difficult to trigger later in the run, but can be very good early. The fact that you only need to trigger this once can open up options to destroy multiple symbols in the same turn, so keep your eyes open for opportunities to use this if you have a setup to support it.
Often not the best pick, but lots of opportunities to get 30 sometimes.

A general guide to Luck be a LandlordBooster Pack:
12 spins of waiting means that you will have to wait for at least 1 rent payment to break this, but the rewards are extremely strong. This will usually give you very great rewards. High pickup.

A general guide to Luck be a LandlordBowling Ball:
Gives 3 every spin until you have recieved 60 in total. Pretty strong essence.

A general guide to Luck be a LandlordBrown Pepper:
10 is not a lot for an essence, but this will always trigger, so can be good in a desperate situation, or if the other options are bad.

A general guide to Luck be a LandlordCardboard Box:
Does take more than 1 rent payment to pay out, but this essence gives you a lot of late-game equity by letting you remove 3 symbols. Good one to have if you’re not in immediate need of money.

A general guide to Luck be a LandlordCheckered Flag:
At its best when you just have Robin Hood and none of the others. If that is the case, this will give a lot of money. Otherwise it will give a bit less. That said, even with a Turtle this will give you 20 gold, so it’s still decent in that case. With an Owl it’s the worst, only giving around 5 gold.

A general guide to Luck be a LandlordChicken Coop:
Difficult to pull off and probably not worth it to try, but if you manage to do it, your Chickens will be able to win the game without any other help.

A general guide to Luck be a LandlordChili Powder:
You get a free choice out of all of the Peppers. Not amazing but can give an okay amount of money of you choose well. Also a way to get duplicates of Peppers if you want to.

A general guide to Luck be a LandlordCleaning Rag:
Given how good most gems are, coupled with the fact that a 2x modifier is extremely strong, this essence is often a correct pick and is relatively easy to break the game with.

A general guide to Luck be a LandlordClear Sky:
Very difficult to pull off, but it will give you an upgrade over the Clear Sky item, which is one of the most powerful items in the game.
You can take this if you already have a Sun or a Moon, but usually not worth it if you already have a Clear Sky item.

A general guide to Luck be a LandlordCoffee:
This gives a lot of cash, but you have to do it the next time you pay rent. This means that early on this might only give 60, while later on it might give 140 or more. Decent pickup for a one-time cash infusion. One of the stronger one-time effects.

A general guide to Luck be a LandlordCoin on a String:
This can give you some cash when you happen to see a Coin pop up. Don’t pick this with Midas or Hex of Midas unless the game is almost over, because this will remove itself after 10 times. You don’t want to end up with a lot of 1-value symbols.

A general guide to Luck be a LandlordComfy Pillow:
This requires the large investment of skipping 2 spins, but very rare items are generally extremely strong, so it’s often going to be worth it if you can afford it.
Don’t pick this if you’re struggling, because it won’t help you.

A general guide to Luck be a LandlordCompost Heap:
Very powerful effect that isn’t very hard to trigger. Often one of the strongest options available.

A general guide to Luck be a LandlordConveyor Belt:
Can do some good things if you have the setup for this, but since that can be difficlt to set up, other essences can often be more consistent options for you.

Copycat:
Not that hard to do, expecially since there are so many great items and symbols to make Cats better. If you have two or more Cats you usually take this, otherwise it depends a lot on the other options.

Essences part 2

A general guide to Luck be a LandlordCredit Card:
Very strong essence that allows you to get a look at a lot of symbols and choose the one that works best for you. This can be insanely strong or it can be mediocre, but if there’s no other really strong option for you, this is an easy pickup.

A general guide to Luck be a LandlordCursed Katana:
Quite powerful, since it makes your Ninjas into 4 value symbols. Remember that they keep their text that makes them give 1 less for each other Ninja though, so every Ninja you add will make all NInja give 1 less.
Together with the Cursed Katana item though, this will make your Ninja into diamonds.

A general guide to Luck be a LandlordCyan Pepper:
20 gold is a medium amount to get for an essence like this and this one will be easy to trigger on lower difficulty levels. Note that on higher levels, this will always fail because of the three duds you start with.

A general guide to Luck be a LandlordDark Humor:
Very interesting essence that allows you to cash in your Comedian symbol for a permanent boost to a lot of symbols. Can be good, but it’s awkward that a lot of the symbols that this boosts are 1 value on their own, so this won’t put you in a winning position on its own.

Devil’s Deal:
The reward of 33 gold isn’t the highest in the game, but it’s still better than a lot of the Pepper Essences. Only pays out when you need the cash, but that’s the only moment that you might need it. Not an auto-pick, but always decent.

A general guide to Luck be a LandlordDishwasher:
Essence is extremely strong, so an essence that gives you 3 more essence is even stronger. Great investment if you have the time.

Dwarven Anvil:
Extremely strong if you’re already doing Dwarves or have one lying around. Can be hard to pull off if you don’t have any of the ingredients yet, so only pick this if you think there’s a reasonable chance to actually make this work.

Egg Carton:
Will give you some money for each Egg you pick up. Getting a Chicken with this can be a gamble since the Essence will remove itself after 12 eggs. This means that you’re usually dependent on picking up random Eggs here and there.
Not great, but never bad to have.

A general guide to Luck be a LandlordFertilizer:
The payoff for this is great, since Melons are some of the strongest symbols in the game, but it does require you to specifically find a Seed to make it work, which can be difficult unless you have a Fertilizer item.
Usually a high-risk high-reward essence.

A general guide to Luck be a LandlordFish Tank:
Can give you some money when you see a Fish randomly, but not a sustainable source of income. Decent to pick, but won’t carry you.

Flush:
Great if you’re already doing suits, otherwise is unlikely to pay out. Not that it says EXACTLY five, which can be really difficult to do sometimes.

A general guide to Luck be a LandlordFour-Leaf Clover:
Gives out 60 gold over 15 spins, which is definitely a very strong thing to have. High pickup.

A general guide to Luck be a LandlordFrozen Pizza:
You get to see a lot of extra symbols this way. For optimal value you can skip symbols and keep the Pizza in order to get the highest quality symbols out of this.
Alternatively, you can just spend it all quickly and have more symbols to go around. Both are fine and you can’t go wrong with this essence.

A general guide to Luck be a LandlordFruit Basket:
Not difficult to trigger and extremely strong when it does. Pick this up if you can afford to.

Frying Pan:
Can make Omelettes extremely strong, so may be worth going for if you get it early. This strategy doesn’t go extremely well with other strategies, but tripling the numbers on anything will make it worth it.

Golden Carrot:
Very Rare symbols are all insanely strong. Getting a guaranteed one means that this Essence will always pay out a lot over the long term.

A general guide to Luck be a LandlordGoldilocks:
The rewards for this aren’t the best, so this is best used if you already have one or two bears, preferably with other bonuses. Making Bears into 3-value symbols is decent, but it needs more to be a late-game plan.

A general guide to Luck be a LandlordGray Pepper:
Very easy to trigger with a decent reward. Usually worth it.

A general guide to Luck be a LandlordGrave Robber:
It needs you to do some work and will give you some money for it, but needs other things to be game-breaking in the same way that some other essences are. Decent, but not one of the most exciting options.

A general guide to Luck be a LandlordGreen Pepper:
Pretty easy to trigger and 30 is a decent amount to get for an essence. Never a bad pickup.

A general guide to Luck be a LandlordGuillotine:
A joke essence that kills you when you’re a billionaire. Obviously this does not help you win and it mostly exists to make sure Endless runs can end at some point.

A general guide to Luck be a LandlordHappy Hour:
Works extremely well with Dwarves, so decent pickup if you have them. Can be hard to turn on otherwise, but the gains are worth it since Dwarves give money based on the value of the drink.

A general guide to Luck be a LandlordHoly Water:
This Essence is hard to trigger, since 6 Hexes is a lot to ask, but if you manage it, you will be cruising to the late game easily.
Mostly pick this if you already have a few Hexes laying around, as it can be very difficult to get to six otherwise.

Horseshoe:
If there are 30 spins left in the game this gives 60 gold, which is a lot. Definitely a good item to have.

Instant Ramen:
Skipping an item can be a big sacrifice, but it’s common to have points where none of the items really help you, and you get 2 items back for it.
This is pretty powerful and can easily break your run. You don’t have to be in a hurry to break it if there are good items to choose from, but don’t put it off if there aren’t any great options. Items are so strong that breaking this will give you a lot almost every time.
High pickup.

Jack-o’-Lantern:
If you already have a Toddler, this will basically give you a free Jack-o’-Lantern that will stack with other essences of its kind. This can grow out of control quickly, although sometimes it will just be a Jack-o’-Lantern, which is still pretty good.

Essences part 3

Kyle the Kernite:
Getting 3 of these isn’t a very rare occurrence, so it’s okay to go for this. Note that a Golem activates this instantly, so there are ways to get there even if you don’t have any of the symbols yet. Can combine with other items and symbols like Cleaning Rag or Dame to get to a point where these can actually carry you to the finish line.
That said, this doesn’t slot well into most other strategies, so if you’re doing this it’s probably early.
A general guide to Luck be a LandlordLefty the Rabbit:
Note that this is an essence that you want to stick around. The bonus is decent, but if you have 6 symbols that work with this it dissapears, so take care not to take too many.

A general guide to Luck be a LandlordLemon:
Difficult to use, since too many emty spaces removes this and too few makes this worthless, but this can be a decent trickle of income later on in the run. Not spectacular, but remember that whenever a symbol is destroyed, this will give an addition 4 for that symbol because it leaves an empty space.
There can often be better options, but this will almost never do nothing.

A general guide to Luck be a LandlordLint Roller:
Okay if you have Rabbit Fluffs that you want to get rid of or if you have a Shedding Season. Can also give some random money if you pick up stray pieces of Fluff.
Not amazing but can give some money.

Lockpick:
Only has 3 charges, but with the increased chance is definitely on par with the regular Lockpick.

A general guide to Luck be a LandlordLooting Glove:
If you have a Lockpick, A Guillotine or a Thief, this can give you a decent amount of money. If you use this on a Void Stone or something Similar, this will give you 16 gold, which is pretty disappointing.

A general guide to Luck be a LandlordLucky Carrot:
15 spins is more than a whole rent cycle, so you have to wait a bit, but all very rare symbols are good enough that they will almost always be worth the wait. If you’re not on the verge of losing, this will often be the correct pick.

A general guide to Luck be a LandlordLucky Cat:
Great if you’re already doing something Cat-related, but if you’re adding a bunch of 1-value symbols to your deck it can hurt you in the long-term. That said, if you can pull this off, the rewards will be worth it since rares are just very good.

A general guide to Luck be a LandlordLucky Dice:
The Lucky Dice item is one of the strongest in the game and this Essence is pretty good too, but limited to just 10 rolls. Will give you some money, but not as much as some of the other Essences.

A general guide to Luck be a LandlordLucky Seven:
Very good early, as you will statistically see more copies of Chemical Seven, but can backfire later in the run, as you see more and more rare and uncommon symbols. Don’t blindly pick this, but keep an open mind as this essence can become pretty powerful in some situations.

A general guide to Luck be a LandlordLunchbox:
Not that hard to trigger, although you have to have something to do with the symbols that you add. Most runs will have an easy time adding enough of these to get the free money without it costing them a lot.

Maxwell the Bear:
Not that hard to pull off, and the rewards are pretty high. Mostly pick this if you already have one of the ingredients, but never bad to speculate if there aren’t any other great picks.

A general guide to Luck be a LandlordMining Pick:
50 gold is a lot, but the price can be high if you end up with a bunch of Pearls. Requires some setup and another way to get a payoff out of this. A Geologist is a good reason to pick this up.

A general guide to Luck be a LandlordNinja and Mouse:
Extremely powerful if you’re already on the Ninja and Mouse item plan. Probably not worth it if you don’t have any of the symbols yet, but if you already have a Ninja you could think to try this one.

Nori the Rabbit:
A very easy way to break the game with symbols that are already extremely strong. Very high pickup.

A general guide to Luck be a LandlordOil Can:
Respinning can be good, but doubling is definitely good. Better later in the run than early, but can give s decent amount of money if you’re willing to endure the extra clicks it will cost you.

A general guide to Luck be a LandlordOswald the Monkey:
Can be good if you already have a Monkey, but even if you do, you also need Bananas or Coconuts. Those are not a lot of symbols to choose from, so they might not show up.
Can be pretty good, but try to take it at the right times because it might do nothing a bunch of the time.

A general guide to Luck be a LandlordPiggy Bank:
You’re paying 50, so you’re gaining a net 102 gold from this. Losing 2 every spin for 25 can be a big investment, but this thing pays itself back twofold. That said, you don’t have the option to break this at your convenience, so if things go wrong, you might just have lost 30 or 40 to this with no gains.
Usually worth it though.

A general guide to Luck be a LandlordPink Pepper:
A guaranteed 20 gold is pretty nice. Not the most powerful essence, but sometimes a temporary infusion of cash is just what you need.

A general guide to Luck be a LandlordPizza the Cat:
Another big boost to Cats, so great if you’re already going that route. Does need some help to get really good, but if it gets there it’s really strong.

A general guide to Luck be a LandlordPool Ball:
Gives 60 gold, spread out over 60 spins. If there’s 60 spins in the game, this is a decent pickup, although it’s a little worse than the actual Pool Ball.

A general guide to Luck be a LandlordPopsicle:
Essences are so strong that this will often give you a lot of bang for your buck. Getting the effect of some essences twice can already break the game, so pick this one highly.

A general guide to Luck be a LandlordProtractor:
Extremely strong effect, but just for 4 spins. If you already have some good synergies, this will often pay out well. Otherwise it might do nothing.

A general guide to Luck be a LandlordPurple Pepper:
Not the easiest essence to trigger, but 50 gold is a large amount, so if you can realistically pull this off it’s usually worth it.

A general guide to Luck be a LandlordQuantum Symbol Bomb:
Weird symbol. Can be pretty good early, as you want to pick symbols that you skipped on earlier and have synergies for now, but can get better later on. Late game this could be extremely strong or pretty bad if your build is very focused.
Try to figure out if the things you really want are in there.

Essences part 4

A general guide to Luck be a LandlordQuigley the Wolf:
Easy to trigger and gives a very large bonus that will usually break the game in your favor. Great pickup that you will not regret. Like its namesake, this is one of the better ones.

A general guide to Luck be a LandlordQuiver:
Gives you the Quiver item effect once and then destroys itself. Early on this might only give you 6 gold, but later on in a run it can do more. If you get more Arrows, this triggers if at least one of them points to 0 symbols, so it might get pretty good if you have a lot of Arrows to go around.

A general guide to Luck be a LandlordRecycling:
Five reroll tokens won’t break the game for you, but it will give you many more options throughout the next X spins, depending on how fast you choose to spend these.
More powerful than it looks, but won’t give you any gold directly.

A general guide to Luck be a LandlordRed Pepper:
Because this counts Duds, this won’t ever pay out on high difficulty levels. On lower ones you can get this to work sometimes. Check if it pays out for you and pick it if it does. 50 gold is a lot.

A general guide to Luck be a LandlordRed Suits:
Can be extremely strong if you’ve already decided to go with red suits. Otherwise, getting 4 might be too ambitious.

A general guide to Luck be a LandlordReroll:
Given how strong dice are, relative to their rarity, there’s a decent chance you will have some laying around. This essence gives you a reward for that.
That said, this will often only translate to 20 or 30 gold over the course of the lifetime of this essence, so it might not be the most powerful option available.

A general guide to Luck be a LandlordRicky the Banana:
Can make a bunch of 1 value symbols into 3 value symbols. Often not the best thing to do, but there are situations where you can turn this into a win.

A general guide to Luck be a LandlordRitual Candle:
Six Hexes can be difficult if you don’t have any yet, but it’s possible. The biggest problem is that most Hexes are not great to get if you don’t have a specific plan for them, so take care in trying to get this one to work.

A general guide to Luck be a LandlordShattered Mirror:
77 Gold is a lot, so breaking this mirror is often worth it. Losing symbol options can cost you a bit in the mean time though, so only do this if you don’t need specific symbols right now. If next rent payment is 7 spins or more away, you can sometimes break this instantly, but don’t take symbols that you don’t need for it, because that can cost you more than 77 gold in the long run.

A general guide to Luck be a LandlordShedding Season:
Getting 5 Rabbit Fluff is enough to up your rare chance by a large amount while never completely clogging your board. If you have a Rabbit this is a high pickup, otherwise it’s acceptable. It’s easy enough to get one later.
Will usually pay out a lot by giving you a large amount of rares later.

A general guide to Luck be a LandlordShrine:
Very funny essence that gives you a living creature whenever a Spirit expires. I don’t have enough experience with it yet to know if it’s good or not, but it’s a fun option in any case. Definitely not a consistent one though, so this can backfire in big ways.

A general guide to Luck be a LandlordSmall Symbol Bomb:
A single removal isn’t extremely strong, but it can translate into a much more consistent build. Easy to trigger, so never a bad pickup.

A general guide to Luck be a LandlordSunglasses:
Very difficult to use since it requires you to save up removal tokens. Usually when you have a bunch of those you are very far ahead and don’t need this anymore.
Usually there are better picks around.

A general guide to Luck be a LandlordSwapping Device:
You only get seven uses out of this, but swapping is extremely powerful and you get to double the value of the swapped symbols. If you think through your options carefully it’s possible to get a large amount of money from this.

Swear Jar:
Falls off pretty quickly, so only grab this if you’re pretty sure it’s going to pay out. 50 bucks is a lot if you can pull it off though, so it might be worth it if it’s still really early.

A general guide to Luck be a LandlordTax Evasion:
Very weird essence that prevents the loss of 25 once, except that there’s no symbol in the game that loses you 25 at once. Best you can do is Essence Capsule, which does part of this.
Probably not worth it to pick this, as it will often give you either 1 or 7 gold total.

A general guide to Luck be a LandlordTelescope:
Extremely powerful effect, but just for 3 spins. If you have strong symbols to go with this, definitely pick this up, but if not, this won’t do anything.

A general guide to Luck be a LandlordThe Tortoise and the Hare:
Intriguing essence that can make Rabbits even better than they already are. Adding a Turtle after adding this is a small price to pay.
Pick this up when you already have a Rabbit (or a Turtle).

Time Machine:
This will instantly transform the next 2 Frozen Fossils and Coals you pick up. Extremely powerful, although it does need some specific interactions to be good. Matryoshka will instantly transform twice, but that will cost all of the charges on this thing so it’s probably not worth it to use it in that way.

A general guide to Luck be a LandlordTreasure Map:
33 spins is a long time to wait, but you get a 3 value treasure with a key to match. The biggest danger is that you might be flooded with symbols by that point so this could take a while to break. That said, the gains are usually going to be worth it, especially early on.

A general guide to Luck be a LandlordTriple Coins:
Can be extremely powerful when combined with other items and symbols. Can be a gamble, since you need some other specific things to happen to use this, but given that this can win the game for you, it’s still a good pickup.

A general guide to Luck be a LandlordUndertaker:
Not that hard to trigger, but you have to keep destroying Urns and Tombs to keep getting value from this. If you have an Undertaker item, this becomes insanely strong though.
Decent pickup, not extremely good.

Very Big Symbol Bomb:
Getting to remove 4 symbols is great, especially on higher apartment levels. You’re adding 8 symbols too, but if you have things that consume symbols, this should put you firmly ahead in removing symbols.

Essences part 5

A general guide to Luck be a LandlordVoid Party:
This reads better than it is. The symbols don’t stay around, so the Essence, while giving a permanent effect, still doesn’t really give a lot of permanent boons.
That said, the Void symbols are pretty good to take usually, so it’s never a wasted pick. Just not very impactful.

Void Portal:
A one-time use Essence that can range from mediocre to extremely strong depending on the amount of items that have been destroyed this run. Another one where you can count directly how much it will give you this run.

A general guide to Luck be a LandlordWatering Can:
A lot stronger than it looks. A Seed can stick around for 4 through 6 spins easily, giving you a large amount of money. Getting stuck with a Flower or a Banana can be a punishment, but if you’re getting 100 gold for that it will often be worth it.
That said, this only works if you find a Seed to go with it, so you might not always be able to get something out of this.

Wanted Poster:
A whole lot of work to make a 1-value symbol into a 2-value symbol. If you want more out of this you need to get more Thieves, which is never a guarantee. This is very unikely to be good, unless you’re already on a strategy with these symbols.

A general guide to Luck be a LandlordWhite Pepper:
Gives 30 once, which is pretty good. Won’t break your game or make you win on its own, but it’s a nice bonus to have.

A general guide to Luck be a LandlordX-Ray Machine:
It’s a lot of hoops to jump through for a single Diamond, but it is one of the most valuable symbols in the game, so it can be worth it. This is at its best when you already have something to set this up, otherwise it will require you to pick up multiple symbols to make it work.

A general guide to Luck be a LandlordYellow Pepper:
Very easy to trigger. 20 gold isn’t very good, but it can be enough to make next rent and try to find better symbols.

A general guide to Luck be a LandlordZaroff’s Contract:
Good if you already have a Zaroff that you want to keep, otherwise probably not worth it.

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