Cigarettes
Restores 1 charge (Health Point).
🤖 Quick AI Notes
Usage Condition
ALWAYS uses first if HP < Max. Zero strategy involved.
AI Blind Spot
100% Deterministic. If he is hurt, he will smoke. Use this to predict his turn structure.
⚔️ Mechanics
- EFFECT: Heals 1 HP immediately.
- STACK: No
- LIMIT: Cannot be used if HP is full.
🧠 Strategy Snapshot
"In Double or Nothing, use your Cigarettes even at full health if you suspect the Dealer might steal them with Adrenaline."
FAQ
When does the Dealer use the Cigarettes?
The Dealer prioritizes this item as Tier 1 (Highest Priority). ALWAYS uses first if HP < Max. Zero strategy involved.
Can I use it in Double or Nothing?
Yes, available in all modes.
Technical Deep Dive: Cigarettes
🔬 Technical Analysis
Restores 1 Defibrillator Charge. This is the only reliable way to regain health in the game (unlike Expired Medicine). The effect is immediate and consumes the item slot.
🧮 Math & Impact
Essentially negates one successful Dealer hit. In a damage-race scenario, having more Cigarettes than the Dealer is often the deciding factor for victory.
Advanced AI Behavior Breakdown
The Dealer's logic for Cigarettes is absolute: 'If HP < Max, Use Cigarettes'. It overrides all other actions. This predictability is a weakness—you always know his first move if he is damaged. Understanding this behavior is crucial for high-level play, especially when trying to reach the 1,000,000 score achievement.
⚠️ TRIVIA & KNOWN BUGS
In 'Double or Nothing', a common pro strategy is to smoke your Cigarettes even at full health (wasting them) just to remove them from your inventory, preventing the Dealer from stealing them with Adrenaline.
Strategic Synergies
The Cigarettes is just one part of the puzzle. To master the item economy, you need to understand how it interacts with other tools. Check out our full Item Tier List & Strategy Guide to see how it ranks against other items.