Dvorak Export: Booty for Booty deck


To import this deck into the Dvorak MUSH Engine, just cut and paste the quoted commands below straight into your telnet window. (Any card whose type is neither "Thing" nor "Action" will default to "Thing"; if it was somehow meant to be played like an Action, just destroy it after playing it.)

(You can also get an output formatted for the Dvorax Engine.)

Regenerate this output, minus the cards created by a comma-separated list of users:
cleardeck
skipcard Thrown Overboard/T/Roll for each Pirate and add Swaggerin'. On a roll of 1, lose that Pirate. ("Pirates are brawlin'! Be careful or you might be thrown overboard!")
skipcard Beard Lice/T/Roll for each Pirate. On 1-2 that Pirate counts as having the Scummy Weakness until they next return to Port. ("Ewww! There be lice in yer beard!")
skipcard Dice Cheat/T/If no Pirates have Stealin' ignore this event. Otherwise one Pirate with Stealin' is put aside until the Crew next returns to Port. That Pirate is not considered to be part of the Crew, and does not consume Grog. ("Ye bloody cheater! Lock 'im in the Brig!")
skipcard Booty Call/T/Roll and add Stealin'. 1-3 Gain 1d6 Booty. 4-5 Nothing happens. 6+ Some Booty is missing! Lose 1d6 Booty. ("Some Booty is missing, we're sure of it! This calls for a recount.")
skipcard Bad Grog/T/Any Pirate that consumes Grog will count as having the Seasick Weakness. Keep this card until you return to Port, then discard it. ("The Grog has gone bad! We'll have to steal some good Grog when we get to Port.")
skipcard Brawl/T/Roll for each Pirate, adding Swashbucklin'. If you roll 6 or more, lose another Pirate. ("Fight!")
skipcard Jig Fest/T/Roll for each pirate and add Swaggerin'. The Pirate with the highest result is Jig-King until you next return to Port. That Pirate consumes 1 extra Grog. If the result is tied, roll for each Pirate and add Swashbucklin'. If you roll 6 or more, lose another Pirate. ("The crew decide to have a jig contest.")
skipcard Cabin Fever/T/Roll for each pirate. All those who roll a 1 or 2 must immediately roll on the Sober Pirate table as if they had no Grog. ("The Pirates are going stir crazy!")
skipcard Singsong/T/Roll and add Swaggerin'. 1-3 No effect 4+ Any Pirates that haven't worked yet will not work this turn. ("Pirate songs are notoriously catchy...")
skipcard Flying Fish/T/Any Pirates that haven't worked yet will not work this turn. ("The pirates invent a new game involving throwing a freshly caught fish around the deck.")
skipcard Out of Grog/T/Lose all your Grog. ("Where's the Grog? Where has the Grog gone? What is the current status and location of the Grog?")
skipcard Broken Mast/T/The ship will not move, and no Jobs can be done, as long as you have this card. Roll a d6. On 1-2 keep this card and repeat this check next turn. On 3-6 discard this card and you may move next turn. ("It's going to take a long time to fix the broken mast...")
skipcard Hook Club/T/If no Pirates have the Hook Feature, ignore this card. Roll once for every pirate that does not have a hook. On a 6 that Pirate gains the Hook Feature. Pirates with the Hook Feature must work in the same Job group. Keep this card until there are no Pirates with the Hook Feature. ("The first rule of Hook Club is...")
skipcard Rats/T/Roll at the end of each turn until you return to Port. On a 1, lose 1 Grog. On a 2, lose 1 Booty. On a 6, a Pirate of your choice gets the Pet Rat Feature. Any other results are ignored. ("The ship has even more rats than usual.")
skipcard Ghost/T/Any pirates without Swaggerin' count as having the Scaredy Weakness until the ship next returns to Port. ("A ghost has been sighted on the ship.")
skipcard Stolen Hat/T/If the crew has at least one pirate with Stealin' and one with Swaggerin' choose one of each to be involved, otherwise ignore the event. Roll a d6. 1-3 the Pirate with Swaggerin' loses Swaggerin', and the Pirate with Stealin' gains Swaggerin' (and a new hat) 4-6 Lose the Pirate with Stealin'. ("You stole me hat! I can see it on yer bloody head!")
skipcard Scurvy/T/Keep this card until you next return to Port. Roll for each Pirate. On a 1 Pirates without the Scummy Weakness gain that Weakness, Pirates with the Scummy Weakness get Scurvy, and Pirates with Scurvy are lost. ("Pirate needs limes badly!")
skipcard The Box/T/Roll for each pirate, on a 1 they are put aside until the next time the Crew returns to Port. While they are put aside they are not part of the Crew, and use no Grog. ("There's a general ruckus on the deck of the ship and the captain feels some pirates need some time in The Box.")
skipcard Bird Flu/T/If no Pirate has the Pet Parrot Feature ignore this card. Roll for each pirate. On a 1 lose that Pirate. Keep this card and repeat this roll each turn until the Crew returns to Port. ("That is an infectious parrot!")
skipcard Murder/T/Lose one Pirate of your choice. After this roll a d6. On 1-2 choose another pirate to die. Repeat this until a 3-6 is rolled. ("Someone decides to have a night-stabbing.")
skipcard Indecisive Compass/T/Keep this card until the Crew arrives at their next destination, then roll a d6 to decide your real destination. 1-3 it is a Port, 4-6 it is an Island. ("Something's not right with the compass.")
skipcard A Plan/T/Choose one Pirate, then randomly choose 1d6 other Pirates (but not the Captain), and set them aside. Keep this card until the next turn, then roll a d6. 1-2 lose those Pirates, 3-4 Return those Pirates to the Crew, 5-6 gain 10 Booty and return those Pirates to the Crew ("I've got a cunning plan!")
skipcard A New Name/T/Choose one pirate. They insist on changing their name to something much more impressive. It must use the following structure. [Adjective] [Name], the [Noun] of [Location]. Examples include Firey Dave, the Scourge of Azure-Bay or Dumpy Lars, the Crab of the West. ("Names are very important to Pirates.")
skipcard Termites/T/Keep this card until you roll a 6. Every turn, you must roll a d6. On 1-3 that much Booty is lost, on 4-5 no effect, on a 6 discard this card. ("How could termites possibly eat gold?")
skipcard Gangrene/T/If there are no pirates with hooks or peg legs then lose 2d6 Booty. Otherwise choose one Pirate with a Hook or Peg Leg. That Pirate cannot work until they return to port. The Pirate still consumes Grog. ("That doesn't look good...")
skipcard Stowaway/T/Immediately roll a new Pirate and add them to the crew. ("I was here the whole time!")
skipcard Ocean Madness/T/Every pirate must immediately roll on the Sober Pirate table except the Captain, who will roll on the Captain's Madness table instead. ("You try hanging around a bunch of dirty pirates for weeks on end without going crazy!")
skipcard Bootylust/T/Roll for each pirate. On a 1 lose 5 Booty and that Pirate. ("I'm gettin' outta here and I'm takin it with me!")
skipcard Barnacles/T/Lose 3 Booty the next time you return to Port. ("The ship has even more Barnacles than normal. It's starting to look a mess. You'll have to get professional cleaning at the next Port.")
skipcard Mast Rot/T/Roll, on a 1 keep this card, otherwise discard it. While you have this card, all rolls for working the Sails suffer a -5 penalty. When you arrive at Port, you can discard this card by paying 5 Booty. ("Can't sail without a mast, can't fix it without sailing to Port. We're screwed...")
skipcard Pearl Diving/T/Choose any number of Pirates. Roll for each and add Stealin'. On 1 lose that Pirate, 2-4 no effect, 5+ gain that much Booty. ("The crew suspect this is a pearl-heavy area. Who will risk the dangerous dive?")
skipcard Pet Crab/T/Choose a Pirate to gain the Pet Crab Feature. ("I'll name him Mr. Crab!")
skipcard Lobster Racing/T/A random Pirate cannot work next turn. They still consume Grog. ("After attempting to set up a Lobster Racing league one of the pirates gets a nasty snip on their hand.")
skipcard Mutiny/T/Choose a Pirate. That Pirate starts a Mutiny, as if he had rolled Mutiny on the Sober Pirate Table. ("One pirate decides he could do a better job of running the ship.")
skipcard Argument/T/Choose two Pirates. Those Pirates can never be put on the same Job as one another. ("You could hear it clear to Bodney Bay!")
skipcard The Prettiest Dress/T/Roll for each pirate, adding Swashbucklin'. On a 6 or more lose another Pirate. The Pirate with the highest roll gets the Dress. If the highest result is tied, roll again. ("A dress washes up nearby the ship and the crew haul it in. It's beautiful. Naturally, the Pirates have to fight over it.")
skipcard Giant Squid/T/Roll and add Swashbucklin'. 1-3 Lose 1 Pirate and roll again. 4-6 discard this card. 7+ discard this card and gain 10 Booty. ("A squid tries to drag you down to the abyss. Can your Crew defeat the beast?")
skipcard Iceberg/T/Choose to lose either all your Booty, all your Grog or d6 Crew members. ("The ship is torn open by an iceberg.")
skipcard Helpless Ship/T/Roll and add Stealin'. You gain five times that amount of Booty. ("You board a ship with no guards at all.")
skipcard Navy Attack/T/Roll and add Shootin'. 1-4 Either lose two Pirates or 2d6 Booty and 2d6 Grog. On 5-6 no effect. On 7+ gain 4d6 Booty ("The navy have got you in an ambush. This could be bad, but there might be Booty in it if your luck holds...")
skipcard Pirate Trap/T/Roll and add Shootin'. 1-2 Lose 10 Booty. 3-4 no effect. 5+ you gain twice that number in Booty ("Some fellow pirates are trying to beat you at your own game. Show 'em how it's done!")
skipcard Triangle of Doom/T/Roll 3d6. If they all the dice match, lose all your Pirates, Grog and Booty. Start again with a new starting Crew and 40 Grog. ("Thousands of ships have gone missing in this part of the ocean...")
skipcard Doldrum/T/The ship will not move as long as you have this card. At the beginning of each turn, roll a die. On a roll of 4 or more, discard this card. ("The sails fall limp and the ship cannot move from the middle of the ocean")
skipcard Black Water/T/Your Course immediately changes to Port. ("The water turns dark and daunting, as if something bad is about to happen.")
skipcard Native Canoes/T/You may trade your Grog for Booty at a one to one ratio. If you have a Pirate with stealin' you can trade either way at a one to two ratio instead. You may choose to gain 2d6 Booty, but if you do, you must roll and subtract Swashbucklin', losing that many Pirates. ("Some savages have sailed up to the ship in their canoes offering to trade.")
skipcard Sea Volcano/T/Choose one of the following to lose: A Pirate, 1d6 Booty or 1d6 Grog. ("A gush of superheated water endangers the ship.")
skipcard Hurricane/T/Roll. 1-2 lose 3d6 Booty. 3-4 you arrive at an Island, 5-6 you arrive at a Port. ("You never know where a hurricane might blow you.")
skipcard Whirlpool/T/Lose either 1 Booty, 1 Grog or a Pirate and roll. 1-4 you must lose either 1 Booty, 1 Grog or a Pirate and roll again. 5-6 discard this card. ("It's a legendary hungry whirlpool that will only let the ship past if it's fed!")
skipcard Big Wave/T/Choose one: Lose 1d6 Booty or roll. If you roll, on 1-2 lose all Booty, 3-4 No effect, 5-6 you immediately arrive at your destination. ("A big wave is coming. The ship can try to avoid it, or risk riding it.")
skipcard Heatwave/T/Every Pirate consumes 2 Grog this turn. If they cannot, they must roll on the Sober Pirate Table as though they had no Grog. ("It's so hot!")
skipcard Sharks/T/Choose one Pirate. Roll and add Swashbucklin'. 1-2 lose that Pirate. 3-4 the Pirate gains Swaggerin' 5+ the pirate gains Swaggerin' and gain 1d6 Booty. ("A Pirate is thrown overboard into shark-infested waters!")
skipcard Crocs/T/Choose one Pirate. If the crew ever come across crocs again, lose this Pirate. ("A Pirate has a run-in with crocs! Shouldn't dangle your feet in the water, I guess.")
skipcard White Whale/T/The ship immediately sets Course for The White Whale, which is sailed to just like an Island or Port. When they arrive, roll and add Shootin' for the whole crew. 1-2 Lose a Pirate and d6 Booty and keep this card, 3-4 keep this card, 5+ gain 2d6 Booty and discard this card. The ship cannot go to an Island or Port while you have this card. If the Captain is lost, discard this card.
skipcard Mermaids/T/Roll for each pirate. Any who get 1-2 are set aside. Roll and add Swashbucklin' for each Pirate that was set aside. 1-3 lose that Pirate, 4+ no effect. ("The Crew spots mermaids! They're really vicious sea hags, but the Crew is too drunk to see that.")
skipcard Message in a Bottle/T/If the Pirates make it to an Island on the next turn they find a new Pirate, who joins the crew. ("Just a castaway, on an island lost at sea-oh...")
skipcard Man in a Barrel/T/You may choose to roll. If you do, on a 1-2 lose a Pirate, and on 3+ gain a new Pirate. If you don't, no effect. ("The Crew finds a man floating in a barrel. He might make a good Pirate, if he doesn't have Sea Madness.")
skipcard Ghost Ship/T/Roll and add Shootin'. 1-3 lose 3 Pirates 4-6 no effect (but still spooky) 7+ gain 20 Booty ("A ghost ship! Honestly! Didn't you just see that?")
skipcard Sea Rats/T/You may choose to gain 2 new Pirates or gain 2d6 Booty and 1d6 Grog. ("Some dirty pirates have left a sinking ship.")
skipcard Sirens/T/Lose 2d6 Booty and 2d6 Grog. ("A haunting song lures the ship onto some rocks.")
skipcard Leviathan/T/Roll and add Shootin'. 1-5 You immediately arrive (washed up) at Port. Lose all Booty and Grog, then gain 1d6 Grog. ("The legendary colossus of the sea rises and tries to swallow the ship!")
skipcard Treasure Hunters/T/Choose one: Immediately arrive at an Island, but you only gain half the normal Booty or Grog, or roll and add Swashbucklin'. 1-3 lose one Pirate, 4-6 gain 1d6 Booty, 7+ gain 2d6 Booty. ("A group of treasure hunters want the pirates' help. You could help yourself to their treasures...")
skipcard Bounty Hunters/T/Roll and add Swashbucklin'. 1-3 lose the Captain, 4-5 no effect, 6+ gain 1d6 Booty ("Someone's put a price on the Captain's head and tries to take it!")
skipcard Explorers/T/Choose one: Lose 5 Booty and immediately arrive at an Island, or roll and add Swashbucklin'. 1-2 no effect, 3-4 gain 1d6 Booty, 5-6 gain 2d6 Booty. 7+ gain twice that amount of Booty. ("You could pay these explorers to guide you to an Island, or you could steal all their stuff. Up to you...")
skipcard Merchant Convoy/T/Roll and add Shootin'. 1-4 Lose 1 Pirate. 5+ You may roll and add Stealin', gaining twice that much Booty. ("These ships are helpless without their escort, but the escort certainly isn't helpless...")
skipcard Ship Graveyard/T/Roll and add Stealin'. You gain that much Booty. If the roll is a 1, lose a Pirate. ("There's plenty of Booty to steal from these wrecks, but it can be dangerous business")
skipcard Rising Island/T/You may treat the rest of this turn as if you arrived at an Island. ("Out of nowhere an island springs up out of the ocean.")
skipcard The Mist/T/You may travel as normal but when you next reach an Island or Port roll. On a 1 nothing happens. On a 2 you have reached the other type of location. On 3+ you arrive at your destination as normal. ("Navigation is impossible in this fog!")
skipcard Flagship/T/Roll and add Shootin'. 1-3 Lose 1d6 Booty and one Pirate and roll again immediately. 4-5 no effect 6+ Gain 2d6 Booty and 2d6 Grog. ("There's plenty of Booty on this huge ship, but there's plenty of cannons as well.")
skipcard Cursed Ship/T/Gain 2d6 Booty. When you next reach Port or an Island, roll. If that roll is a 1 or 2 lose all of your Booty. ("It always seemed to good to be true...")
skipcard Dolphins/T/Keep this card. You may redraw the next Island Encounter or Sea Encounters card if you wish. If you do, discard this card. ("Some dolphins decide to accompany the ship, guiding them somewhere nice.")
skipcard Spice Vessel/T/Roll and add Stealin', gaining 5 times that number of Booty. ("A helpless ship filled with valuable cargo!")
skipcard Stirring Deep/T/Choose one of the following: Lose all Pirates except the Captain, lose all Booty and Grog, or lose all Pirates, Grog and Booty, and start again with a new Pirate Crew (as though you were just starting the game). ("Shadows and shapes grasp at the ship from below. They speak in a deep voice, demanding terrible things of the Captain.")
skipcard We Have No Grog Today/T/You cannot buy any Grog at this Port. ("This port has no grog for sale! None at all!")
skipcard The Black Spot/T/Choose a Pirate to get the Black Spot. If you get a Card that could negatively affect a Pirate, it must affect this Pirate. ("A hunched stranger gives one pirate the Black Spot!")
skipcard The Governor's Daughter/T/Choose one Pirate with Swaggerin' (If there are none, ignore this event) to roll. 1-2 Lose that Pirate 3-4 Gain 1d6 Booty 5-6 Gain a new Pirate (who must be female). ("A Pirate in your crew has become involved with the Governor's daughter.")
skipcard Attack the Mansion/T/Choose up to 4 Pirates. Roll and add the number of Pirates you chose. 1-4 Lose 1d6 of the Pirates you chose and gain 1d6 Booty. 5-6 lose one of the Pirates you chose and gain 1d6 Booty for each remaining Pirate, doubling this if they have Stealin'. 7+ gain 1d6 Booty for each Pirate you chose and gain a new Pirate.
skipcard Exceptional Service/T/Each Pirate will spend an additional Booty at this Port. ("The quality of goods at this Port is particularly high! Should be worth spending a little extra...")
skipcard Under Seige/T/Roll. 1-2 Lose 1d6 Pirates, and you are still At Sea. 3-4 Lose all Grog, and you are still At Sea. 5-6 no effect. ("The port is being bombarded by a rival. If you want to trade at Port, you're going to have to defeat him.")
skipcard Grog Sale/T/2 Grog may be bought for 1 Booty. ("Grog is half price here!")
skipcard Old Enemy/T/Choose a Pirate. Roll and add Swashbuckin' and Shootin'. 1-3 Lose that Pirate. 4-6 Gain 1 Booty. ("One pirate must fight an old foe.")
skipcard Fire/T/You can only spend 2d6 Booty at this Port. Your Pirates will not spend their 1 Booty at this Port. ("This Port is ruined by a recent fire.")
skipcard Business Opportunity/T/You may spend 10 Booty to keep this card. The next time you arrive at Port, roll. 1-3 gain 1 Booty. 4-6 gain 30 Booty! ("There's a chance to make some serious Booty on a risky purchase, which might be valuable at the next Port.")
skipcard Settling Down/T/Roll for each pirate. Any that roll a 1 are lost. ("This place is nice! Some Pirates might want to settle down here...")
skipcard Scum and Villainy/T/Roll for each pirate. Any that roll a 1 are lost. Any that roll a 2 lose 1 Booty. ("This place isn't so nice. Let's get out of here!")
skipcard High Demand/T/You can trade 1 Booty for 15 Booty. You may only do this once. ("One of your treasures is very valuable to the residents of this Port.")
skipcard Special Offer/T/You may spend 19 Booty to get 20 Grog! ("Cheap Grog here! Tastes a bit strange, but it's still good.")
skipcard Legendary Sea Dog/T/Gain a new Legendary Pirate of your choice. ("A new Legendary Pirate joins the crew.")
skipcard Disease Hole/T/Roll for each pirate. Any that roll a 1 or 2 gain the Seasick Weakness until they next reach a Port. ("This Port is full of disease!")
skipcard Burning Love/T/Roll for each pirate. Any that roll a 1 gain the Scummy Weakness permanently. ("There's a nasty infection going around Port.")
skipcard Witch Hunt/T/You may roll and add Shootin' and Swashbucklin'. 1-5 1d6 other Pirates and the Captain are killed 6+ no effect. If you do not roll, lose the Captain. ("The captain is accused of being a Witch! The crew can either let him burn or try to rescue him.")
skipcard I'm Comandeering this Ship/T/You may gain a new Pirate, who immediately becomes Captain. Otherwise, roll and add the Captain's Swashbucklin'. 1-3 Lose your Captain and gain a new Pirate. 4+ you must leave Port immediately. ("An insane navy officer demands to take control of the ship.")
skipcard Docking Fee/T/Either pay 5 Booty, or you are still At Sea. ("If you want to dock here, you have to pay the fee!")
skipcard Labour Strike/T/Roll for each pirate. Any that roll a 6 do not spend 1 Booty at Port as normal. ("There are strikes in Port. Some of your Pirates might join in...")
skipcard Gambling Den/T/Choose any amount of Booty that you have and roll. 1-2 Lose your chosen Booty. 3-4 No effect. 5-6 Double your chosen Booty and roll again. ("The Captain's going to do a little gambling. Which might turn into a lot of gambling...")
skipcard Fancy Ball/T/Lose 1d6 Booty and roll. 1-2 The ship leaves Port immediately. 3-4 gain 1d6 Booty. 5-6 The Captain gains Swaggerin' and you gain a new Pirate. ("The captain is invited to a fancy ball. This is a great chance to impress the locals, so long as you don't accidentally kill the governor again.")
skipcard Exotic Goods/T/Choose a Pirate and roll. On a 1, lose that Pirate. 2-6, that Pirate spends that much Booty on top of the usual 1 Booty at this Port. ("One pirate is particularly taken by one of the local girls.")
skipcard Pet Shop/T/Lose 5 Booty and a Pirate of your choice gains either the Pet Parrot or Pet Monkey Feature (your choice). ("Parrots and monkeys for sale!")
skipcard Quality Prosthetics/T/For every Hook, Eyepatch or Peg-leg Feature the crew has, lose 1d6 Booty. ("The sharpest hooks, blackest eyepatches and peggiest legs in the Seven Seas!")
skipcard Con Artist/T/Roll. 1-4 lose 10 Booty. 5 no effect. 6 Gain a new Pirate with Stealin'. ("The Captain is tricked by a con man! Can he get the money back?")
skipcard Wanted Sign/T/You may leave Port immediately without spending any Booty. Otherwise, roll. 1-4 lose 1 Pirate. 5-6 no effect. ("One pirate is a wanted man here.")
skipcard Pirate Attack/T/You may pay 10 Booty. If you do not, keep this card. You must roll on every turn On a 1 lose all Booty, Grog and Pirates, and start over as if you were just starting the game. ("While the crew are in town their ship is mercilessly attacked and damaged by other pirates!")
skipcard False Advertisement/T/Lose all Booty and gain that much Grog. Your Crew must leave Port immediately. ("The captain misunderstands an offer at the grog shop")
skipcard Parrots Wanted/T/If a Pirate has the Pet Parrot Feature they may lose it to gain 30 Booty ("The governor's young daughter has lost her precious parrot.")
skipcard Treasure Map/T/You may pay 10 Booty to keep this card. If you do, the next time you must draw an Island Exploration Card you may discard this card to draw 3 Island Exploration Cards and pick 1. ("It's good to know where the treasure actually is.")
skipcard Smouldering Ruin/T/You are still At Sea. ("This port is little more than a pile of burnt wreckage. Keep on sailing!")
skipcard Messenger/T/You may choose to keep this card. If you do, the next time you arrive at Port, gain 10 Booty and discard this card. ("If the crew take this messenger to another Port he will pay them handsomely.")
skipcard Powderstore Explosion/T/Roll for each Pirate. Any that roll 1-2 are lost. ("While the crew are in town there's a huge explosion!")
skipcard Fortune Teller/T/Keep this card and choose a Pirate. Any natural die roll of 2 or more that affects that Pirate only is treated as a 6. Any natural die roll of 1 that affects that Pirate only is still treated as a 1, and you must discard this card. ("The Fortune Teller proclaims one pirate will have exceptional luck!")
skipcard Skull Island/T/Roll and add Shootin'. 1-4 lose that many Pirates 5+ gain 3d6 Booty ("A giant ape attacks the explorers!")
skipcard Paradise/T/Roll for each exploring Pirate. Lose any that roll 1-3. ("Although there is no Booty on this island, it's a truly beautiful place.")
skipcard Kingdom of Booty/T/Roll for each exploring Pirate and add Stealin'. 1 lose that Pirate. 2-5 gain that much Booty. 6+ gain double that amount of Booty! ("This island hosts an abandoned city filled with Booty!")
skipcard Native Attack/T/Roll and add Shootin' and Swashbucklin'. 1-3 lose that many Pirates. 4-6 gain 1d6 Booty for each exploring Pirate. 7+ gain a new Pirate and 2d6 Booty for each exploring Pirate (including the new one). ("The natives are attacking! Can the crew fend them off?")
skipcard Castaway/T/Gain a new Pirate. ("This island has no Booty but does have a single castaway!")
skipcard Navy Outpost/T/Do not choose Pirates to explore. Roll for the whole crew, adding Shootin'. 1-2 lose 5 Booty. 3-4 no effect. 5+ roll and add Stealin'. Gain ten times this much Booty. ("Can your crew fight off the navy?")
skipcard Volcano Island/T/Roll for each exploring Pirate. Any rolling a 1 are lost. otherwise, gain Booty equal to their roll. The crew may stay and roll as many times as they want but have a penalty to their rolls equal to the number of rolls made after the first roll. ("This volcano is covered in lost Booty!")
skipcard Amazons/T/If there is a female pirate on board the crew gain 30 Booty! Otherwise roll for the exploring Pirates and add Swashbucklin. 1-5 lose all exploring Pirates. 6+ gain 5 Booty for each exploring Pirates. ("The Amazons are fierce warriors, but are generous to other warrior women.")
skipcard Main Course/T/Lose one exploring Pirate. Gain 2 Booty for each remaining exploring Pirate. ("There's treasure here, but one of your Crew is captured by the natives and fed to a horrible monster!")
skipcard Treasure Cave/T/Gain 5 Booty for each exploring Pirate, or 10 Booty for each exploring Pirate with Stealin', up to a maximum of 50 Booty. ("The explorers find a cave filled with so much Booty, they might not be able to bring it all back!")
skipcard Abandoned Temple/T/Roll for each exploring Pirate and add Stealin'. Gain that much Booty. ("This temple has plenty of Booty!")
skipcard Ape Island/T/If one of the exploring Pirates has the Monkey Feature, gain 10 Booty. Otherwise, roll for the explorers and add Swashbucklin'. 1-3 lose that many exploring Pirates. 4-6 no effect. 7+ gain 30 Booty. ("Does anyone here speak ape?")
skipcard Docked Ship/T/Gain 20 Booty and 20 Grog. ("Some idiot has left a ship here!")
skipcard Crab Island/T/Gain 1d6 Booty for each exploring Pirates. Give one of your exploring Pirates the Pet Crab Feature. ("No giant crabs, just regular sized, friendly crabs.")
skipcard Pygmy Island/T/Roll. 1-2 lose one exploring Pirate. 3-6 gain that much booty. You may repeat this roll as many times as you wish. ("The natives shoot darts at the exploring Pirates as they try to find Booty!")
skipcard Monster Island/T/Gain 20 Booty and lose one exploring Pirate. ("Don't worry, it's just a name. Well, there is one monster...")
skipcard Bones/T/No effect. ("Nothing but bones here. Move along.")
skipcard Shipwreck/T/Roll. 1-3 gain 10 Booty. 4-6 gain 10 Grog. You may choose to roll. 1-4 lose 2d6 Booty and 2d6 Grog. 5-6 gain 20 Booty. ("The crew haul up something from a ship wrecked in the coral around this island. Should they try to reach the island?")
skipcard The Cave/T/Roll for each exploring Pirate. Any rolling 1-2 gain the Caver Feature. Whenever the ship arrives at an Island again any Pirates with the Caver Feature cannot be chosen to be an exploring Pirate. ("The exploring Pirates check all the caves nearby, but no Booty. They're still talking about caves though.")
skipcard Native Wildlife/T/Gain 1d6 Booty for each exploring Pirate. One exploring Pirate gains either the Pet Monkey or Pet Parrot Feature (your choice). ("It's a little weird that the boar has a ring, but we're not complaining.")
skipcard Endless Jungle/T/Set aside 20 Booty and roll. 1-2 Lose an exploring Pirate and roll again. 3-4 lose 1d6 of the set-aside Booty and roll again. 5-6 you gain the set-aside Booty. ("Did we take a left at that tree or the other tree that looks just like it?")
skipcard Civilisation/T/You arrive at Port. ("You're not just at any island, you're at Port!")
skipcard Coral Reef/T/Gain 20 Booty and lose 2d6 Grog. ("You gather precious coral but lose Grog from the stores as the coral tears your ship open.")
skipcard Giant Turtle/T/Gain 1d6 Booty for each exploring Pirate and roll. 1-3 you arrive at Port. 4-6 you arrive at another Island. ("This island is a giant turtle!")
skipcard Mirage/T/You are still At Sea. ("The island is a mirage... better luck next time.")
skipcard Tropical Fruit/T/All exploring Pirates without the Seasick Weakness gain the Seasick Weakness until you next arrive at Port and spend 1 Booty (beyond the normal 1 Booty spent at Port). ("The explorers gather some delicious fruit, but it doesn't agree with them.")
skipcard Naive Natives/T/You may trade Grog for Booty at a rate of 1 Grog for 5 Booty. ("They sure do want that Grog.")
skipcard Isle of the Dead/T/Roll and add Swashbucklin' for each exploring Pirate. 1-2 lose that Pirate. 3-4 no effect. 5+ gain 5 Booty. ("Ghosts, Zombies and Skeletons attack the exploring Pirates!")
skipcard Parrot Island/T/You may give the Pet Parrot Feature to 1d6 exploring Pirates. ("Parrots are plentiful here! No Booty, though.")
skipcard Dread Lair/T/Roll for each exploring Pirate. 1-4 set aside that Pirate. 5-6 gain 10 Booty for each set-aside Pirate. If all exploring Pirates are set aside, lose those Pirates. ("A narrow cave has the disctinct lure of a Booty-Hoard.")
skipcard Booty Bay/T/Roll and add Stealin'. 1-3 lose one exploring Pirate! You may roll again. 4+ gain 30 Booty. ("Another pirate has hidden their hoard in the caves of this island!")
skipcard Fountain of Fate/T/You may choose one exploring Pirate. The next time that Pirate explores an Island they may discard the Island Exploration Card once, but must keep the new card if they do. ("They say the Fountain gives good fortune! Who will drink from it?")
skipcard Hole to Hades/T/Choose one of the exploring Pirates. When you next arrive at Port, lose that Pirate. ("One pirate catches a glimpse of Pirate Hell itself!")
skipcard Glittering Hoard/T/Gain 10 Booty for each exploring Pirate. ("No catch, just treasure!")
skipcard Buried Treasure/T/You may choose to roll. 1 lose one exploring Pirate, and you may roll again. 2-5 you may roll again. 6 gain 15 Booty for each exploring Pirate. ("There's a huge X in the middle of this island. Better hurry before the giant bird catches you!")
skipcard The Devil's Fist/T/Gain 1d6 Booty for each exploring Pirate, as well as "The Devil's Fist". "The Devil's Fist" counts as 50 Booty but must be spent in one transaction. ("As well as finding Booty each the pirates find the legendary ruby known as the Devil's Fist.")
@emit [name(%#)] pastes the Booty for Booty deck into the Dvorak Engine.

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