Difference between revisions of "Combo Pirates"

From Dvorak - A Blank-Card Game
Jump to navigationJump to search
(→‎Main Deck: Smug Yacht gets a discount on its Use ability)
Line 11: Line 11:
Coins are a resource, granted by global Income cards. If a card has a numerical cornervalue, it's played by paying that many Coins rather than the normal 1-action-per-turn and 1-Thing-per-turn limits. Coins are kept between turns.
Coins are a resource, granted by global Income cards. If a card has a numerical cornervalue, it's played by paying that many Coins rather than the normal 1-action-per-turn and 1-Thing-per-turn limits. Coins are kept between turns.


The game starts with 1 Income in play. Once at least half the players have taken their turn on the first round, add another Income. Other cards can add another Income to a limit of 8.  Each player starts the game with two coins. If there are more than 3 players, the last player starts the game with an extra Coin.
The game starts with 2 Income in play. Other cards can add another Income to a limit of 8.  Each player starts the game with coins equal to their position in turn order - the first player starts with 1, the second starts with 2, etc.


If an entire round passes with no cards played nor Treasures bought, increase the Income.
If an entire round passes with no cards played nor Treasures bought, increase the Income.

Revision as of 16:07, 11 April 2018

Combo Pirates
Designer Bucky
Date 4/2/18
Players 2-5
This deck has not been categorised.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

Hammer and spanner.gif
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more.

Special Rules

Coins

Coins are a resource, granted by global Income cards. If a card has a numerical cornervalue, it's played by paying that many Coins rather than the normal 1-action-per-turn and 1-Thing-per-turn limits. Coins are kept between turns.

The game starts with 2 Income in play. Other cards can add another Income to a limit of 8. Each player starts the game with coins equal to their position in turn order - the first player starts with 1, the second starts with 2, etc.

If an entire round passes with no cards played nor Treasures bought, increase the Income.

Some Things have a Use ability, with a cost in coins. Those Things can only be Used once per turn, unless another card Readies them between uses.

Treasure Deck

There's a special deck of Treasure cards. Keep it separate from the main deck. Treasures also have a separate discard pile. All Treasures are Things.

Treasure Shelf

Players get Treasures by buying them from the Treasure Shelf, a row of Treasures. The Treasure Shelf's size is three plus the number of players. If the Shelf is ever not full, fill it from the Treasure Deck.

To buy a Treasure, simply pay its cost in Coins.

Winning

You get a Combo Point every time you play a card from your hand or Use a Thing. Combo Points are lost at the end of a turn. You win by having 10 Combo Points at the same time.


Misc/FAQ

Responses

When a card says to do something 'in response to' an event, the response happens first, then the event happens. If the event can't fully happen anymore, do as much of it as possible.


Counters

Counters are placed by certain cards, and Cards that use counters can use each others'. For example, it's easier to use Diver's Drill to sink a Jade Galleon that a Compass of Desire has already tracked down. Cases like this are rare because each type of Thing should have only one card that puts counters on it.

Opponent Destroys

If a card says the opponent destroys one of their Things, Treasures etc., that opponent chooses which of their things is destroyed.

Monkey Bottles

A few Treasures let their owner do things when they're destroyed. Those treasures do nothing if they're destroyed on the Shelf, since nobody owns them.

Additional Materials

Players are recommended to use different colors of poker chips to represent coins and combo points. A few cards put counters on themselves or other cards. Have coins, pebbles or other small objects handy to represent those. Use empty sleeves or blank cards to generate ghostly duplicates.

Card List

Main Deck

0
Pick Pocket
Action
Steal a coin from an opponent.
Card by Bucky
0
Overtime
Action
Ready one of your Things.
Card by Bucky
0
Bury Treasure
Action
Return one of your Things to your hand. (this lets you have a Treasure in your hand)

You may play this out of turn in response to an opponent's Action or Use, but it costs 4 extra Coins.
Card by Bucky
0
Scrap Gold
Thing
You may destroy this to spend it like a Coin.
Card by Bucky
0
Contact the Black Market
Action
Discard two Treasures from the Shelf and gain a Coin. Increase the Income.



You may play this out of turn in response to an opponent's Action or Use, but it costs 4 extra Coins.
Card by Bucky
0
Diver's Drill
Thing
This becomes Used when you acquire it.
Use(1): Put a counter on target Boat. If it has at least as many counters as its cost, destroy that Boat and this Diver's Drill.
Card by Bucky
1
Explore the Cove
Action
Gain 2 coins and increase the Income. Gain an extra coin if you have a Boat.
Card by Bucky
1
Steal Plans
Action
Look at an opponent's hand. If they have any Actions, choose one and discard it.
Card by Bucky
1
Arson
Action
Destroy target Boat OR target player discards a card at random.
Card by Bucky
1
Banana Tree
Thing
Use(1): put a coin on this. If it has 3+ coins, remove them all, gain 6 coins, increase the Income and draw a card.
If this has a coin on it, things that destroy Treasures can destroy it.
Card by Bucky
1
Trained Monkey
Thing
Use(2): Destroy a Treasure on the Shelf.
"Who keeps letting that infernal beast in here?"
Card by Bucky
1
Market Stall
Thing
Use(0): Discard a card to gain 2 Coins.
Card by Bucky
1
Case the Town
Action
Look at the top three cards of the draw pile. Draw one and discard the other two.
Card by Bucky
1
Commandeer
Action
Gain control of a Boat this turn. When you give it back, draw a card.
Card by Bucky
1
Fireboat
Thing - Boat
Fireboat becomes Used when you acquire it. Use(2): Destroy this and another Boat.
Card by Bucky
1
Counterfeit Treasure
Action
Target Treasure can't be Used until the start of your next turn. Draw a card.
Card by Bucky
2
Explore the Jungle
Action
Increase the Income, then gain Coins equal to the size of the Income.
Card by Bucky
2
Repair
Action
Move a Thing from the main discard pile to your hand.
Card by Bucky
2
Salvage
Action
Choose a Treasure in the Treasure Discard. You may either buy it from the discard, or shuffle it into the Treasure deck and draw a card.
Card by Bucky
2
Blockade Runner
Thing - Boat
+1 maximum hand size.
Your hand is safe from your opponents' discard actions and abilities, and from opponents looking at it.
Card by Bucky
2
Minefield
Thing
When an opponent plays a Thing from their hand, destroy that Thing, then destroy Minefield unless you pay 10 Coins.
Card by Bucky
2
Rowboat
Thing - Boat
Use(1): Discard your hand and draw two cards.
When trouble calls, leave your past behind.
Card by Bucky
2
Tombstone
Thing
Your opponents can't affect cards in the discard piles, except to shuffle them back into their decks.
Card by Bucky
2
Spy
Thing
You may destroy Spy in response to any Action or Use ability to play your own Action or Use ability as a reaction. If you respond to a Thing's Use ability, you can't target that Thing with your reaction.
Card by Bucky
2
Gang of Vandals
Action
To play this, you must destroy one of your own Treasures and discard a card.
Destroy target Treasure or Boat.
Card by Bucky
2
Raid Headquarters
Action
Each opponent discards two cards or treasures.
Card by Bucky
2
Vault
Thing
+1 maximum hand size.
If an Action or Use would affect one of your Treasures, you may have it affect this Vault instead. The Vault acts like a Treasure with respect to that effect.
Card by Bucky
3
Grapeshot
Action
Destroy any number of target Things with combined costs no higher than your Combo Points. (including the point from playing Grapeshot)
Card by ChippyYYZ
3
Smuggler's Yacht
Thing - Boat
+1 maximum hand size.
Use(1): Discard a card to draw a card.
Card by Bucky
3
Decoy Skiff
Thing - Boat
+1 maximum hand size.
You may destroy this and discard a card to prevent an action that targets your coins or Treasures.
Card by Bucky
3
Island Ferry
Thing - Boat
+1 maximum hand size.
Get an extra +1 Coin at the start of your turn.
Card by Bucky
3
Trawler
Thing - Boat
+1 maximum hand size.
Use(2): The player on your right chooses a Treasure from the discard and puts it in your hand.
Card by Bucky
3
Summon the Crew
Action
Draw two cards OR Ready up to two of your used Things.
Card by Bucky
3
Treasure Hunters
Action
Choose up to three Treasures in the treasure discard. Shuffle them back into the Treasure deck. If you shuffled three Treasures back, draw two cards.
Card by Bucky
3
Hide the Loot
Action
Return a Thing to its controller's hand. (this lets them have a Treasure in your hand)

You may play this out of turn in response to an opponent's Action or Use, but it costs 4 extra Coins. It can't target a Thing whose Use it's responding to.
Card by Bucky
3
Alert the Creditors
Action
Target opponent destroys one of their Treasures. If it cost 5 or more, increase the Income.
Card by Bucky
4
Swindle!
Action
An opponent gains a coin. But you steal one of their Treasures that cost 4 or less.
Card by Bucky
4
Blockade Cruiser
Thing - Boat
+1 maximum hand size.
Use(2): Each opponent discards a card or pays 3 coins. Opponents with no cards in hand don't need to pay.
Card by Bucky
5
Hire Robbers
Action
Destroy target Treasure unless its owner spends 8 Coins to protect it.
Card by Bucky
4
Customs Frigate
Thing - Boat
+1 Maximum Hand Size
Your opponents' Action cards cost 1 more Coin to play.
Bureaucracy. It's not the fees, it's the inconvenience.
Card by Bucky
6
All Hands
Action
Draw four cards OR Ready up to three of your Used Things.
Card by Bucky
8
Sniper's Rocket
Action
Destroy a Thing.
Card by Bucky


Treasure Deck

0
Another One!
Thing - Treasure
When you buy this, you must pay the cost of one of your other Treasures. This acts as a copy of that Treasure.
Card by Bucky
1
Mystery Flask
Thing - Treasure
When Mystery Flask is destroyed, draw two cards.
Use(4): Destroy Mystery Flask.
Card by Bucky
1
Bottle of Frozen Time
Thing - Treasure
When this is destroyed, you may immediately play a card from your hand without paying its Coin cost OR Ready up to three Things.
Card by Bucky
2
Psychic Spyglass
Thing - Treasure
Use(0): Look at an opponent's hand.
For peering into thoughts from a distance
Card by Bucky
2
Faerie Purse
Thing - Treasure
At the end of your turn, if you have no Coins, gain a Coin.
They say Fae gold always finds its way home by sunset.
Card by Bucky
2
Compass of Desire
Thing - Treasure
Use(1): Put a counter on an opponent's Treasure.
Use(0): Steal a Treasure with at least as many counters on it as its cost. Destroy Compass of Desire unless you pay 3 Coins.
Points to what you covet most
Card by Bucky
3
Thunderstorm Trumpet
Thing - Treasure
Use(3): Each player destroys one of their Things.


Use(16): Destroy all Things. All Coins are lost.
Card by Bucky
4
Infernal Fiddle
Thing - Treasure
Use(3): Draw a card.
A lure for sages and fools alike
Card by Bucky
4
Magic Mirror
Thing - Treasure
Use(1): Ready one of your other Things.
Card by Bucky
4
Coin Chest
Thing - Treasure Box
This becomes Used when you acquire it.
Use(0): Gain 1 gold, then gain 1 more for each Treasure you have. Afterwards, destroy this.
Card by Bucky
4
King Midas' Thumb
Thing - Treasure
Use(1): Destroy one of your other Things. Gain Coins equal to its cost. You may increase the Income.
Card by Bucky
5
Haunted Scepter
Thing - Treasure
Use(4): Reveal the top two cards of the deck. Play or discard each of them. (You don't pay their Coin costs or get Combo Points for playing them.)
It lets you rule over free spirits.
Card by Bucky
5
Altar of Greed
Thing - Treasure
Use(1): Discard any number of cards. Gain 2 Coins each.
Riches, but at what cost?
Card by Bucky
5
Ghost Sail
Thing - Treasure
If Ghost Sail ceases to be attached to a ship, destroy that ship.
Use(2): Return a ship to play from the main discard pile and gain control of it. Attach this to that ship instead of anything it's currently attached to.
Card by Bucky
5
Memory Crystal
Thing - Treasure
Use(3): Retrieve an Action from the discard.
Card by Bucky
5
Gold Cannon
Thing - Treasure
Use(5): target opponent destroys one of their Things.
We have no proper ammunition for it, but a shovelful of any small metal objects will do.
Card by Bucky
6
Quicksilver Statue
Thing - Treasure
This has all the "Use" actions of your other non-Boat Things. (You can still only use one at a time)
Card by Bucky
6
The Magnetic Monopole
Thing - Treasure
This becomes Used when you acquire it.
Use(4): Destroy this, as well as half of your own coins, then steal half of each opponent's coins. Round up.
Card by Bucky
6
Twisted Hourglass
Thing - Treasure
Use(2): Destroy this. Take an extra turn after this one, but you get no Coins from Income during the extra turn.
Card by Bucky
6
Golden Thread
Thing - Treasure
When an opponent has 9 Combo Points, they lose 5 of them. Golden Thread is destroyed in the process.
A strand of your fate
Card by Bucky
7
Cursed Monacle
Thing - Treasure
Use(0): Choose two Treasures. They can't be Used until the start of your next turn.
It sees brass instead of gold, and glass instead of jewels.
Card by Bucky
7
Duplicating Box
Thing - Treasure Box
Use(5): Discard a card. If it's a Thing, make a ghostly copy of one of your non-Box Treasures. The ghostly copy acts like a normal Treasure card except that it vanishes if it leaves play.
Card by Bucky
8
Jade Galleon
Thing - Treasure Boat
+1 maximum hand size.
Use(0): Gain 3 Coins.
Card by Bucky
8
Royal Crown
Thing - Treasure
Your Action cards and "Use" actions cost 1 Coin less. (minimum 0)
The first Action card or "Use" action an opponent takes each turn costs them 1 Coin more.
I am the pirate king!
Card by Bucky
8
Djinn Ring
Thing - Treasure Ring
Use(2):Ready any number of your non-Ring Things at the cost of one Combo Point each.
Home of a powerful servant
Card by Bucky
12
Faerie Circle
Thing - Treasure
At the start of your turn, gain 2 Coins and draw two cards.
A portable door to a land of wealth
Card by Bucky


Income

+1
Income
Rule
Each player gets +1 Coin at the start of their turn
Everyone has 1 income at the start of the game
Card by Bucky
+2
Income
Rule
Each player gets +1 Coin at the start of their turn
The income increases automatically halfway through the first round.
Card by Bucky
+3
Income
Rule
Each player gets +1 Coin at the start of their turn
Card by Bucky
+4
Income
Rule
Each player gets +1 Coin at the start of their turn
Card by Bucky
+5
Income
Rule
Each player gets +1 Coin at the start of their turn
Card by Bucky
+6
Income
Rule
Each player gets +1 Coin at the start of their turn
Card by Bucky
+7
Income
Rule
Each player gets +1 Coin at the start of their turn
Card by Bucky
+8
Income
Rule
Each player gets +1 Coin at the start of their turn
Card by Bucky