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. Things played from your hand are not Ready right away, but Things you get in other ways are.
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
Action
Steal a coin from an opponent.
Action
Ready one of your Things.
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 3 Coins.
Thing
You may destroy this to spend it like a Coin.
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.
Thing
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.
Action
Gain a coin and increase the Income. Gain an extra coin if you have a Boat.
Action
Look at an opponent's hand. If they have any Actions, choose one and discard it.
Action
Destroy target Boat OR target player discards a card at random.
Thing - Boat
Use(1): put a coin on this. If it has 3+ coins, remove them all, gain 5 coins, increase the Income and draw a card.
Thing
Use(2): Destroy a Treasure on the Shelf.
"Who keeps letting that infernal beast in here?"
Thing
Use(0): Discard a card to gain 2 Coins.
Action
Look at the top three cards of the draw pile. Draw one and discard the other two.
Action
Gain control of a Boat this turn. When you give it back, draw a card.
Thing - Boat
Fireboat becomes Used when you acquire it. Use(2): Destroy this and another Boat.
Action
Target Treasure can't be Used until the start of your next turn. Draw a card.
Action
Gain Coins equal to the size of the Income, then increase the Income.
Action
Move a Thing from the main discard pile to your hand.
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.
Thing - Boat
+1 maximum hand size.
Your hand is safe from your opponents' discard actions and abilities, and from opponents looking at it.
Thing
When an opponent plays a Thing from their hand, destroy that Thing, then destroy Minefield unless you pay 8 Coins.
Thing - Boat
Use(2): Discard your hand (if any), then draw two cards.
When trouble calls, leave your past behind.
Thing
Your opponents can't affect cards in the discard piles, except to shuffle them back into their decks.
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.
Action
Destroy one of your own Treasures.
Then, destroy an opponent's Treasure or Boat.
Action
Each opponent discards two cards or destroys two of their treasures.
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.
Action
Destroy any number of target Things with combined costs no higher than your Combo Points. (including the point from playing Grapeshot)
Thing - Boat
+1 maximum hand size.
Use(1): Discard a card to draw a card.
Thing - Boat
+1 maximum hand size.
You may destroy this and discard a card to prevent an action that targets your coins or Treasures.
Thing - Boat
+1 maximum hand size.
Get an extra +1 Coin at the start of your turn.
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.
Action
Draw two cards OR Ready up to two of your used Things.
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.
Action
Target opponent destroys one of their Treasures. If it cost 5 or more, increase the Income.
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. It can't target a Thing whose Use it's responding to.
Action
An opponent gains a coin. But you steal one of their Treasures that cost 4 or less.
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.
Action
Destroy target Treasure unless its owner spends 8 Coins to protect it.
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.
Action
Draw four cards OR Ready up to three of your Used Things.
Treasure Deck
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.
Thing - Treasure
When Mystery Flask is destroyed, draw two cards.
Use(4): Destroy Mystery Flask.
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.
Thing - Treasure
Use(2): Destroy this. Take an extra turn after this one, but you get no Coins from Income during the extra turn.
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 4 Coins.
Points to what you covet most
Thing - Treasure
If you end your turn with no Coins, gain a Coin.
They say Fae gold always finds its way home by sunset.
Thing - Treasure
Use(0): Look at an opponent's hand.
For peering into thoughts from a distance
Thing - Treasure
Use(3): Each player destroys one of their Things.
Use(16): Destroy all Things. All Coins are lost.
Thing - Treasure Box
At the start of your turn, put a coin on this.
Use(0): Destroy this and gain all the coins on it.
Thing - Treasure
Use(1): Ready one of your other Things.
Thing - Treasure
Use(1): Destroy one of your other Things. Gain Coins equal to its cost. You may increase the Income.
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.
Thing - Treasure
Use(1): Discard any number of cards. Gain 2 Coins each.
Riches, but at what cost?
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.
Thing - Treasure
Use(2): Draw a card.
A lure for sages and fools alike
Thing - Treasure
Use(3): Retrieve an Action from the discard.
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.
Thing - Treasure
Your first Use ability of each turn costs 3 fewer coins. (minimum 0)
Thing - Treasure
This has all the "Use" actions of your other non-Boat Things. (You can still only use one at a time)
Thing - Treasure
This can't be used the turn you acquire it.
Use(3): Destroy this. Everyone loses all their coins.
Thing - Treasure
When an opponent has 7 Combo Points, they lose all their combo points that aren't marking un-Ready Things. Then, Golden Thread is destroyed.
A strand of your fate
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.
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!
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
Thing - Treasure Boat
+1 maximum hand size.
Use(0): Gain 3 Coins.
Thing - Treasure
At the start of your turn, gain 2 Coins and draw two cards.
A portable door to a land of wealth
Income
Rule
Each player gets 2 Coins at the start of their turn
Everyone has 2 income at the start of the game.
Rule
Each player gets 3 Coins at the start of their turn
If an entire round passes with no cards played nor Treasures bought, increase the Income.
Rule
Each player gets 4 Coins at the start of their turn
Rule
Each player gets 5 Coins at the start of their turn
Rule
Each player gets 6 Coins at the start of their turn
Rule
Each player gets 7 Coins at the start of their turn
Rule
Each player gets 8 Coins at the start of their turn
The income can't increase beyond 8.