Difference between revisions of "Booty for Booty deck"
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|longtext=true | |longtext=true | ||
|text=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. | |text=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. | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= Each Pirate will spend an additional Booty | |text= Each Pirate will spend an additional Booty at this Port. | ||
|flavortext=The quality of goods at this Port is particularly high! Should be worth spending a little extra... | |||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=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. | ||
|flavortext= | |flavortext=The port is being bombarded by a rival. If you want to trade at Port, you're going to have to defeat him. | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=2 Grog may be bought for 1 Booty. | ||
|flavortext= | |flavortext=Grog is half price here! | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=Choose a Pirate. Roll and add Swashbuckin' and Shootin'. 1-3 Lose that Pirate. 4-6 Gain 1 Booty. | ||
|flavortext= | |flavortext=One pirate must fight an old foe. | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=You can only spend 2d6 Booty at this Port. Your Pirates will not spend their 1 Booty at this Port. | ||
|flavortext= | |flavortext=This Port is ruined by a recent fire. | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=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! | ||
|flavortext= | |flavortext=There's a chance to make some serious Booty on a risky purchase, which might be valuable at the next Port. | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=Roll for each pirate. Any that roll a 1 are lost. | ||
|flavortext=This place is nice! Some Pirates might want to settle down here... | |||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=Roll for each pirate. Any that roll a 1 are lost. Any that roll a 2 lose 1 Booty. | ||
|flavortext= | |flavortext=This place isn't so nice. Let's get out of here! | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=You can trade 1 Booty for 15 Booty. You may only do this once. | ||
|flavortext= | |flavortext=One of your treasures is very valuable to the residents of this Port. | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=You may spend 19 Booty to get 20 Grog! | ||
|flavortext= | |flavortext=Cheap Grog here! Tastes a bit strange, but it's still good. | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=Gain a new Legendary Pirate of your choice. | ||
|flavortext= | |flavortext=A new Legendary Pirate joins the crew. | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= Roll for each pirate. Any that roll a 1 or 2 gain the Seasick weakness until they next reach a Port. | |text=Roll for each pirate. Any that roll a 1 or 2 gain the Seasick weakness until they next reach a Port. | ||
|flavortext= | |flavortext=This Port is full of disease! | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=Roll for each pirate. Any that roll a 1 gain the Scummy weakness permanently. | ||
|flavortext= | |flavortext=There's a nasty infection going around Port. | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=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. | ||
|flavortext= | |flavortext=The captain is accused of being a Witch! The crew can either let him burn or try to rescue him. | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=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. | ||
|flavortext= | |flavortext=An insane navy officer demands to take control of the ship. | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= | |text=Either pay 5 Booty, or you are still At Sea. | ||
|flavortext= | |flavortext=If you want to dock here, you have to pay the fee! | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} | ||
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|type=Port Happenings | |type=Port Happenings | ||
|bgcolor=0C0 | |bgcolor=0C0 | ||
|text= Roll for each pirate. Any that roll a 6 spend | |text=Roll for each pirate. Any that roll a 6 do not spend 1 Booty at Port as normal. | ||
|flavortext= | |flavortext=There are strikes in Port. Some of your Pirates might join in the strike... | ||
|creator=SUPERSUGA and Jacoby | |creator=SUPERSUGA and Jacoby | ||
}} | }} |
Revision as of 13:56, 5 July 2010
Booty for Booty | |
---|---|
Designers | SUPERSUGA, Jacoby |
Date | 3/18/2010 |
Players | 1-4 |
This is an unfinished deck. It is incomplete, and is not playable. | |
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.) | |
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This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Booty for Booty is a Dvorak version of the game of the same name, originally made by SUPERSUGA for the Penny Arcade IRC channel and forums.
You are the captain of a surly pirate crew, hoping you can one day get enough booty to trade it in for a mansion and a wife. Not before you've had a few more years of adventure though!
Special Rules
Makin' Yer Crew
Your crew will start with 8 pirates, but you will be able to get more during the game.
Strengths
When you make a new pirate, you start by finding his Strength. Roll a d6 and check the Strength Table.
Strength Table | ||
---|---|---|
Result | Strength | Description |
1 | No Strength | Roll on Weakness Table instead. |
2 | Swashbucklin' | Stabbin', Tauntin' and Swingin' on ropes all included. |
3 | Swaggerin' | Wearing impressive hats, shouting loudly and inspiring fear in others. |
4 | Stealin' | Finding and claiming Booty |
5 | Shootin' | Firing cannons and pistols. |
6 | Choose any! | Choose any Strength. If this is your first 6, roll again. |
A pirate can have a maximum total of 2 Strengths and Weaknesses. For example, 2 Strengths would be okay, as would a Strength and a Weakness.
Legendary Pirates
A pirate with two Strengths is a Legendary Pirate. Check the Legendary Table to see which Legendary Title that pirate has.
Legendary Table | |||
---|---|---|---|
Strength 1 | Strength 2 | Legendary Title | Description |
Swashbucklin' | Swaggerin' | The Terrible | Any Pirates put on a job with this Pirate ignore the effects of Seasick and Scrapper Weaknesses. |
Swashbucklin' | Stealin' | The Backstabber | Roll whenever this Pirate returns to Port he will murder a few people and gain 1d6 Booty. However, if this roll is a 1 they get thrown in jail until the next time the ship returns to Port. |
Swashbucklin' | Shootin' | The Bloody | Roll whenever this Pirate would be killed. On 4+ they manage to claw themselves out of the situation somehow and are unharmed. |
Swaggerin' | Stealin' | The Bastard | This Pirate has an enemy in every Port. Upon arriving in Port they must roll. On a 1 they are killed. On 2-4 they get in a few brawls but only lose a tooth or two. On 5-6 they beat up an enemy so badly they are forced to join the crew out of admiration, roll for a new crewman immediately. |
Swaggerin' | Shootin' | The Killer | Whenever you wish you may have this Pirate shoot another crewmember dead. This may interrupt any other event or happenings. |
Stealin' | Shootin' | The Plunderer | Whenever the crew gain any Booty with this Pirate present they may gain an additional d6 Booty. |
Weakness
Pirates can get a Weakness if you roll a 1 on the Strength Table, or through Events in the game.
To find your pirate's weakness, roll a d6 and check the Weakness Table.
Weakness Table | ||
---|---|---|
Result | Weakness | Description |
1 | Scummy | This pirate is so repulsive that any non-Scummy pirates will refuse to work with them on jobs. |
2 | Scaredy | Whenever there is any sort of Event that would effect this pirate (sea encounter, crew event, island event or port happening) roll. On 1-3 they hide somewhere and take no part in the event. |
3 | Seasick | Roll at the start of each week. On 1-2 the Pirate can do nothing but vomit and sleep until the next week. |
4 | Swigger | Each week this Pirate must roll. On 1-3 they consume an extra barrel of grog and must roll again. On 4+ they drink no additional Grog. If there is no Grog left for them to drink they must roll on the Sober Pirate table. |
5 | Scrapper | Roll whenever this Pirate is set on a job. On a 1 they get into a brawl with another Pirate on that job, preventing both of them from doing any work. |
6 | Feature | The pirate has no Weakness, but gains a Feature instead. |
Features
No two Pirates on a crew may be identical. If two match one of them must roll for a Feature.
For example, if a crew is rolled with three Pirates with Stealin' as their only Strength two of them must get a Feature, and they both must get different Features.
This rule also applies to new pirates that are recruited at port.
To get a Feature, roll 2d6 and check the Features Table.
Features Table | |
---|---|
Result | Feature |
2 | No Nose |
3 | Blind |
4 | Parrot |
5 | Toothless |
6 | Eyepatch |
7 | Beard |
8 | Peg Leg |
9 | Hook |
10 | Tattoos |
11 | Monkey |
12 | Two Hooks |
Finishing Touches
You should give each Pirate a name. (It's more fun that way!)
You will need to choose a Captain out of your 8 pirates. If you have any Legendary Pirates, your Captain must be one of them.
Resources
You have two Resources while playing the game.
Grog
Grog acts as fuel for the crew. If the crew doesn't have enough grog, bad things can happen!
Booty
Booty is the treasures you get during your pirate adventures. Getting 300 Booty lets you win the game, but you might have to use it, especially to get Grog.
Other Rules
Pirate Strengths
Some cards may ask you to roll and add a strength. That means you should add 1 to the roll for every Pirate with that strength.
For example, if you have 3 Pirates with Swashbucklin', and a card asks you to "roll and add Swashbucklin'", you would add 3 to the roll.
Every Ship Needs A Captain
If you ever lose the Captain, you must immediately choose a new Captain from the remaining Pirates in your Crew. If you have any Legendary Pirates remaining in your Crew, your Captain must be one of them.
Starting The Game
- Make your 8 Pirates and choose a Captain.
- You begin with 40 Grog and 0 Booty.
Playing The Game
Each turn, the Pirate Crews must do these steps.
- Each Crew must do the step before moving on to the next step.
- For example, you can't Set Course until every Crew has been divided into Job groups.
- Each Crew should roll a d6 to decide who goes first.
Step 1: Jobs
Divide your Pirate Crew into 3 Job groups.
Helm: Your Captain must be part of the Helm group. If you do not have at least 1 other Pirate in this group besides the Captain, you will have to roll on the Captain's Madness table.
Decks: These pirates keep the ship working. The more Pirates you have in this group, the less likely you are to get a Crew Event card.
Sails: These pirates keep the ship moving. The more Pirates you have in this group, the more likely you are to get to your destination.
Step 2: Set Course
- If the Captain is the only member of the Helm group, roll a d6 and check the Captain's Madness table below.
- If this makes the Captain unable to work, roll a d6 to determine your Course.
- On a roll of 1-3, you head for Port. On a roll of 4-6, you head for an Island.
- Declare your Course: Island, Port, or another Pirate Ship.
Captain's Madness Table | |
---|---|
Result | Event |
1 | The Captain fears a mutiny. No Pirate is safe! Roll 1d6 for each other Pirate. On a 1, lose that Pirate. |
2 | The Captain decides getting drunk is more entertaining than working. Lose 1d6 Grog. |
3 | The Captain is sick! Roll on the Weakness Table and give the Captain that Weakness. If they already possess this Weakness, you lose the Captain. |
4 | The Captain has had enough of the sea and desires a luxurious life on land! Change the course to Port. This course cannot be changed until you arrive. On arrival, lose 2d6 Booty. |
5 | The Captain is bored, so the Crew will have to entertain him. On your next turn, all Pirates must be placed in the Helm group. |
6 | The Captain changes course on a whim. Your course is changed to the opposite of its normal course (i.e. Port instead of Island, Island instead of Port), and cannot be changed until you arrive at your destination. |
Step 3: Swab The Decks
- Roll a d6 and add the number of Pirates in the Decks group. If this roll is 5 or less, take a Crew Event card and follow the instructions on it.
Step 4: Set Sail
- Roll a d6 and add the number of Pirates in the Sails group. The roll succeeds if you roll 6 or more (unless your Course is another Ship; see Pirate Attack!).
- If the roll succeeds, you have arrived at the destination you chose to sail towards.
- If the roll fails, you are still At Sea.
Island Destination
- When you arrive at an Island, you must choose a number of Pirates to investigate the Island. Only those Pirates' Strengths will affect rolls made on Island Exploration Cards.
- Draw an Island Exploration Card and follow the instructions.
Port Destination
- When you arrive at an Island, you will lose 1 Booty for each Pirate.
- If you go down to 0 Booty, your Pirates will steal what they need. (You do not go into negative Booty.)
- Your Pirates do not need to consume Grog while at Port. (That's what the Booty is for!)
- You can recruit a new Pirate by paying 1 Booty and 1 Grog. Create the new Pirate following the normal Pirate creation rules.
- You can bank some or all of your Booty while in Port. Banked treasures cannot be lost or used while At Sea or on an Island.
- You must draw a Port Happenings Card and follow the instructions.
At Sea
- Draw a Sea Encounters Card and follow the instructions.
Pirate Attack!
- To reach another ship, your Sail roll must beat your target's Sail roll.
- If this roll is successful, both Crews must roll and add Swashbucklin' and Shootin'.
- The loser gives 2d6 Booty to the winners. If the loser doesn't have enough Booty, they must give enough Grog to make up the difference.
- Roll a d6 for each Pirate on the losing Crew. On a 1, lose that Pirate.
- If this roll is not successful, you are still At Sea.
Step 5: Grog!
- You must use 1 Grog for every Pirate in your Crew.
- If you would run out of Grog, choose the Pirates who will get Grog. You must roll a d6 and check the Sober Pirate Table once for each remaining Pirate.
- For example, if 2 Pirates did not get Grog this turn, you would have to roll on the Sober Pirate Table twice.
Sober Pirate Table | |
---|---|
Result | Event |
1 | Abandon Ship! - The pirate leaps off the boat and swims off into the horizon, never seen again. Lose that Pirate. |
2 | Mutiny! - The pirate decides he could do a better job of running the ship.
|
3 | Beserk! - The Pirate goes into a murderous frenzy! Lose that Pirate and another Pirate of your choice. |
4+ | Fine For Now - The Pirate manages to work without Grog. |
Winning The Game
If you are the first Crew to get 300 Booty, your Pirate Captain can finally retire and settle down with a wife, a mansion, and a truly impressive hat. You win!
Card List
Crew Events
Pirates are brawlin'! Be careful or you might be thrown overboard!
Ewww! There be lice in yer beard!
Ye bloody cheater! Lock 'im in the Brig!
Some Booty is missing, we're sure of it! This calls for a recount.
The Grog has gone bad! We'll have to steal some good Grog when we get to Port.
Fight!
The crew decide to have a jig contest.
The Pirates are going stir crazy!
Pirate songs are notoriously catchy...
The pirates invent a new game involving throwing a freshly caught fish around the deck.
Where's the Grog? Where has the Grog gone? What is the current status and location of the Grog?
It's going to take a long time to fix the broken mast...
The first rule of Hook Club is...
The ship has even more rats than usual.
A ghost has been sighted on the ship.
You stole me hat! I can see it on yer bloody head!
Pirate needs limes badly!
There's a general ruckus on the deck of the ship and the captain feels some pirates need some time in The Box.
That is an infectious parrot!
Someone decides to have a night-stabbing.
Something's not right with the compass.
I've got a cunning plan!
Names are very important to Pirates.
How could termites possibly eat gold?
That doesn't look good...
I was here the whole time!
You try hanging around a bunch of dirty pirates for weeks on end without going crazy!
I'm gettin' outta here and I'm takin it with me!
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.
Can't sail without a mast, can't fix it without sailing to Port. We're screwed...
The crew suspect this is a pearl-heavy area. Who will risk the dangerous dive?
I'll name him Mr. Crab!
After attempting to set up a Lobster Racing league one of the pirates gets a nasty snip on their hand.
One pirate decides he could do a better job of running the ship.
You could hear it clear to Bodney Bay!
A dress washes up nearby the ship and the crew haul it in. It's beautiful. Naturally, the Pirates have to fight over it.
Sea Encounters
A squid tries to drag you down to the abyss. Can your Crew defeat the beast?
The ship is torn open by an iceberg.
You board a ship with no guards at all.
The navy have got you in an ambush. This could be bad, but there might be Booty in it if your luck holds...
Some fellow pirates are trying to beat you at your own game. Show 'em how it's done!
Thousands of ships have gone missing in this part of the ocean...
The sails fall limp and the ship cannot move from the middle of the ocean
The water turns dark and daunting, as if something bad is about to happen.
Some savages have sailed up to the ship in their canoes offering to trade.
A gush of superheated water endangers the ship.
You never know where a hurricane might blow you.
It's a legendary hungry whirlpool that will only let the ship past if it's fed!
A big wave is coming. The ship can try to avoid it, or risk riding it.
It's so hot!
A Pirate is thrown overboard into shark-infested waters!
A Pirate has a run-in with crocs! Shouldn't dangle your feet in the water, I guess.
The Crew spots mermaids! They're really vicious sea hags, but the Crew is too drunk to see that.
Just a castaway, on an island lost at sea-oh...
The Crew finds a man floating in a barrel. He might make a good Pirate, if he doesn't have Sea Madness.
A ghost ship! Honestly! Didn't you just see that?
Some dirty pirates have left a sinking ship.
A haunting song lures the ship onto some rocks.
The legendary colossus of the sea rises and tries to swallow the ship!
A group of treasure hunters want the pirates' help. You could help yourself to their treasures...
Someone's put a price on the Captain's head and tries to take it!
You could pay these explorers to guide you to an Island, or you could steal all their stuff. Up to you...
These ships are helpless without their escort, but the escort certainly isn't helpless...
There's plenty of Booty to steal from these wrecks, but it can be dangerous business
Out of nowhere an island springs up out of the ocean.
Navigation is impossible in this fog!
There's plenty of Booty on this huge ship, but there's plenty of cannons as well.
It always seemed to good to be true...
Some dolphins decide to accompany the ship, guiding them somewhere nice.
A helpless ship filled with valuable cargo!
Shadows and shapes grasp at the ship from below. They speak in a deep voice, demanding terrible things of the Captain.
Port Happenings
This port has no grog for sale! None at all!
A hunched stranger gives one pirate the Black Spot!
A Pirate in your crew has become involved with the Governor's daughter.
The quality of goods at this Port is particularly high! Should be worth spending a little extra...
The port is being bombarded by a rival. If you want to trade at Port, you're going to have to defeat him.
Grog is half price here!
One pirate must fight an old foe.
This Port is ruined by a recent fire.
There's a chance to make some serious Booty on a risky purchase, which might be valuable at the next Port.
This place is nice! Some Pirates might want to settle down here...
This place isn't so nice. Let's get out of here!
One of your treasures is very valuable to the residents of this Port.
Cheap Grog here! Tastes a bit strange, but it's still good.
A new Legendary Pirate joins the crew.
This Port is full of disease!
There's a nasty infection going around Port.
The captain is accused of being a Witch! The crew can either let him burn or try to rescue him.
An insane navy officer demands to take control of the ship.
If you want to dock here, you have to pay the fee!
There are strikes in Port. Some of your Pirates might join in the strike...
Island Exploration