Difference between revisions of "Combo Pirates"
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{{card|title=Magic Mirror|type=Thing - Treasure|text='''Use(1):''' Ready one of your other Things.|cornervalue=4|creator=Bucky|bgcolor=880}} | {{card|title=Magic Mirror|type=Thing - Treasure|text='''Use(1):''' Ready one of your other Things.|cornervalue=4|creator=Bucky|bgcolor=880}} | ||
{{card|title=Coin Chest|type=Thing - Treasure|text=This can't be used the turn you acquire it. <br> '''Use(0):''' Gain 2 gold, then gain 2 more for each Treasure you have. Afterwards, destroy this.|cornervalue=4|creator=Bucky|bgcolor=880}} | {{card|title=Coin Chest|type=Thing - Treasure Box|text=This can't be used the turn you acquire it. <br> '''Use(0):''' Gain 2 gold, then gain 2 more for each Treasure you have. Afterwards, destroy this.|cornervalue=4|creator=Bucky|bgcolor=880}} | ||
{{card|title=King Midas' Thumb|type=Thing - Treasure|text='''Use(1):''' Destroy one of your other Things. Gain Coins equal to its cost. You may increase the Income.|cornervalue=4|creator=Bucky|bgcolor=880}} | {{card|title=King Midas' Thumb|type=Thing - Treasure|text='''Use(1):''' Destroy one of your other Things. Gain Coins equal to its cost. You may increase the Income.|cornervalue=4|creator=Bucky|bgcolor=880}} | ||
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{{card|title=Cursed Monacle|type=Thing - Treasure|text='''Use(0):''' Choose two Treasures. They can't be Used until the start of your next turn.|flavortext=It sees lead instead of gold, and glass instead of jewels.|cornervalue=7|creator=Bucky|bgcolor=880}} | {{card|title=Cursed Monacle|type=Thing - Treasure|text='''Use(0):''' Choose two Treasures. They can't be Used until the start of your next turn.|flavortext=It sees lead instead of gold, and glass instead of jewels.|cornervalue=7|creator=Bucky|bgcolor=880}} | ||
{{card|title=Duplicating Box|type=Thing - Treasure Box|text='''Use(5):''' Discard a card. If it's a Thing, make a copy of one of your non-Box Treasures.|cornervalue=7|creator=Bucky|bgcolor=880}} | |||
{{card|title=Crown|type=Thing - Treasure|text=Your Action cards and "Use" actions cost 1 Coin less. (minimum 0)<br> | {{card|title=Crown|type=Thing - Treasure|text=Your Action cards and "Use" actions cost 1 Coin less. (minimum 0)<br> |
Revision as of 02:26, 3 April 2018
Combo Pirates | |
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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.) | |
Print this deck | |
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 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.
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 win by gaining 10 Activity Points in one turn. You get an Activity Point every time you play a card from your hand or Use a Thing. Activity Points are lost at the end of a turn.
Card List
Main Deck
You may play this out of turn in response to an opponent's Action or Use, but it costs 4 extra Coins.
Who says I can't run an honest business on the side?
"Who keeps letting that infernal beast in here?"
Your hand is safe from your opponents' discard actions and abilities.
When in doubt, leave your past behind.
Destroy target Treasure or Boat.
Use(2): Discard a card to draw a card.
You may sacrifice this and discard a card to prevent an action that targets your coins or Treasures.
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.
Use(4): Each opponent discards a card or pays 4 coins. Opponents with no cards in hand don't need to pay.
Your opponents' Action cards cost 1 more Coin to play.
Bureaucracy. It's not the fees, it's the inconvenience.
Treasure Deck
Use(4): Destroy Mystery Flask.
Use(2): Steal a Treasure with at least as many Tracking counters on it as its cost. Discard Compass of Desire.
A lure for sages and fools alike.
Use(0): Gain 2 gold, then gain 2 more for each Treasure you have. Afterwards, destroy this.
Use(3): 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.
We have no proper ammunition for it, but a shovelful of any small metal objects will do.
Use(2): Destroy this, as well as half of your own coins, then steal half of each opponent's coins.
A strand of your fate
It sees lead instead of gold, and glass instead of jewels.
The first Action card or "Use" action an opponent takes each turn costs them 1 Coin more.
I am the pirate king!