Difference between revisions of "Combo Pirates"
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{{card|title=Golden Thread|type=Thing - Treasure|text=When an opponent has 9 Combo Points, they lose 5 of them. Golden Thread is destroyed in the process.|flavortext=A strand of your fate|cornervalue=6|creator=Bucky|bgcolor=880}} | {{card|title=Golden Thread|type=Thing - Treasure|text=When an opponent has 9 Combo Points, they lose 5 of them. Golden Thread is destroyed in the process.|flavortext=A strand of your fate|cornervalue=6|creator=Bucky|bgcolor=880}} | ||
{{card|title=Jade Galleon|type=Thing - Treasure Boat|text=+1 maximum hand size. <br>'''Use(0):''' Gain 3 Coins.|cornervalue=7|creator=Bucky|bgcolor=0B0}} | {{card|title=Jade Galleon|type=Thing - Treasure Boat|text=+1 maximum hand size. <br>This can't be used on the turn you acquire it. <br>'''Use(0):''' Gain 3 Coins.|cornervalue=7|creator=Bucky|bgcolor=0B0}} | ||
{{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}} |
Revision as of 03:18, 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 Combo Point in one turn. 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.
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.
Use:(1) Put a Leak counter on target Boat. If it has at least as many Leak counters as its cost, destroy that Boat and this Diver's Drill.
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, and from opponents looking at it.
When in doubt, leave your past behind.
Destroy target Treasure or Boat.
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.
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.
It lets you rule over free spirits.
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
This can't be used on the turn you acquire it.
Use(0): Gain 3 Coins.
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!