Difference between revisions of "Combo Pirates"
(→Special Rules: Rule change - Things played from your hand are not Ready!) |
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You may play this out of turn in response to an opponent's Action or Use, but it costs 4 extra Coins.|cornervalue=0|creator=Bucky|bgcolor=700}} | You may play this out of turn in response to an opponent's Action or Use, but it costs 4 extra Coins.|cornervalue=0|creator=Bucky|bgcolor=700}} | ||
{{card|title=Diver's Drill|type=Thing|text= | {{card|title=Diver's Drill|type=Thing|text='''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.|cornervalue=0|creator=Bucky|bgcolor=007}} | ||
{{card|title=Explore the Cove|type=Action|text=Gain a coin and increase the Income. Gain an extra coin if you have a Boat.|cornervalue=0|creator=Bucky|bgcolor=700}} | {{card|title=Explore the Cove|type=Action|text=Gain a coin and increase the Income. Gain an extra coin if you have a Boat.|cornervalue=0|creator=Bucky|bgcolor=700}} | ||
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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 Box|text=This | {{card|title=Coin Chest|type=Thing - Treasure Box|text=This can't be Used the turn you acquire it. <br> '''Use(0):''' Gain 1 gold, then gain 1 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}} |
Revision as of 02:41, 1 July 2018
Combo Pirates | |
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Designer | Bucky |
Date | 4/2/18 |
Players | 2-3 |
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 locked. Further cards should not be added - leave feedback on the talk page. |
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
You may play this out of turn in response to an opponent's Action or Use, but it costs 4 extra Coins.
If this has a coin on it, things that destroy Treasures can destroy it.
"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 trouble calls, 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(1): Discard a card to draw a card.
You may destroy this and discard a card to prevent an action that targets your coins or Treasures.
Get an extra +1 Coin at the start of your turn.
Use(2): The player on your right chooses a Treasure from the discard and puts it 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.
Use(2): Each opponent discards a card or pays 3 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.
For peering into thoughts from a distance
They say Fae gold always finds its way home by sunset.
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
A lure for sages and fools alike
Use(0): Gain 1 gold, then gain 1 more for each Treasure you have. Afterwards, destroy this.
It lets you rule over free spirits.
Riches, but at what cost?
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.
We have no proper ammunition for it, but a shovelful of any small metal objects will do.
Use(4): Destroy this, as well as half of your own coins, then steal half of each opponent's coins. Round up.
A strand of your fate
It sees brass 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!
Home of a powerful servant
A portable door to a land of wealth
Income
Everyone has 2 income at the start of the game.
If an entire round passes with no cards played nor Treasures bought, increase the Income.
The income can't increase beyond 8.