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
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 4 extra 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
This becomes Used when you acquire it.
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.
Action
Gain 2 coins 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
Use(1): put a Fruit counter on this. If it has 3+ Fruit counters, remove them all, gain 7 coins, increase the Income and draw a card.
Who says I can't run an honest business on the side?
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.
Thing - Boat
Fireboat becomes Used when you acquire it. Use(2): Destroy this and another Boat.
Action
Increase the Income, then gain Coins equal to the size of the Income.
Action
Target Treasure can't be Used until the start of your next turn. Draw a card.
Action
Move a Thing from the 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 10 Coins.
Thing - Boat
Use(1): Discard your hand and 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
Target Treasure can't be Used until the start of your next turn. Draw a card.
Action
Gain control of a Boat this turn. When you give it back, draw a card.
Action
To play this, you must destroy one of your own Treasures and discard a card.
Destroy target Treasure or Boat.
Action
Each opponent discards two cards or 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(2): 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
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, but it costs 4 extra Coins. 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.
Action
Target opponent destroys one of their Treasures. If it cost 5 or more, increase the Income.
Thing - Boat
+1 maximum hand size.
Use(4): Each opponent discards a card or pays 4 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(0): Look at an opponent's hand.
For peering into thoughts from a distance
Thing - Treasure
At the end of your turn, if you have no Coins, gain a Coin.
They say Fae gold always finds its way home by sunset.
Thing - Treasure
Use(1): Put a Tracking counter on an opponent's Treasure.
Use(0): Steal a Treasure with at least as many Tracking counters on it as its cost. Destroy Compass of Desire unless you pay 3 Coins.
Points to what you covet most.
Thing - Treasure
Use(3): Each player destroys one of their Things.
Use(16): Destroy all Things. All Coins are lost.
Thing - Treasure
Use(3): Draw a card.
A lure for sages and fools alike
Thing - Treasure
Use(1): Ready one of your other Things.
Thing - Treasure Box
This becomes Used when you acquire it.
Use(0): Gain 2 gold, then gain 2 more for each Treasure you have. Afterwards, destroy this.
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(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
This has all the "Use" actions of your other non-Boat Things. (You can still only use one at a time)
An image of nothing in particular
Thing - Treasure
This becomes Used when you acquire it.
Use(4): Destroy this, as well as half of your own coins, then steal half of each opponent's coins. Round up.
Thing - Treasure
Use(2): Take an extra turn after this one, but you get no Coins from Income that turn. Destroy Twisted Hourglass.
Thing - Treasure
When an opponent has 9 Combo Points, they lose 5 of them. Golden Thread is destroyed in the process.
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 lead instead of gold, and glass instead of jewels.
Thing - Treasure Box
Use(5): Discard a card. If it's a Thing, make a ghostly copy of one of your non-Box Treasures. The ghostly copy acts like a normal Treasure card except that it vanishes if it leaves play.
Thing - Treasure Boat
+1 maximum hand size.
Use(0): Gain 3 Coins.
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 and shackle for a powerful servant
Thing - Treasure
At the start of your turn, gain 2 Coins and draw two cards.
Income
Rule
Each player gets +1 Coin at the start of their turn
Rule
Each player gets +1 Coin at the start of their turn
Rule
Each player gets +1 Coin at the start of their turn
Rule
Each player gets +1 Coin at the start of their turn
Rule
Each player gets +1 Coin at the start of their turn
Rule
Each player gets +1 Coin at the start of their turn
Rule
Each player gets +1 Coin at the start of their turn
Rule
Each player gets +1 Coin at the start of their turn