Booty for Booty deck

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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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Booty for Booty is a Dvorak version of the game of the same name, originally made by SUPERSUGA for the Penny Arcade IRC channel and forums.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. Each remaining Pirates must roll a d6 and check the Sober Pirate Table.
    • For example, if 2 Pirates did not get Grog this turn, you would have to roll on the Sober Pirate Table twice.
Captain's Madness 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.
  • Roll and add Swashbucklin'.
    • On 1-5 the Pirate is defeated by the Captain and forced to walk the plank. Lose that Pirate.
    • On 6+ they kill the Captain! Lose the Captain. This Pirate becomes the new Captain of the ship.
      • If the Captain gets this result for himself he kills one other crew member of his choice before they get the chance to Mutiny. Lose that Pirate.
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

Sample Card
Sample Card
Sample
Sample
Card by SUPERSUGA


Crew Events

Thrown Overboard
Crew Events
Roll for each Pirate and add Swaggerin'. Any who roll 1 are caught up in a brawl and thrown overboard to their probable deaths.
Card by SUPERSUGA and Jacoby
Beard Lice
Crew Events
Roll for each Pirate. On 1-2 they get Beard Lice and count as having the Scummy weakness until they next return to Port and have their beard washed.
Card by SUPERSUGA and Jacoby
Dice Cheat
Crew Events
If no pirates have Stealin' ignore this event. Otherwise one pirate with Stealin' is accused of cheating and locked in a chest until they return to port. They are unable to do anything but swear loudly from the chest but also require no grog, being forced to drink seawater.
Card by SUPERSUGA and Jacoby
Booty Call
Crew Events
Some Booty is missing, we're sure of it! This calls for a recount. Roll and add Stealin'. 1-3 there is actually more Booty than they thought! Gain 1d6 Booty. 4-5 Seems the original amount was correct. 6+ Some Booty is missing! Lose 1d6 Booty.
Card by SUPERSUGA and Jacoby
Bad Grog
Crew Events
The grog has gone bad. Anyone that drinks grog will count as having the Seasick weakness. When the ship returns to port the pirates manage to swap their bad grog for good grog from an unguarded ship.
Card by SUPERSUGA and Jacoby
Brawl
Crew Events
Roll for each pirate, adding Swashbucklin'. Any that score 6 or more accidentally kill another pirate in a duel.
Card by SUPERSUGA and Jacoby
Jig Fest
Crew Events
The crew decide to have a jig contest. Roll for each pirate and add Swaggerin'. The highest wins and gets to drink an extra barrel of grog this week, also being crowned jig-king until the ship returns to port next. If the result is tied there will be a brawl instead of deciding on a winner. See Brawl event above.
Card by SUPERSUGA and Jacoby
Cabin Fever
Crew Events
Roll for each pirate. All those who roll a 1 or 2 get a bout of Cabin Fever and must immediately roll on the Sober Pirate table as if they had no Grog.
Card by SUPERSUGA and Jacoby
Singsong
Crew Events
Roll and add Swaggerin'. 1-3 the group work as normal but sing a merry song along the way. 4+ the group sing a song so catch it prevents any other Pirates from working this week that have not yet worked.
Card by SUPERSUGA and Jacoby
Flying Fish
Crew Events
The pirates invent a new game involving throwing a freshly caught fish around the deck. Any pirates that have not yet carried out their jobs this week will be distracted by this game instead of working.
Card by SUPERSUGA and Jacoby
Out of Grog
Crew Events
There must be some mistake. All of the ship's Grog has gone! A catastrophe indeed.
Card by SUPERSUGA and Jacoby
Broken Mast
Crew Events
The ship cannot sail anywhere until the entire crew spend a week attempting to repair the broken mast. Roll for each week they attempt this. On 1-2 they fail and 3-6 they succeed. While repairing the mast no other jobs can be done.
Card by SUPERSUGA and Jacoby
Hook Club
Crew Events
If there is at least one pirate with a hook present on the ship they start the Hook Club. Roll for every other pirate, if they roll a 6 they are deemed worthy to join and immediately have one hand replaced with a hook. Members of the Hook Club insist on working together on any jobs and any new pirates with hooks that join the crew immediately join the club. The club only stops existing if its members are wiped out.
Card by SUPERSUGA and Jacoby
Rats
Crew Events
The ship has even more rats than usual. Roll at the end of each week until you reach port next. On a 1 they eat through a barrel of grog, spilling it. On a 2 they ruin a piece of booty and on a 6 one of the pirates takes on a rat as a pet. Any other results are ignored.
Card by SUPERSUGA and Jacoby
Ghost
Crew Events
A ghost has been sighted on the ship. Any pirates without Swaggerin' count as having the Scaredy Weakness until the ship next returns to port.
Card by SUPERSUGA and Jacoby
Stolen Hat
Crew Events
If the crew has at least one pirate with Stealin' and one with Swaggerin' choose one of each to be involved, otherwise ignore the event. The Stealin' pirate has stolen the Swaggerin' pirate's hat and is wearing it right infront of him! Roll, 1-3 the Stealin' pirate's bravey has shocked the Swaggerin' pirate, who loses their Swaggerin' Strength. However, the Stealin' pirate gains the Swaggerin' strength along with their new hat. 4-6 the Swaggerin' pirate won't stand for such disrespect and shoots the Stealin' pirate dead.
Card by SUPERSUGA and Jacoby
Scurvy
Crew Events
Roll for each Pirate. On a 1 they contract Scurvy and gain the Scummy weakness. Scummy pirates automatically get Scurvy. Continue this roll every week until the crew return to Port, where they can steal some limes. If the same Pirate gets Scurvy twice they die and earn themselves a burial at sea.
Card by SUPERSUGA and Jacoby
The Box
Crew Events
There's a general ruckus on the deck of the ship and the captain feels some pirates need some time in The Box. Roll for each pirate, on a 1 they are put in a box until the ship next reaches port. For this time they require no grog, only water, but cannot do anything other than stay in their box.
Card by SUPERSUGA and Jacoby
Bird Flu
Crew Events
If anyone has a parrot on board it spreads disease amongst the crew. Roll for each pirate. On a 1 they keel over and die. Repeat this roll each week until the crew return to port. The parrot is killed and burned instantly.
Card by SUPERSUGA and Jacoby
Murder
Crew Events
Someone decides to have a night-stabbing. Choose one pirate to be murdered in the night. After this make a roll, on 1-2 choose another pirate to die. Repeat this until a 3-6 is rolled.
Card by SUPERSUGA and Jacoby
Indecisive Compass
Crew Events
Something's not right with the compass. When the crew reaches their next destination make a roll. 1-3 it is a Port, 4-6 it is an Island.
Card by SUPERSUGA and Jacoby
A Plan
Crew Events
Choose one crew member to come up with a cunning plan, which is incredibly secret. They take 1d6 other pirates (but never the Captain) with them in a rowboat and sail off into the distance to carry out the secret plan. Roll each week after this. 1-2 the ship finds the smashed up remains of the boat and the pirates are presumed dead. 3-4 the pirates return with some worthless driftwood and get a good beating from the Captain. 5-6 the pirates return with 10 Booty each!
Card by SUPERSUGA and Jacoby
A New Name
Crew Events
Choose one pirate. They insist on changing their name to something much more impressive. It must use the following structure. [Adjective] [Name], the [Noun] of [Location]. Examples include Firey Dave, the Scourge of Azure-Bay or Dumpy Lars, the Crab of the West.
Card by SUPERSUGA and Jacoby
Termites
Crew Events
Roll. On a result of 1-3 that much Booty is eaten by termites, on 4-5 there is no damage and on a 6 the termites are gone for good. Repeat this every week until a 6 is rolled.
Card by SUPERSUGA and Jacoby
Gangrene
Crew Events
If there are no pirates with hooks or peg legs then lose 2d6 Booty in a loading-accident for being such an incompetant crew. Otherwise choose one Pirate with a hook or peg leg. Their stump has become gangrened and they cannot do anything but complain about it until they return to port.
Card by SUPERSUGA and Jacoby
Stowaway
Crew Events
Immediately roll a new Pirate and add them to the crew.
Card by SUPERSUGA and Jacoby
Ocean Madness
Crew Events
Every pirate must immediately roll on the Sober Pirate table except the Captain, who will roll on the Captain's Madness table instead.
Card by SUPERSUGA and Jacoby
Bootylust
Crew Events
Roll for each pirate. Any who get a 1 will grab 5 Booty from the ship and make a break for land, never being seen again.
Card by SUPERSUGA and Jacoby
Barnacles
Crew Events
The ship has even more Barnacles than normal, it's starting to look a mess. As soon as the ship returns to port the Captain will insist on spending 3 Booty getting them removed.
Card by SUPERSUGA and Jacoby
Mast Rot
Crew Events
Roll, on a 1 the ship's mast collapses and all rolls for working the Sails suffer a -5 penalty until the crew spend 5 Booty repairing it at Port.
Card by SUPERSUGA and Jacoby
Pearl Diving
Crew Events
The crew suspect this is a pearl-heavy area. Choose any number of pirates to dive for pearls. Roll for each and add Stealin', on 1 they never come up from the depths, 2-4 they find nothing, 5+ they find pearls worth that much Booty.
Card by SUPERSUGA and Jacoby
Pet Crab
Crew Events
One of the pirates has tamed a pet crab. The crab must be named and happily sits on that pirate's shoulder for the rest of their days together.
Card by SUPERSUGA and Jacoby
Lobster Racing
Crew Events
After attempting to set up a Lobster Racing league one of the pirates gets a nasty snip on their hand. They cannot work next week.
Card by SUPERSUGA and Jacoby
Mutiny
Crew Events
One pirate decides he could do a better job of running the ship. Choose the Pirate and Roll and add Swashbucklin'. On 1-5 the Pirate is defeated by the captain and forced to walk the plank. On 6+ they kill the Captain and become the new Captain of the ship.
Card by SUPERSUGA and Jacoby
Arguement
Crew Events
Two pirates get in a heated arguement and will never work on the same jobs as eachother in future.
Card by SUPERSUGA and Jacoby
The Prettiest Dress
Crew Events
A dress washes up nearby the ship and the crew haul it in. It's beautiful. Roll for each pirate, adding Swashbucklin'. Every pirate that scores 6 or more kills a pirate of their choice in the brawl. If the highest result is tied, roll again. When there is a clear winner that pirate gets to keep the dress forever.
Card by SUPERSUGA and Jacoby

Sea Encounters

Port Happenings

Island Exploration