In which I explore a card game idea

Apr 14, 2008 17:35

So, brainstorming. And deeply abiding by the motto: Good artists borrow, great artists steal :)
So.
In this game, the players are all members of a pirate crew. One of them's the Captain, one's the First Mate, and so on. The different positions can do different things, although precisely what has yet to be determined.

The game plays in four cycles.
A) Out at sea. One player (the First Mate, thus far) draws (face down) three Ocean cards. Ocean cards either contain nothing or a ship, with a strength and treasure rating. They can then dictate an attack on a ship (with or without revealing what else they saw), although the Captain can veto.

B) Attack! The players go through with a single, simultaneous bid of Resource X for overcoming the target ship. If they succeed, they loot the ship. The captain draws a number of Treasure cards, which are worth a variable amount. He can then distribute them to the crew as he sees fit. Failed attacks levy some penelty on all the players, but a lesser/no penelty on the player that bid the most and a greater penelty on the player that bid the least.

C) Port! At port, players perform a simultaneous reveal of where their pirate is. Different places in Port let players do different things- recruit various types of resources (some costing gold, some not), let them bury treasure (which serves as victory points), and so on.

D) Mutiny! Mutiny can happen between the other phases. Or something. During a mutiny, whomever can bribe the most crew to their side becomes the new captain. Players can throw their support (and hence, money and rum) behind another player.

Mutiny is a round robin auction, where you can either put additional support behind yourself, behind another player, or pass. Once you've passed, you cannot bid any more.

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Common Resources:
Gold (Can be buried at port as a victory condition, can be used to buy other types of cards at Port, can be used to bribe the crew during a mutiny).

Rum (Can be used to bribe the crew during a mutiny; worth around 3 gold per rum for bribery purposes)

Crew (Can be used when attacking a ship, and maybe during a mutiny.)

Treachery (Various types of action cards that can be played during other phases to screw with other players)

(This implies that the other places at the port to go are a place to get Rum, a place to get Crew and a place to get Treachery, as well as a place to bury treasure)

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Other decks needed
Ocean deck (some mix of ships and open seas)

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Obviously, this is something of a mix of Junta and Pirates of the Cove (or w/e that game was) and any number of auction games. I'm actually thinking of stealing from Power Grid at the moment, as far as buying Rum and Crew goes. Probally something to try, anyways.

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Example Treachery Cards:
The Law! - Can only be played if a Pirate is in port at Locations X or Y. You've bribed a constable to arrest your fellow pirate for piracy! They spend the next round in the local prison, unless they can pay X gold to bribe their way out.

Rum? What Rum? - During a mutiny, discard one Rum card another player has played.

And double shares for all! - Double the value of your crew for Mutiny or Attack purposes.

etc
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