Today I invented a new card game. (Actually woke up with the idea, and have just been refining and play testing till now). It uses a standard poker deck of cards, and can be played by one or more players. (Add an extra deck for every 4 players). Jokers are optional, but they make the game more interesting.
Premise:
Each of the players are 2nd in command of their respective vessels. While docked in a neutral town, their captains get into a huge bar brawl and are arrested. The winner is the first player to complete three missions, thus raising enough money to bail out their captain.
Start of Game:
Ship CardDeal each player one card face up. This is their ship card. The value of the card (Ace is 1, Face cards and Joker are worth 10) is the size of the ship. The suit is the allegiance of the ship and crew. Hearts, Diamonds, Clubs, and Spades represent English, Spanish, French and Dutch respectively. It's not really important though to remember that.
Anything but a non-numeric ship card carries a special ability.
Card | Meaning | Description |
Jack | Man-o-War | Players sailing a man-o-war can add a bonus point to any of their combat tests |
Queen | Well Trimmed Ship | Players sailing such a ship can add or remove one point to any of their navigation tests |
King | Has the Kings Favour | When visiting a magistrate, the player draws two mission cards, picks one and discards the other. |
Joker | No Allegiance | Can enter any town and visit any magistrate. Can be friendly or attack any vessel (but not both) |
Mission CardEach player is then dealt a second card, face down. This is their Mission Card. It was what the captain had been tasked to do prior to being arrested. Each player keeps their Mission Cards hidden from the other players until completed.
Card | Mission | Description |
Numeric Card | Delivery | Deliver a number of units equal to or greater than the value of this card to a neighbouring town of your allegiance. The suit of the card is the type of thing that needs delivering. |
Jack | Prisoner of War | This prisoner must be delivered to a town of the allegiance specified on the card by its suit |
Queen | Expand the Empire | Conquer an enemy town for your country |
King | Writ from the King | Sink an enemy vessel of the allegiance specified by suit. Note, this could be your own suit! |
Joker | Spread the Word | Meet any friendly vessel at sea to pass along important information about the empire. |
Once a mission is completed, you turn it over for all to see. First one with three completed missions wins.
Crew CardsFinally, each player is dealt two cards to hold in their hand. This represents the current and accounted for crew. The face value on each card is the number of members. You can not hold more crew cards than the size of your ship, and must discard extraneous cards. (Note: This means if your ship is size 1, you must discard a crew card at the start of the game)
If you are ever at sail and run out of crew, you're dead in the water and lose the game!
CargoThe size of your ship determines how many cargo cards it can hold. At the beginning of the game, your ship is empty. Cargo cards are placed face up on the table, below (but not covered by) your ship card.
Any and all cargo may be dumped at any point prior to surrendering or losing a battle. During navigation tests, each cargo card dumped gives you a one point bonus. Dumped cargo is placed on the discard pile.
The DeckThe remaining unused cards are placed in the centre of the table face down.
Basic Turn Structure1) Player declares action
2) Player draws a card from the deck (to determine outcome)
3) Resolve action
WinningComplete 3 missions
LosingYou run out of crew while sailing
Things to do While in TownGather CrewDraw a card from the deck and place it in your hand. If your hand now exceeds the maximum number for you ship size, you must discard until you are holding the proper amount.
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Joker Bonus:
A joker is a valid crew card, and may be played at any point instead of drawing from the deck.
Visit the MagistrateIf this town is the same nationality as yours (as indicated by the suit of your ship), you may meet with the magistrate. This allows you to draw a card from the deck and keep it face down as a new mission. If you already have an unfinished mission, you may not request additional missions from the magistrate.
Trade for GoodsYou may discard any number of crew cards to purchase goods. You then draw cards from the deck, until the total number of units meets or exceeds the number of relieved crew members. Face cards are worth 10. Note: You may dump cargo to make room for the next card. Dumped cargo is not subtracted from the owed amount.
Example: Let's say you have a ship of size 2. You discard 2 crew cards. A 3 and a 4. This will buy you at least 7 of something. Draw cards from the deck and place them in your ship's holds until the ship is full or the total value is at least 7. The first card you draw is an ace. Place it in the ship's hold. The next card you draw is a 5. Place it in the ship's hold. Now your ship is full, but you are still owed one more unit. You can either stop now, or dump some cargo to find out what that next card is. You dump the ace, thus freeing up one hold. Now you may draw the next card. Oh, it's a king! That's worth 10. You can place it in your ship's hold where the ace used to be.
Alternatively, you may trade cargo for different cargo. Discard one cargo card from your hold, and then draw a new cargo card from the deck. This is the "best deal" your quarter master could bargain. Note: You can not combine exchanging crew for cargo, and cargo for cargo, in the same turn.
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Joker Bonus:
If the joker turns up while trading for goods, all the ships holds may be selectively filled from the discard pile.
Attack the Town (while moored)Your crew rushes in and attacks the local militia. Follow hand-to-hand combat rules with one exception: The town will not give up until all its "crew" are killed. If you win, you may draw cargo cards until your ship's holds are full, and this town counts as a friendly town until you disembark.
DisembarkDraw a card from the deck. If the suit matches your ship, you may set sail next turn with all the crew cards you're currently holding. Otherwise, only the number on the card actually showed up. If you discard down to that many crew cards, you may set sail next turn. If you decided to stay in port, discard the number of crew cards that showed up. They are now disgruntled and refuse to be part of your crew.
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Joker Bonus:
Eager crew! Draw cards to your maximum number of crew cards for your ship size, and set sail this turn!
Things to do While SailingFind a Ship to AttackDraw a card from the deck to determine the ship you discover. The suit represents its nationality.
If another player shares the same nationality as the discovered ship, you can elect to attack that player. This is true even if you are allies!
Otherwise, if you share allegiance with the discovered ship, they are friendly. You may draw a crew card from the deck and place it in your hand. This represents a transfer of crew. Discard if you're over the maximum number of crew cards for your ship size.
If the ship is of another nationality, it engages you in combat. Follow the combat rules to resolve the conflict.
If the ship is an Ace, you
must pick another player at sail as your opponent. If no other player exists or is at sail, you must've spotted a ghost ship. Discard it.
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Joker Bonus:
You found the treasure fleet! Draw another ship card to represent the escort you have to fight. If you win this battle, it counts as a mission success.
Head for the Nearest TownDraw a card from the deck. This represents the town you approach. The suit is its nationality, and the number is its size. Note: By the time you're close enough to determine the town, they are within cannon range.
You must now choose to dock, attack or flee.
If you dock in an enemy town, your cargo will be confiscated, and the magistrate and merchants will refuse to talk to you. You can still gather crew however.
If you choose combat (either attack or flee), normal ship-to-ship combat rules apply with the exception that the town will not give up until all its militia is dead.
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Joker Bonus:
You found a pirate cove! You may either:
a) draw up to your maximum number of crew cards
b) draw two ship cards. You may trade your ship and cargo for one of these. Discard the rest.
c) draw a mission card (even if you already have unfinished missions) and one cargo.
CombatCombat Order1) Attacking Player
2) Defending Player (or persona)
3) Additional ships in order of appearance
Steps in Combat1) Player (if any) declares action
2) Draw a card from the deck (to determine outcome)
3) Resolve action
Ship-to-Ship Combat ActionsFleeDraw a card. If the value is greater than the size of the ship, flee succeeds. Discard this card. Combat ends.
If everyone involved in combat attempts to flee, combat ends.
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Joker Bonus:
Another ship appears, covers your escape, then resupplies your crew to its maximum size
Shoot CannonPlay a crew card. This is how many of your crew are working the cannons. Note: You must always have at least one crew card in your hand to sail the ship. Draw a card from the deck. If the suit matches your crew card, it's a hit! The face value is how many enemy crew is killed, up to a maximum of the number of crew you assigned to the cannons. Your opponent must immediately discard crew cards until the total value matches at least that number.
Return the crew card manning the cannons to your hand, and discard the drawn card.
Board the EnemySubtract your ship size from the enemy ship size. If the result is less than three, consider it three. Draw a card. If the value on that card is less than or equal to the result, you successfully tie up the enemy ship and begin boarding it. Switch to hand-to-hand combat actions.
Hand-to-Hand Combat ActionsAttackIf 2 players are involved in combat, each player selects a crew card and holds it ready to reveal. Simultaneously, the players show their single crew card. The face value is how many crew are committed to the effort. If the suit matches the ship, add 1. Winner is the one with the largest value. Winner discards their played crew card and takes the losing card into their hand.
RetreatDiscard a crew card. These crew give their lives disentangling your ship. Return to ship-to-ship combat rules.
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Combat Joker Bonus:
If a joker is drawn at any point during combat, another ship arrives. Draw a card and add it as another combatant fighting on the side of the one that drew the card
SurrenderAny party in combat (except a town) may surrender at any time. Any cargo and unfinished missions are forfeited to the victor. Surrendering ships are allowed to leave with 1 crew card. The rest join the victor. (Discard if over limit)
Single Player CombatDraw enough crew cards, face down, for the opponent. Any time the opponent loses crew, the necessary amount is drawn randomly from this pile. At the end of combat, any cards remaining in this pile are discarded.
Instead of declaring actions for the opponent, a card is drawn from the deck.
Card | Ship-to-Ship Action | Hand-to-Hand Action | Description |
Spades | Attempt to Flee | Retreat | If the value on the card is greater than ship size, it succeeds |
Diamonds | Surrender | Surrender | Add this card to your hand, and Player may keep either the enemy ship or their own, and whatever combination of cargo fits. The rest is discarded |
Hearts | Shoots Cannon | Attack | The value on the card represents the number of crew committed to the action |
Clubs | Attempt to Board | Attack | The value on the card represents the navigation test / number of crew committed |
If you surrender as a single player, you must discard your cargo and unfinished missions, and all but one of your crew cards.
Here's an example card layout for a single player: