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What is pirate-wizard-treasurehunt?

Pirate-wizard-treasurehunt is a card game. It is inspired by TCGs, but unlike a TCG, it will probably not get new cards all the time. It is in the very early phase of planning, and a lot of things might change until it is finished.

Story

Near a city on the shore, islands appeared out of nowhere. These islands are filled with an unknown magical energy and magically charged treasures. These treasures grant its owner control over a bit of the island's magic. You figured out that having a lot of treasure gives you control over the mechanisms that brought the islands to your world. So you set sail to the islands to collect its treasures and gain great power, but you are not the only one...

Rules alpha 0.1

table overview The table contains: general info
Win condition: When a player or team reaches 20 treasure points, that player or team wins. (Treasure points can be obtained by cards or in the dungeon.) You can also win by destroying all enemy ships.
Each card has a circle number and sometimes a modifier number. The card's number is the card's circle number plus the modifier, and, if the circle number is less then the circle die, plus 20. This is important because many cards have effects which target the player with the highest number.
Some cards have additional "bringer" effects. The "bringer" effects are listed seperately in the rules.
preparation
Each player has a deck of at least 30 cards. You either play with shuffling or without shuffling. If you play with shuffling, the deck is shuffled before play. If you play without shuffling, the player may put their own cards in any order before the game starts.
The deck becomes its player's draw pile. These cards are face down and can't be seen. When the game starts: Each player draws 7 hand cards. Hand cards are hidden unless you use them for entering or you have to reveal them. A random player gets the "plays first" token. The "circle die", a 20-sided die, is rolled, and the "circle die reroll countdown" is set to 5. Each player's ship goes to position 1. Each player gets 20 Lives.
turn
During the turn, players may always discard cards or un-enter their own cards (from other player's ships).
countdowns
All countdowns count down by one. They finish when they reach 0. If the "circle die reroll countdown" finishes, the circle die is rerolled and the "circle die reroll countdown" is set to 5 again. Countdowns can be global, or they can be bound to things like players or cards. If nothing else is specified, a countdown is global.
card draw
Each player draws a card. Then, if they have less then 7 cards, they draw a second card. If a player's draw pile is empty at any moment, the discard pile becomes the new draw pile. If you play shuffled, you shuffle the new draw pile.
card-playing and then play effects
Then, the card-playing phase starts. The order of playing is from the player with the "plays first" token counterclockwise. Each player plays a card from their hand. If you are entering an other player with a card, the card still counts as your hand card, except it's not hidden. If a card is entering you, you may instead discard a card and play the card entering you.
The cards' "instantly when played" effects take place when the card is played. The cards' "play effects" take place after each player played their cards (starting from the player with "plays first", conterclockwise").
After the card-playing phase, the played cards go to their owner's discard pile. Played cards that were entering are no longer entering.
dungeon looting
Among the players that are in field 20 (the dungeon), the player with the highest card gets their treasure points increased.
attacking
Then, for each of your cards entering a ship, you may choose to attack or not attack. if you attack, the entered player has to either take 1 damage or discard a card(their choice). They can only discard a card if they have cards.
moving
Then, each player gets to move, starting from the player with "plays first", counterclockwise. Each player can move 1 field, unless stated otherwise (for example because of windbringer). You can't leave the map, or else you lose the game.
entering
Then, players get to enter (or not enter) each other's ships. They decide counterclockwise starting with the player with "plays first". You can only enter one player with one card each turn. The player must be at most 1 field away. If you enter, you place the card face up in the enter zone, and mark its owner (you) and the ship it enters.
"plays first" token rotation
The "plays first" token is given to the player counterclockwise of the player with the "plays first" token.
bringer effects
Windbringer: Do the following only if there is no active "windbringer" countdown: If at least one player and at most half of the players played a card with "windbringer" this turn, the player with the highest card gets to move 4 squares instead of one. If more then half of the players played a card with "windbringer" this turn, the player with the highest card either discards a card or loses a life, and this happens 4 times. Afterwards, set the windbringer countdown to 2.
Glowbringer: The player with the highest card must show two times as many of their non-entering hand cards to everyone as cards with "glowbringer" were played this round.
Giftbringer: If the amount of cards with "giftbringer" played this turn was odd, the player with the highest card draws one card.
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