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Card Types
The following is a list of all the card types used in Buccaneer TCG as well as a short description of how each works within the game. Examples of some of these cards can be found on the Sample Cards page and will also be appearing in the Forum Gallery section.

Home Port
The first card a player will put into play is their Home Port card. The Home Port sits outside the 60 card Resource Deck and is placed on the table before the game begins. These cards determine a player’s starting Infamy score as well as the Gold income for their first turn. The Home Port represents a player’s “capital” region and the game is lost if it is captured by an opponent. Fortunately a Home Port can only be attacked from another region on that side of the table – so an opponent must launch an attack on a Home Port from another region you already control. This ensures that neither player can simply move every ship they control to their opponent’s Home Port to win the game.

Island Base
While the Home Port provides a player with their initial Gold and Infamy values, territorial expansion is vital. Island Bases represent exploration and settlement and will be placed as extra locations that provide both Gold and Infamy. The more Island Bases a player has, the more Gold they will generate. Expansion has to be carefully monitored, however, as the enemy can capture any regions you put down if they are not adequately defended by Ships and/or Land Units. Captured regions can then be put to use by the enemy and also provide a valuable staging area for an assault on the Home Port!

Island Chain
Island Chains provide a player with a way of increasing their Gold income without putting too many Island Bases into play. Island Chains can be linked to an Island Base to increase its Gold and Infamy revenue. Ships and units can’t be deployed to Island Chains and they can not to be attacked, but if the Island Base they are attached to falls to the enemy, so do all the attached Island Chains.

Ship
The main combat units in the game are Ships, which come in a wide variety of shape, size and ability. Ships transport Land Units and Characters, can be upgraded and do the majority of the fighting. Ships fall into one of two categories – Basic and Named. Basic ships such as the Swift Class Ship provide a player with large numbers of standard ships that have no special abilities. Named ships such as the Kraken’s Fancy are unique and a player may only have one of any particular named ship in play at any time. Named ships generally have special abilities that make them more useful than basic ships and as such they are more expensive to put into play.
Ships provide the first line of defence for your regions and also provide you with mobile offensive units for blockading enemy regions.

Land Unit
These cards are your troops and artillery (and in some cases even cavalry!). Regions without Land Units defending them are easy to capture. Capturing regions is done by landing your own troops on an enemy region and overcoming their land defences, if they have any. Land Units are relatively weak and inexpensive when compared to ships, but no less important – it is a brave or foolish player indeed who would consider not including some of them in their deck.

Character
Where would a pirate themed world be without colourful characters? Buccaneer TCG has a large number of characters – most useful, some purely comical. All of them will have abilities on their cards that will affect the game in some way, whether it is boosting an individual ship’s capabilities or manipulating your opponent’s hand!

Building
These cards are used to provide regions with extra abilities and can significantly boost a faction’s overall effectiveness without having to over-expand their territory.

Upgrade
Upgrades provide a faction with the ability to increase the fighting abilities of its ships. They provide a valuable alternative to using named ships, as their use is not limited – so it is possible to upgrade numerous basic ships to have fighting characteristics similar to their more flamboyant, named sister ships.

Sudden Event
These cards provide a player with a wide variety of events that can turn the tide of a battle or even a game. Unlike most other cards, Sudden Events can be played at any time and use generally use Infamy, rather than Gold, as a resource. Sudden Events include such things as Tsunami, Mutiny, Maelstrom, etc. that can take a particular ship out of the game or even lay waste to an entire region!

Effect
Similar to Sudden Events, Effects are normally put into play using Infamy rather than Gold. Where they differ is that Effects stay in play – sometimes only for a turn, sometimes for an entire game. Effects include such cards as Tropical Storm, Becalmed, Fog Bank, etc. that are capable of disrupting a region for numerous turns. Others such as Open Seas will have a global effect and provide all players with a benefit across the entire table.

Action
Action cards are paid for with Gold and sit in play like Effect cards. The main difference though is that Action cards are activated when a player wishes to use them and can only be used once per turn. So their abilities are active, rather than passive like an Effect card. Examples of Action cards are Grapeshot, Chainshot, Marksman, etc. that are used during combat to have an effect on a specific card at the same location as one of your own ships.

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