Combat
Last updated
Last updated
The high seas are teeming with danger, and among the most perilous threats are the pirates, those cunning and fierce marauders of the ocean!
Combat unfolds in several stages. Initially, the game emphasizes Player vs Environment (PvE) encounters. As the beta of Pirate Nation progresses, new dimensions of conflict will be unveiled, culminating in the challenge of Player vs Player (PvP) combat.
Engage in high-stakes, card-based combat that unfolds as follows:
Drawing Cards: At the start of each round, draw action cards derived from your Pirate, Ship, and Items. These cards are your tools for inflicting damage, defending yourself, manipulating the flow of battle, and more. The success of your strategy hinges on the judicious selection of cards and careful expenditure of Action Points (AP) to put them into play.
Reading Your Opponent: Keep an eye on your adversary's intentions to shape your battle plan. Intent appears above your opponent to inform you if they will attack, defend, or apply a status effect.
Executing Actions: After selecting and playing your cards, conclude your turn and brace for the enemy's retaliation. But fear not, for your wits and tactics are your best weapons against these devious foes.
Opponent Variety: You could face up to 3 opponents at once. Some opponents have Elemental Affinities, while others will not.
Deck Diversity: Each opponent may have a different set of cards.
Size Matters: Opponents come in small, medium, and large sizes, affecting their health and deck capabilities.
You can spend AP to stow a card away to be drawn as part of your normal hand next turn. The stowed card does count against your draw count for the next turn, so a normal new turn will lead you to draw this stowed card along with 4 cards from your deck.
Galleons and Frigates only need to spend 1 AP to use Stowaway, while Skiffs and Sloops pay 2 AP.
Your action deck is the heart of your combat strategy:
Pirate Contribution: Your Pirate supplies a well-rounded Base Set and an Expertise Set that reflects their unique skills and specialty.
Ship and Item Cards: Ships contribute cards that resonate with their traits, while Items add cards that serve their specific purpose. For a detailed guide on acquiring these cards, see Obtaining Action Cards.
Here's a snapshot of the typical game turn:
Starting Phase: Draw 5 Action Cards and begin with 5 Action Points (AP). Your first task is to discern your Opponent's Intent, a critical factor in shaping your strategy.
Playing Cards: Action Cards require varying amounts of AP. If a card's AP Cost is not highlighted in green, it's beyond your current AP budget.
Ending the Turn: Once your hand is spent, select 'End Turn' and await your opponent's response. But beware! Your opponents are equipped with Action Cards capable of inflicting status effects, fortifying themselves with armor, or even sending ships to Davy Jones' Locker!