Strikes - Lion/Sword, Advantage -
Body, Ally - Shadow.
First Sig Move - Hold Your Ground (0 payment, 6
Intercept, 3 Force "For Each Ally you have "Hold
Your Ground" has +1 Force).
Second Sig Mov - Jus' Like Ol' Bootstrap (1 green
cost, 3 Intercept, 8 Force "For each ally you ahve
"Jus' Like Ol' Bootstrap" has +1 Intercept).
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 07.03.06
Name: Will Turner
Strikes Allowed: Lion & Sword
Signature Move #1: Hold Your Ground (0 payment, 6
Intercept, 3 Force "For Each Ally you have ‘Hold
Your Ground’ has +1 Force”).
Signature Move #2: Jus' Like Ol' Bootstrap (1 green
cost, 3 Intercept, 8 Force For each ally you have
‘Jus' Like Ol' Bootstrap’ has +1 Intercept).
Pirates of the Caribbean is not the first CCG I’ve
ever played, thankfully. If it were, I probably
wouldn’t give CCGs a second thought. The game itself
lacks any higher strategy other than putting
together your deck and hoping for good draws.
However, this game, while not so complicated as to
confuse the younger set, does have a playability
that I haven’t seen in a long time. If you’ve read
my introductory article which was published last
week, you know the game runs extremely fast, and
while the only real strategy is in putting together
your deck, there is some complex decision making
involved in the game play, where the wrong choice
CAN cause you a point, or the game.
Each week we’ll try to take a look at one chamber
card and at least a couple more cards that can be
played with that chamber. I know for our inaugural
week everyone would have liked to have seen Captain
Jack Sparrow, but since I hadn’t yet pulled a Jack
Sparrow chamber and only recently acquired one
through trading, he’ll have to wait. I haven’t even
played with my Jack Sparrow deck yet.
So instead, we’ll start with the stalwart Mr.
Turner, who makes men jealous and women swoon. In
putting together a deck for Mr. Turner, you’re only
allowed to use Lion and Sword strikes, Body
advantages and Shadow allies. For the “hero” pirates
such as Elizabeth, Jack and Will, this seems to be
pretty standard. I do question the choice of Body
for advantages, since Will doesn’t strike me as
being overtly physical, though he is a fine fencer,
thus the Sword trait ability. Lion strikes are
supposed to be more physically oriented as well, so
I suppose within it’s own internal logic, this makes
sense, though I don’t particularly think of Will in
Both of his signature moves are very similar; they
have a low payment cost and depend on how many
allies you have in play to add a bonus to the
statistic that is lacking. In order to use these
moves wisely you’ll need to ensure that you not only
have all three zones charged, but you’ll need an
ally in all three zones in order to get the maximum
+3 bonus to either your Force or your Intercept.
Even then, “Hold your Ground” can only be a maximum
6 Intercept, 6 Force, and “Jus’ Like Ol’ Bootstrap”
can be a maximum 6 Intercept and 8 Force. Of the
two, obviously the second Signature Move is better,
though I have yet to be able to play it in a game.
If I had I would suspect that it would be a game
ender, since by the time you get all three zones
charged twice you’ll be in the final point, and an 8
Force is just too much to defend against at that
As many of my long-time readers know, I love to give
you guys and gals a sense of value for your cards.
Unfortunately, PotC is just too new to figure out
what that value actually is. There are no Ebay
auctions for singles, and there aren’t any online
sites selling singles quite yet. Since packs are
about $4 each, and each one comes with a Chamber
card, I’d say that the common chambers are worth a
buck or so, uncommon chambers, like this one, should
be $2 to $3, and the rare chambers, depending on who
they are, should go for between $3 and $5. You might
end up having to spend a bit more on Will, Elizabeth
and Jack Sparrow Rares though.
Playability 3 of 5
Collectability 2.5 of 5
Next time - STRIKES
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