Pirates of Davy
Jones’ Curse - #047B “Jerky” Johnson
Name: “Jerky” Johnson
Set: PODJC
Card #: 047B
Rarity: Common
Type: Crew
Cost: 4 Points
Faction: American
Link: Pequod
Ability: If a sea monster begins its
move within L of this ship, it gets +L to its base
move.
Flavor Text: His left arm twitches
(mauled by a giant squid); he has a limp (left foot
eaten by a shark); and he’s almost blind (too many
days in a whale’s gut)…yet ”Jerky” seems to know
when any giant sea creature is near.
“Jerky” is the primary support crew
for sea monsters and his ability works great, except
that he’s the wrong faction. Though if you’re not
playing one-faction fleets, it’s not quite that
devastating a difference. Four points for a +L
movement isn’t too bad, but in my opinion he’s at
least one point too much. Throw him on the Pequod
and you won’t lose a cargo though.
My Ratings
Playability 2 of 5
Collectability 2 of 5
Pirates of Davy
Jones’ Curse - #045B Derrik the Red
Name: Derrik the Red
Set: PODJC
Card #: 045B
Rarity: Common
Type: Crew
Cost: 6 Points
Faction: American
Link: Swamp Fox
Ability: Give this ship a move action
but do not move her. Instead, roll a d6. On a result
of 5 or 6, move an enemy ship L in any direction.
Flavor Text: The deep swamps of
Louisiana breed a different sort of man. LeBeaux has
learned from the mambos, magic men, and shamans that
those who harness the power of the loa for evil
means are an affront to life itself.
So for six points you lose your
ship’s action, AND you only have a 33% chance to
mess up your opponent. Now, on a small ship like a
1 or 2 master this isn’t such a bad swap. But if
he’s on your gunship or treasure hauler, forget it.
I’m still not in favor of crew who take away actions
for the CHANCE at another game effect. Very
mediocre, and overcosted.
My Ratings
Playability 1 of 5
Collectability 2 of 5
Next time – American week
concludes with one of the small ships. Which
one? Tune in to find out!
|