Cursed Pirate
Playstyle: Offensive · Complexity: 4/6 · Season 2
Who is this character?
A cursed buccaneer: manage the doubloon clock, tax enemy CP – or deliberately flip into the stronger cursed form.
How to play Cursed Pirate
If after roll 1 5× Skull for Pirate's Touch! are reachable. Keep 5× Skull and reroll all dice not needed, aiming at Pirate's Touch! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Black Spot. Pirate's Touch! deals a documented 12 damage and applies Parlay/Parlay/Powder Keg, so the 5 committed dice stay on the table.
Mid game: Combine Light the Fuse / Walk the Plank to keep Powder Keg up consistently.
If after roll 1 4× Skull for Black Spot are reachable. Keep 4× Skull and reroll all dice not needed, aiming at Black Spot (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Pirate's Touch!. Black Spot deals a documented 7 damage and bypasses the defence roll and applies Parlay/Parlay, so the 4 committed dice stay on the table.
Powder keg explodes on 1–2 in upkeep (3 undefendable) – a second keg detonates the first immediately: Light the Fuse twice in a row is real burst.
Shiver Me Timbers removes any number of your own doubloons – your escape hatch when you do NOT want the flip.
Ignoring the clock and flipping unplanned on turn 4 – the 4-per-upkeep drain eats you alive without a lead.
Burning Black Spot as a pure damage turn while the opponent is not preparing anything dangerous.
Strengths
- Lots of undefendable damage: Black Spot 7, Shiver Me Timbers 7, X Marks the Spot 2 per cutlass
- Parlay stops all attack damage of one enemy turn
- Cursed doubloons tick 1 damage per token in the enemy upkeep
- The cursed form hits harder (5/7/9) and punishes non-attacks with powder kegs
Weaknesses
- The doubloon clock runs: without restock you flip irreversibly after 3 turns
- The cursed form costs 4 unpreventable damage per upkeep
Key attacks
- Cutlass StrikeStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🗡 Cutlass is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🗡 Cutlass · 5 damage · powder keg
- X Marks the SpotStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 📦 Booty is mostly on the table after roll 1 (84% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 📦 Booty · 2 per 🗡 Cutlass (roll 3 dice)
- Walk the PlankStandard route
Reliable damage route for turns without special setup.
Take it as soon as 1× 🗡 Cutlass + 2× 📦 Booty + 1× 💀 Skull is mostly on the table after roll 1 (72% across all three rolls): safe damage beats rerolling working dice for a harder route.
1× 🗡 Cutlass + 2× 📦 Booty + 1× 💀 Skull · 7 damage
- Light the FuseControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (59% across all three rolls): the effect beats a few extra damage points there.
Small straight (4 in a row) · 7 damage · powder keg
- Black SpotControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (10% across all three rolls): the effect beats a few extra damage points there.
4× 💀 Skull · 7 damage · parlay
- Shiver Me TimbersBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 1× 🗡 Cutlass + 3× 💀 Skull is missing after roll 1 (24% across all three rolls); otherwise you give up an already safe route.
1× 🗡 Cutlass + 3× 💀 Skull · 7 damage
- Pirate's Touch!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× 💀 Skull (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× 💀 Skull · 12 damage · parlay, powder keg
Key statuses & resources
- Powder Keg: negative, triggered by Cutlass Strike (conditionally), Light the Fuse and Pirate's Touch!.
- Parlay: negative, triggered by Black Spot and Pirate's Touch!.
- Cursed Doubloon and Wither: negative; per the setup notes the Cursed Pirate starts with 3 Cursed Doubloons.
- Cursed Doubloons: X Marks the Spot per skull, Black Spot +1, Ahoy Matey (2 cutlasses + skull), ultimate +2.
- Cursed Doubloons: Decide early: refill the clock and stay human OR let it run out and race in the stronger form from mid-game.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- Cutlass StrikeNormal
- Dice requirement:
- 3× 🗡 Cutlass
- Damage/healing:
- 5 damage
- Key effects:
- powder keg
- X Marks the SpotUndefendable
- Dice requirement:
- 3× 📦 Booty
- Damage/healing:
- 2 per 🗡 Cutlass (roll 3 dice)
- Walk the PlankNormal
- Dice requirement:
- 1× 🗡 Cutlass + 2× 📦 Booty + 1× 💀 Skull
- Damage/healing:
- 7 damage
- Light the FuseNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 7 damage
- Key effects:
- powder keg
- Black SpotUndefendable
- Dice requirement:
- 4× 💀 Skull
- Damage/healing:
- 7 damage
- Key effects:
- parlay
- Shiver Me TimbersUndefendable
- Dice requirement:
- 1× 🗡 Cutlass + 3× 💀 Skull
- Damage/healing:
- 7 damage
Ultimate
- Pirate's Touch!Ultimate
- Dice requirement:
- 5× 💀 Skull
- Damage/healing:
- 12 damage
- Key effects:
- parlay, powder keg
Defense
Ahoy Matey The defense roll is made whenever you are attacked. It does not prevent damage directly. Ahoy Matey: no blanket prevention; Cutlass creates retaliation, Booty refills Cursed Doubloons, and Skull remains a separate other-defense effect.
Special mechanics
- Human Form Board mechanicHuman Form uses the Cutlass/Booty/Skull dice, builds Cursed Doubloons, and controls the timing of the form change.
- Cursed Form Board mechanicCursed Form is the second board with its own statline: stronger 5/7/9 attack tiers, Wither as defensive weakening, and Powder Keg pressure when the opponent does not attack. The complete form statline is not separately itemised in the generated dataset.
- Doubloon transformation Token mechanicThe own Doubloon clock starts at 3, falls at the end of the own turn, and permanently transforms at 0 into Cursed Form; Shiver Me Timbers can prevent the change while Doubloons can be removed. · Maximum: 5
Resources
- Cursed DoubloonsOn you: a countdown (start 3, max 5) – you remove one at turn end; with none left you flip permanently. On opponents: 1 damage per token per upkeep, only you can remove them. · X Marks the Spot per skull, Black Spot +1, Ahoy Matey (2 cutlasses + skull), ultimate +2. · Decide early: refill the clock and stay human OR let it run out and race in the stronger form from mid-game.
Upgrades & cards
What changes?
- Cutlass StrikeLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× 🗡 Cutlass instead of 3× 🗡 Cutlass
- Cutlass StrikeLevel III
- Damage: 7 damage instead of 5 damage
- Dice requirement: 5× 🗡 Cutlass instead of 3× 🗡 Cutlass
- Light the FuseLevel II
- Damage: 9 damage instead of 7 damage
- Dice requirement: Large straight (5 in a row) instead of Small straight (4 in a row)
Hero-specific cards
Not sufficiently verified
Works well with
- Seraph
Seraph adds the healing that Cursed Pirate lacks.
- Tactician
Tactician takes over support and fills the open team role.
- Shadow Thief
Shadow Thief adds the attack avoidance that Cursed Pirate lacks.
Good matchups
- Gunslinger
Cursed Pirate keeps Gunslinger tied up with Cursed Doubloon and Powder Keg, and Gunslinger already needs tight rolls.
- Loki
Cursed Pirate keeps Loki tied up with Cursed Doubloon and Powder Keg, many of Loki's effects get cancelled that way.
- Psylocke
Cursed Pirate keeps Psylocke tied up with Cursed Doubloon and Powder Keg, and Psylocke already needs tight rolls.
Tough matchups
- Druid
Druid pushes damage through that Cursed Pirate barely stops with Ahoy Matey.
- Huntress
Huntress keeps Cursed Pirate tied up with Bleed, and Cursed Pirate already needs tight rolls.
- Forgemaster
Forgemaster keeps Cursed Pirate tied up with attack denial, and Cursed Pirate already needs tight rolls.
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