A 2-4 player pirate themed card game that kinda sorta plays like a board game. Lay traps, play cards, & find loot to win!
Loot Trap is a card game that kinda sorta plays like a board game. The cards you play also serve as the playing surface in place of a traditional game board.
It is a game that encourages multiple different play styles.
- Be a kamikaze and run into traps on purpose in hopes of finding loot!
- Play carefully and avoid traps, lay your own, and try to control the playing field!
- Or forge your own unique strategy to come out on top!
Typical game plays in:
- 30 - 60 min for 2 Players
- 30 - 90 min for 3 - 4 Players
Choose from 5 unique character types that cater to different play styles!
A set of variant cards can be mixed and matched to create different rules and conditions in order to promote variety, replay-ability, chaos, and fun.
27 General Cards Consisting of:
- 9 Character Avatar Cards (Four Pairs and One Unique)
- 6 Roll Cards
- 4 Double Sided Health Counters
- 4 Double Sided Reference Cards
- 4 Double Sided Variant Cards
103 Draw Cards Consisting of:
- 10 Equipment Cards
- 12 Loot Cards
- 81 Hybrid Cards
*This is the setup for a 2 player game*
First draw a card.
Move to any neighboring space and then you must rotate the card you were just on to a horizontal position. After you move and resolve any traps landed on you may perform one of the following actions:
Play a hybrid, loot, or, equipment card from your hand.
Lay a face-down trap card on any neighboring space while following specific guidelines (see Laying a Trap for more details)
Peek at the card you're currently on top of, choosing to do nothing, swap the card with one from your hand, or discarding the card entirely and replacing it with a new face down card from the draw deck.
Optional: Draw a card if you chose to not Play, Lay, or Peek.
If the neighboring space is an unarmed card: Lay your trap face-down on top of it in a horizontal position.
If the neighboring space is a field armed trap: Flip the field armed trap face up and rotate it in a vertical position, then lay your trap face-down on top of it in a horizontal position.
If the neighboring space is a player armed trap: You cannot lay a trap here.
Chain: After playing a card with this icon you may perform another Play, Lay, or Peek action.
Stop: The player who activated a trap with this icon must end their turn if they are the active player.
Multiply: If a player armed trap was activated with this icon, the effects are doubled.
Out of Turn: Any card with this icon can be played at any time regardless of turn.
There are a total of 5 classes with their own unique abilities and a total of 9 characters to chose from (2 characters per class, except for the Wild Card).
Click the specific class below to learn more about their abilities and how they play.
These coincide with the roll card mechanic.
If instructed to draw a roll card, the top card from the six-card roll deck is revealed and the player who drew it resolves that numbered ability on their player avatar card immediately. If all six cards have been revealed, shuffle the six-card deck and use it again.
Try the Game Yourself!
Anybody who pledges to a reward tier that offers the ability to collaborate with us on designing a card will be contacted soon after the campaign ends.
The foreground images(s) will be your choice so long as it matches the pirate theme and is age appropriate.
We will be flexible, but if your choices do not gel well with the theme or effect of the card you have chosen, we reserve the right to request you make further suggestions to your choice in order for a better fit.
Shipping prices vary by location and the number of copies purchased. Each pledge level that contains a physical copy of Loot Trap lists the shipping cost and it will be collected with the initial pledge so there are no surprises later.
Risks and challenges
We don't see any major hurdles preventing the production of Loot Trap other than the initial funding goal.
The art will be completed after the campaign ends and we will send it into production and then it is just a waiting game until copies are sent out!
We initially had planned card additions as stretch goals, but after developing them, we decided the game was better for it, so they are now base game components. These cards include gameplay variant cards a unique character, and testing/adding abilities to the character cards rather than just be a location indicator.
All stretch goals are only related to improving the physical quality of the game. To ensure it ships as soon as possible, we opted out of physical rewards other than the game itself.Learn about accountability on Kickstarter
- (30 days)