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Merchandising Pirate101: Trading Cards

A few months ago, Ian Sharp (Ian Stormstaff of Wizards Unite) posted a guest post on Destiny Devereaux’s blog, Destiny’s Travels.

Ian mentioned “trading cards” as a possible merchandise idea, and I decided to expand on that concept, specifically in Pirate101.


At first release, there would be two packs- the Skull Island Power Pack and the Tribal Crew Pack.  The Skull Island Power Pack is a clear example of the Power Packs, and the Tribal Crew Pack is a gear pack.

Power packs include five cards with random powers from Pirate101. These cards are slightly modified from the ones in game, including accuracy ratings* and damage in multiples (i.e. x1, x2) since the cards cannot automatically update based on your weapon damage.

Damage would be easy to calculate as weapons only come in multiples of 10, and would help develop multiplication skills in younger players.  Each player would be able to play one power per turn and powers that have additional effects that only work in game (including, but not limited to hitting multiple enemies) would have new effects (like hitting your opponent multiple times.)

*An accuracy rating consists of a die (dice) symbol in the corner of the card, with a set of numbers the power will “hit” on if you roll that number. Regular six-sided dice can be used, or a Pirate101-themed die from the Starter Bundle—more on that later.


Gear Packs include four pieces of gear and one doubloon. The pieces of gear could be any number of hats, outfits, boots, or weapons*. Every pirate starts with 500 health, and this does not change by what piece(s) of gear are equipped.

Hats give a dodge bonus. Dodge makes an attack miss if the amount rolled is the same amount as the attacked player’s dodge. (i.e. an attack hits on 3, 4, and 5 and is attacking a player with a hat that gives 3 dodge. The attack misses. The same attack is being used on a player with 6 dodge. The attack hits.)

Outfits give an armor bonus. Armor decreases an attack’s damage by the amount of armor if the attack is stabby, smashy, or slashy.

Boots give a resistance bonus. Resistance decreases an attack’s damage by the amount of resistance if the attack is staffy, shooty, or spooky (spell-power-based.)

Weapons have a damage amount that is a multiple of 10 (10, 20, 30, etc.) and a type (stabby, smashy, slashy, shooty, or spooky.) Certain powers require a certain type of weapon, and some powers get a damage boost if you are using a specific type of weapon. (For example: Assassin’s Strike requires a stabby, smashy, or slashy weapon. It will do 3x damage for smashy and slashy weapons, and 3x +10 damage for stabby weapons.)

*This applies to all gear packs except the Tribal Crew Pack in the Starter Bundle.


Doubloons would be less diverse than those found in game, but include some not seen in game. Some doubloons are: Stabby Weapon Doubloon (+10 weapon power for stabby weapons, 1 round) ; Armor Doubloon (+5 armor, 1 round) ; Fast (Play two powers this round), etc. In later gear packs, new ranks of doubloons- with different number values- and new doubloons would be available.


The Starter Bundle includes:

  • A Pirate101-themed six-sided die
  • A Skull Island Power Pack guaranteed to give a power from each class in Pirate101
  • A Tribal Crew Pack guaranteed to give one hat, outfit, boots, weapon, and doubloon each
  • An instruction booklet for card dueling


Playing with Pirate101 trading cards would be unlike any other game and develop a whole new “world” of strategy. Players would be able to trade cards for unique sets of gear and weapons so they could match their in-game pirate! Perhaps, even, Pirate figurines could be made where the figurine can wear the clothing the player obtains!