- Keepers: These are cards that can be placed in front of you, which usually represent some inanimate object. Their purpose in the game is to show that you have possession of that object by playing it in front of you on the table.
- Goals: These cards dictate what it takes to win the game. A goal card will name a few specific Keeper cards, and state that whoever has them on the table is the victor. There can only be one goal, and if a new goal is played, the previous one is discarded.
- Actions: These cards are one-time-use, and allow you to do special things such as root through the discard pile to take a card back or steal another player's keeper.
- Creepers: These stay on the table in front of you just like Keepers, but are playing immediately upon drawing and (usually) prevent you from winning.
- New Rules: This is where the game gets hectic. As part of the "play card" phase of their turn, a player can use New Rule cards that drastically alter how the game works. For example, players can change how many cards are drawn or played in a turn, or a hand size limits can be instituted, forcing players to discard at the end of their turn.
- High amount of replay value due to short play time and varying game experience
- Enough humor to make you laugh at least a few times each game
- Well-made cards with quality artwork
- Games can occasionally become dependent on luck rather than strategy
Our Rating: 4.5 out of 5 Squids
Disclaimer: The Modern Day Pirates were provided a complimentary review sample of this game.