Pirate Race!
A card duel to be the first to reach the finish line. And the trick is that you also play with your opponent’s pirates.
- 2 players
- 20 minutes
- Ages 10+
- ⚔️ Two-player duel
- 🔀 Your opponent’s cards are yours too
- 🎯 A bluff on the last turn
We’ll let you know when it’s available and where to get it.

What it’s about
Two crews, red and blue, race to cross the finish line first. Every round you put cards on the table, and whoever scores more moves forward on the track.
Here’s the fun part: points belong to the card’s color, not to whoever plays it. You’re dealt red and blue cards, so every time you play one of your opponent’s, you’re giving them points. The whole game is deciding how much to give away so you can put yours where it hurts most.
⚔️
Face to face
Just two players, no waiting around. Every card you play hits the other player straight away.
🔀
You play with their pirates
Your hand has cards of both colors. Playing one of your opponent’s might be just what you need… or the gift that costs you the round.
🎯
The third-turn bluff
The last card is offered in secret and everything is flipped at once. That’s where the round is won or lost.
The cards
The border tells you which team the points go to, and the number how many. Some also come with their own trick: forcing your opponent to play a color, making them discard, copying the card opposite, being worth double… or turning the whole round upside down.






How to play
You start with eight cards: four in your hand and four face up on the table, where you can both see them. Points are counted every three turns.
1️⃣
First turn
One of you leads by putting a card in the play area. The other responds with one right opposite.
2️⃣
Second turn
Now whoever responded leads. Two more cards on the table.
3️⃣
Third turn
Each of you offers two cards face down, they’re flipped at once and you choose which one you actually play. They go down on the count of three.
And now the points are counted
The abilities are resolved and the six cards on the table are added up, each for the team of its color. The team with more points moves two spaces on the track; the other stays where it is.
Except for two twists, which make you think twice before letting go of a card: if the last two cards are the same color, the roles are swapped and it’s the loser who moves one space. And if someone has played the chest, the round is won by whoever was going to lose it.
Then another three turns are played with the cards you have left, and the points are counted again. Deal again and start over: the first to reach space 10 wins.
Would you like to try it?
It’s the latest thing out of the workshop and it’s still taking shape. Look for us at the next event and have a race with us.

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