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Card guide

Every Consumable in Double Skunk

A complete illustrated guide to all 26 consumables on the tour, straight from the current build.

Consumables are one-shot cards you carry into a match. You buy them in the intermission shop, claim them as board prizes, and pick one up in the pre-match draft. Each sits in a consumable slot until you play it, and each is spent the moment it lands. Where powerups fire on their own, a consumable waits for you to pick its moment. They come in two classes.

  • Rank cards play during the Play, as an extra card straight from your slot into the count. The card counts its full pegging value and scores fifteens, pairs, runs and thirty-one like any card from your hand, then adds the bonus printed on it.
  • Preparations play in the quiet window before you throw to the crib. Cut tricks, hand fixes, crib claims and shields, all resolved before a single card hits the table.

In the match view a violet band along a card's top edge marks a preparation, and the colored rim is its category, the same color language the powerups speak.

13 cards

The Thirteen Ranks

Ace through King, each played into the count like a card from your hand, with a little something extra printed on it. The face cards are where the big swings live.

  • Ace card art

    Ace

    A single point and a little pocket money. Every tour starts somewhere.

    Common Economy Pegging 4g

    Plays as a 1. Adds +5 gold and +1 score.

  • Two card art

    Two

    Small card, double the take.

    Common Offense Pegging 4g

    Plays as a 2. Doubles any pegging score from this play.

  • Three card art

    Three

    The longer the pile, the better the Three likes it.

    Common Offense Pegging 4g

    Plays as a 3. +1 score for each card in the current pegging pile.

  • Four card art

    Four

    Four steps back for the rival, and the count walks back with it.

    Uncommon Disruption Pegging 6g

    Plays as a 4. Send the rival back 4 pegs. The count moves back 4.

  • Five card art

    Five

    Five spaces forward, no questions asked.

    Uncommon Tempo-Control Pegging 6g

    Plays as a 5. Advance your peg 5 spaces.

  • Six card art

    Six

    Finish a run with the Six and it pays three times over.

    Uncommon Offense Pegging 6g

    Plays as a 6. Triples the points of any pegging run this play completes.

  • Seven card art

    Seven

    A roll of the dice that always lands somewhere forward.

    Uncommon Tempo-Control Pegging 6g

    Plays as a 7. Advance your peg a random 1 to 7 spaces.

  • Eight card art

    Eight

    Eight pegs back is a long walk on a short board.

    Rare Disruption Pegging 10g

    Plays as an 8. Send the rival back 8 pegs. The count moves back 8.

  • Nine card art

    Nine

    Clears the table and takes a cut of everything on it.

    Rare Utility Pegging 10g

    Plays as a 9. Scores, then the count restarts and you lead. +1 score per card cleared.

  • Ten card art

    Ten

    Ten spaces forward, plain and honest.

    Rare Tempo-Control Pegging 10g

    Plays as a 10. Advance your peg 10 spaces.

  • Jack card art

    Jack

    The Jack tips his hat to every card on the pile.

    Rare Offense Pegging 10g

    Plays as a 10. Nobs on nobs. +2 score for each card in the current pegging pile.

  • Queen card art

    Queen

    The Queen pays court to her own kind.

    Rare Offense Pegging 10g

    Plays as a 10. +6 score for each face card in the current pegging pile.

  • King card art

    King

    The King moves both pegs. His forward, the rival's back.

    Rare Disruption Pegging 10g

    Plays as a 10. Advance your peg 5 spaces and send the rival back 5 pegs.

13 cards

Preparations

These play before the discard, while the hand is still taking shape. None of them touch the count. All of them change what the hand was going to be.

  • Card Swap card art

    Card Swap

    One card out, one card blind off the top.

    Common Utility Pre-discard 5g

    Swap one card in hand for the top of the deck.

  • Cut Pick card art

    Cut Pick

    Why leave the cut to chance when you can hold two of them?

    Common Utility Pre-discard 5g

    The cut draws 2 candidates. You choose your cut card this hand.

  • Mulligan card art

    Mulligan

    Bad deal? Never happened.

    Common Utility Pre-discard 5g

    Pitch your dealt hand out of play and redraw before discarding.

  • Re-Cut card art

    Re-Cut

    One polite refusal per hand.

    Common Utility Pre-discard 5g

    After the cut card is revealed, reject it once and draw a new one.

  • Anchor card art

    Anchor

    Drop it and your peg holds its ground for the hand.

    Uncommon Defense Pre-discard 7g

    Your peg cannot be moved backwards for the rest of this hand.

  • Bookmaker card art

    Bookmaker

    Odds posted on the cut. The house is you.

    Uncommon Economy Pre-discard 7g

    When the cut lands this hand, gain 1 gold per rank of the cut card.

  • Extra Draw card art

    Extra Draw

    Seven cards dealt. One quietly leaves.

    Uncommon Utility Pre-discard 7g

    Dealt 7 this hand. Set 1 aside, out of play. Then discard 2 to the crib like normal.

  • Tally the Cut card art

    Tally the Cut

    The cut lands and your peg moves with it.

    Uncommon Tempo-Control Pre-discard 7g

    When the cut lands this hand, advance your peg by the cut card's pegging value.

  • Mine card art

    Mine

    Whoever deals, the crib comes home with you.

    Rare Economy Pre-discard 8g

    This hand's crib is yours, no matter who deals.

  • Rival's Folly card art

    Rival's Folly

    The rival plays the whole Play for nothing.

    Rare Defense Pre-discard 9g

    The rival scores nothing in the Play this hand.

  • Second Thoughts card art

    Second Thoughts

    A look at the cut before you commit.

    Rare Utility Pre-discard 9g

    Peek the cut card before you discard this hand.

  • Spoilsport card art

    Spoilsport

    Their best count of the hand, waved off.

    Rare Defense Pre-discard 9g

    Negate the rival's next show or crib score this hand.

  • Spyglass card art

    Spyglass

    Nothing in the crib is private anymore.

    Rare Disruption Pre-discard 8g

    The crib plays face-up for the rest of this board.

Numbers come straight from the current build and get refreshed when the catalog changes.

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