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.
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.
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Ace
A single point and a little pocket money. Every tour starts somewhere.
Common Economy Pegging 4gPlays as a 1. Adds +5 gold and +1 score.
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Two
Small card, double the take.
Common Offense Pegging 4gPlays as a 2. Doubles any pegging score from this play.
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Three
The longer the pile, the better the Three likes it.
Common Offense Pegging 4gPlays as a 3. +1 score for each card in the current pegging pile.
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Four
Four steps back for the rival, and the count walks back with it.
Uncommon Disruption Pegging 6gPlays as a 4. Send the rival back 4 pegs. The count moves back 4.
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Five
Five spaces forward, no questions asked.
Uncommon Tempo-Control Pegging 6gPlays as a 5. Advance your peg 5 spaces.
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Six
Finish a run with the Six and it pays three times over.
Uncommon Offense Pegging 6gPlays as a 6. Triples the points of any pegging run this play completes.
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Seven
A roll of the dice that always lands somewhere forward.
Uncommon Tempo-Control Pegging 6gPlays as a 7. Advance your peg a random 1 to 7 spaces.
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Eight
Eight pegs back is a long walk on a short board.
Rare Disruption Pegging 10gPlays as an 8. Send the rival back 8 pegs. The count moves back 8.
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Nine
Clears the table and takes a cut of everything on it.
Rare Utility Pegging 10gPlays as a 9. Scores, then the count restarts and you lead. +1 score per card cleared.
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Ten
Ten spaces forward, plain and honest.
Rare Tempo-Control Pegging 10gPlays as a 10. Advance your peg 10 spaces.
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Jack
The Jack tips his hat to every card on the pile.
Rare Offense Pegging 10gPlays as a 10. Nobs on nobs. +2 score for each card in the current pegging pile.
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Queen
The Queen pays court to her own kind.
Rare Offense Pegging 10gPlays as a 10. +6 score for each face card in the current pegging pile.
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King
The King moves both pegs. His forward, the rival's back.
Rare Disruption Pegging 10gPlays as a 10. Advance your peg 5 spaces and send the rival back 5 pegs.
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.
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Card Swap
One card out, one card blind off the top.
Common Utility Pre-discard 5gSwap one card in hand for the top of the deck.
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Cut Pick
Why leave the cut to chance when you can hold two of them?
Common Utility Pre-discard 5gThe cut draws 2 candidates. You choose your cut card this hand.
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Mulligan
Bad deal? Never happened.
Common Utility Pre-discard 5gPitch your dealt hand out of play and redraw before discarding.
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Re-Cut
One polite refusal per hand.
Common Utility Pre-discard 5gAfter the cut card is revealed, reject it once and draw a new one.
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Anchor
Drop it and your peg holds its ground for the hand.
Uncommon Defense Pre-discard 7gYour peg cannot be moved backwards for the rest of this hand.
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Bookmaker
Odds posted on the cut. The house is you.
Uncommon Economy Pre-discard 7gWhen the cut lands this hand, gain 1 gold per rank of the cut card.
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Extra Draw
Seven cards dealt. One quietly leaves.
Uncommon Utility Pre-discard 7gDealt 7 this hand. Set 1 aside, out of play. Then discard 2 to the crib like normal.
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Tally the Cut
The cut lands and your peg moves with it.
Uncommon Tempo-Control Pre-discard 7gWhen the cut lands this hand, advance your peg by the cut card's pegging value.
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Mine
Whoever deals, the crib comes home with you.
Rare Economy Pre-discard 8gThis hand's crib is yours, no matter who deals.
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Rival's Folly
The rival plays the whole Play for nothing.
Rare Defense Pre-discard 9gThe rival scores nothing in the Play this hand.
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Second Thoughts
A look at the cut before you commit.
Rare Utility Pre-discard 9gPeek the cut card before you discard this hand.
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Spoilsport
Their best count of the hand, waved off.
Rare Defense Pre-discard 9gNegate the rival's next show or crib score this hand.
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Spyglass
Nothing in the crib is private anymore.
Rare Disruption Pre-discard 8gThe 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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