Flex your Strategic Genius.

Booster Box: Draft

Draft is the marquee limited format of Blood and Salt TCG. It is here where you will crack packs and choose cards from them, passing the packs to the next player, to build a card pool of cards you personally selected. It’s a perfect format for those who seek a deep format where you can show up to your local game store without a deck and display your skills in evaluating card value and power levels as well as reading other players and outsmarting them.

Set-up Guide


  • 3 packs each player

  • 1 Captain and at least 1 Warship

  • 30-card decks constructed from a 51-card pool

  • No card copy limits

  • 6 total settings along the setting path

  • 3 tide levels:

    • Settings 1-2 (Low Tides), Settings 3-4 (Rising Tides), Settings 5-6 (Flooded Tides)

  • Sanity Tests: Broken traits available

  • 50 minute games at Best of 1

Drafting


Drafting cards involves players opening packs, selecting cards, and then passing them to a player to their left or right depending on which step of the draft they are currently in. The draft starts by players opening all 3 draft packs and placing them face-down in front of them followed by the following steps:

  1. Draft Captains passing to the right.

  2. Draft pack 1 passing to the left.

  3. Draft pack 2 passing to the right.

  4. Draft pack 3 passing to the left.

Due to these rules, every card in each of your packs will be drafted. After each pack there is a short review period where you can look at the previous cards that you have drafted. Otherwise you cannot look at those cards. Following the full drafting of cards, players will have a deck building period where they can construct their decks. Any token cards that cannot be used by your deck will be placed into a shared pool for all other players to use. Every card that is drafted by a player is kept by that player.

Official rules are currently a work in progress.

Deck Configuration


Cards that match your Captain’s class, origin, or knowledges along with any world cards may be added to your chosen deck of cards. Your card pool will include 3 Captains, at least 1 Warship, at least 3 settings, and any card that you select during the draft. Since the card pool which you choose the 30 cards from is 51 cards, the remaining 21 cards are considered your “Inventory” and may be used as a live sideboard for this format, meaning you may choose cards from it to swap into your 30-card deck before game start as well as interact with cards that are in your inventory if a card allows (An example would include the reload keyword: Reload. (If you can spot an appropriate ammo provision in your inventory you may reload a weapon with that ammo.).

The 21-card inventory will include any possession cards (weapons, equipment, provisions, warships, artifacts, etc.) as well as characters, settings, and abilities. Your inventory may also corpse cards, a corruption and noble trait card, and turn sequence cards for player use.

Official rules are currently a work in progress.

Tournament Layouts


Games will be played best of 1 and will be played within a Swiss-system tournament. The tournament can be adjusted as shown below:

Players ; Rounds; Playoffs Needed?

*Players: 4 - 11 ; 3 Rounds ; No Playoff Games

Players: 12 - 16 ; 3 or 6 Rounds ; Top 8 Cut

Players: 17 - 64 ; 6 Rounds ; Top 8 Cut

*This format has been refined for this amount of players.

Game-Start Procedure


  1. Players reveal their chosen Captain.

  2. Randomly decide which player will travel first.

  3. Each player may then finalize their 30-card deck from their 51-card pool.

  4. Players shuffle their decks followed by allowing their opponent to cut and/or shuffle their deck.

  5. Players reveal their possessions and Crew, draw to their Captain’s Sanity, and the Traveling Player takes their first travel.

Game-End Procedure


Once a player has met a win condition and won the required amount of games, the game ends and a player is declared the winner. If no winner is determined yet, the Traveling Player finishes their travel followed by 1 more travel by the appropriate player. If no winner is determined once again, the player with the most stress prior to any provision usage loses. If no winner is determined once more, the game ends in a draw.