Cotton Mouth Crew
The Stoner Survival TCG
Players build decks made from real people turned into stoner-style characters, plus environmental cards (like smoke shops,
dispensaries, and chill spots) and enemies (cops, probation officers, or nosy neighbors). The goal is to stay blazed and safe
while dodging authority figures, collecting resources, and outlasting your opponent.
Players build decks made from real people turned into stoner-style characters, plus environmental cards (like smoke shops, dispensaries, and chill spots) and enemies (cops, probation officers, or nosy neighbors). The goal is to stay blazed and safe while dodging authority figures, collecting resources, and outlasting your opponent.
Players build decks made from real people turned into stoner-style characters, plus environmental cards (like smoke shops,
dispensaries, and chill spots) and enemies (cops, probation officers, or nosy neighbors). The goal is to stay blazed and safe
while dodging authority figures, collecting resources, and outlasting your opponent.
Our Card Types
Cops (Enemy Cards)
- Raid decks, patrol cards, or boss-level narcs.
- Can arrest Crew, confiscate stash, or shut down havens.
Safe Havens
- Provide resources, protection, or rest to Crew.
- Provide resources, protection, or rest to Crew.
- Some havens block cops or negate bust attempts.
Event Cards
- Random happenings like “420 Festival,” “Sketchy Neighbor,” “Surprise Drug Test,” or “Munchies Attack.”
Stash Cards
- Power-ups: heal, boost attacks, or trigger special combos.
- Different strains of weed, edibles, concentrates.
Crew Cards (Characters)
- Based on user-submitted photos, illustrated into stoner personas.
- Chill Points (CP): Health/energy.
- Blaze Meter: How high they are (boosts some powers but can cause burnout).
Gear & Tools
- Boost effects, let Crew reroll dice, or add Blaze Meter bonuses.
- Bongs, pipes, grinders, rolling papers, vapes
Game Objective
Be the last crew standing not busted or burned out. Victory conditions:
Victory conditions:
- Escape Victory: Collect 3 Safe Haven cards and survive 3 turns with them in play.
- Domination Victory: All opponents’ crews are either arrested, burned out, or out of stash.
Sample Cards
Crew: “Chronic Carl”
- Affinity: Hybrid
- Skill: “Snack Raid” → Gain +2 CP when Munchies Event is drawn.
- CP: 8 | Blaze Cap: 5
Cop: “Undercover Narc”
- Effect: Disguised as Crew for 1 turn, then busts a random stash card.
Safe Haven: “Dispensary”
- Effect: Draw 2 stash cards per turn while active.
Event: “420 Rally”
- All Crew gain +1 Blaze this turn.
Gameplay Mechanics
Starting Setup
- Shuffle decks with stashes, tools, havens, and events.
- Each player begins with a Crew Leader card and 5 random crew.
Blaze Meter Mechanic
- Crew gain Blaze when using stash.
- If Blaze hits the cap, character “burns out” (skip next turn).
- Some skills require high Blaze, creating risk-reward balance.
Turn Structure
- Draw Phase (pull a card).
- Event Phase (draw random event card).
- Stash Phase (play weed cards on Crew to boost them).
- Chill Phase (resolve Blaze Meters — too high = burnout risk).
- Action Phase (attack cops, raid another player, or move to Safe Haven).
Expansion Ideas
- Celebrity Pack (user-voted famous stoner-style characters).
- Regional Strains Expansion (OG Kush, Sour Diesel, Blue Dream).
- Legalization Expansion (politicians, laws, new Safe Havens like Cannabis Cafés).
Cotton Mouth Crew
Official Trading Card Game Rulebook
Objective
In Cotton Mouth Crew, players compete to keep their Crew chill, avoid cops, and
control Safe Havens. Victory goes to the player who can either:
- Action Phase (attack cops, raid another player, or move to Safe Haven).
-
Domination Victory – Be the last player with at least 1 active Crew member (all
opponents are arrested or burned out).
Components
Crew Cards
Your stoner squad (based on real people, illustrated in stoner style).
Cop Cards
Enemies that raid, arrest, or bust your stash.
Safe Haven Cards
Smoke shops, dispensaries, lounges, festivals.
Gear Cards
Bongs, vapes, grinders, etc. that buff Crew.
Stash Cards
Weed, edibles, concentrates that power up abilities.
Event Cards
Random happenings that shake up the game.
Components
Setup
Each player builds a deck of 40–60 cards. Decks may include:
- Crew: 12–20 cards
- Stash: 8–15 cards
- Gear: 6–10 cards
- Safe Havens: 4–8 cards
- Events & Cops: Balance as desired (minimum 4 of each).
- Shuffle the remaining deck.
- Draw an opening hand of 5 cards.
- Choose 1 Crew Leader (face-up at start).
- Roll dice/high card flip to decide who goes first.
Turn Flow
Each turn has 5 phases:
Draw Phase
- Draw 1 card from your deck.
Chill Phase
- Restore minor CP regeneration: each active Crew regains +1 CP.
- Check Blaze Meters: If Blaze > Blaze Cap → Crew burns out (exhausted next turn).
Action Phase (choose 1 action per turn)
- Play a Crew Card (onto the field, max 5 active Crew).
- Attack another Crew (combat).
- Raid another player’s Stash (risk reward).
- Search for Safe Haven (play a Safe Haven card).
Stash Phase
- Play Stash cards onto your Crew (max 1 stash per Crew per turn).
- Increase their Blaze Meter by the stash’s Blaze value.
Event Phase
- Roll a D6: on a 1–2, draw an Event Card and resolve it.
Expansion Ideas
Components
Do you want me to write a full rulebook (turn flow, win/loss, setup, deck building rules) so you’d have something printable for playtesting, or should I draft a pitch deck first for investors/collaborators?
You said:
write a full rulebook (turn flow, win/loss, setup, deck building rules)
ChatGPT said:
Perfect — here’s a full rulebook draft for Cotton Mouth Crew: The Stoner Survival TCG that you can use for playtesting and publishing.
Combat Rules
- If CP = 0 → that Crew is knocked out.
- When attacking another Crew, subtract AP from CP.
- Each Crew has Chill Points (CP) and Attack Power (AP).
Cop Rules
- Cops stay in play until defeated by Crew combat or countered by a Safe Haven.
- Effects include: arresting Crew, confiscating stash, or shutting down Safe Havens.
- Cop Cards can be played during Action Phase against an opponent.
Safe Haven Rules
- Only 1 Safe Haven per player may be active at a time.
- Havens give passive buffs (extra stash draws, Blaze control, protection from cops).
- To win with Escape Victory, a player must hold 3 Safe Havens simultaneously for 3 full turns.
Blaze Meter System
- Each Crew has a Blaze Cap (limit).
- Playing stash cards raises Blaze.
- If Blaze reaches Cap: Roll a D6. On 4–6 → Crew is fine. On 1–3 → Burnout (exhausted for next turn).
- Some skills require high Blaze, so players must balance risk vs. reward.
Winning the Game
- Escape Victory → 3 Safe Havens controlled for 3 turns.
- Domination Victory → Last player standing with active Crew.
- Domination Victory → Last player standing with active Crew.
Example Turn
- Hotbox Mode: All Crew gain +1 Blaze each round automatically.
- Tournament Play: Decks locked at 50 cards, no more than 3 duplicates of any non-crew card.
Optional Rules
- 420 Rule: If a player rolls 4-2-0 in sequence on any three dice rolls, they instantly gain a bonus turn.
- Hotbox Mode: All Crew gain +1 Blaze each round automatically.
- Tournament Play: Decks locked at 50 cards, no more than 3 duplicates of any non-crew card.