Campaign Mode: Player Boosts

Campaign Mode: Player Boosts
After a win, each player rolls 3d10 and sums two d10s of their choice to get a boost to their deck or their role. Do this twice per player.

No Jack Tar may have more than two additional boosts (see #7 - #11, and #14 below) added to it.

Player Benefit Subchart: 
2: You may keep a Hero card in your deck that has cost equal to or less than the number of games played so far this campaign +1.
3: You may add a copy of the “1 Bar of Gold-Pressed Latinum” Treasure card to your deck.
4: Replace one of your Jack Tars with a Baldrick Jack Tar: “+1 $$ or +1 //.”
5: Replace one of your Jack Tars with a Glarg Jack Tar: “KO a Hero from your hand.”
6: Replace one of your “star” Jack Tars with a Chumley Jack Tar: “Reveal the top card of your deck.  If it has cost greater than 0, draw it; otherwise, +1 $$.”
7: Add “<Random Color> <Random Color>: +1 //, +1 $$, Draw a card” to one of your Jack Tars.
8: Add “<Random Color>: Draw a card” to one of your Jack Tars.
9: Add a random color icon to one of your Jack Tars.
10: Add “<Random Color>: +1 //” to one of your Jack Tars.
11: Add “<Random Color>: +1 $$” to one of your Jack Tars.
12: Once per game during your turn, draw a card.
13: Once per game during your turn, you may make all Villains -1 //.
14: Add “KO a Wound from any player’s discard pile.” to one of your Jack Tars.
15: Once per game during your turn, you may make all Heroes -1 cost to buy.
16: Once per game during your turn, you may discard 5 cards to prevent a Villain card from being drawn.
17: For the rest of the campaign, roll an extra unkept die when rolling on the Player Benefit Chart.
18: Add “KO this card after you play it” to one of your Jack Tars.
19: You may use your role ability one additional time per game.
20: Roll 2d10k2 twice on this chart, and gain both effects. (If you are rolling extra dice, per roll #17 above, those dice extra apply to this roll as well.) 

Random Color Subchart:
1: Stealth
2: Mind
3: Punch
4: Target
5: Tech
6: Player's choice

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