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Cornish Smuggler

Cornish Smuggler Rulebook

Table of Contents

Table of Contents

  • Overview
  • Object of the Game
  • End of the Game
  • How to Play
    • Actions
  • Start of Each Turn
    • Reveal New Character Cards
    • Receive Influence
    • Re-Motivate All Cards
    • Turns
  • Game Elements
    • Gold
    • Reputation
    • Influence
    • Network Counters
    • Customs Officers
    • Goods Shapes
    • Ship Counters
    • Ship Cards
    • Character Cards
    • Storehouse Cards
    • Secrets Cards
  • The Game Board
    • Gold Wheel
    • Customs Warehouse
    • Customs Discovery Level
    • Customs Track
    • Customs Bribe Cost
    • Character Cards
    • Secrets Card Deck
    • Inland Towns, Villages & 'Up North'
    • Selling Location
    • Land Locations
    • Sea Spaces
    • Ports
  • Setup Diagram
  • Actions & Costs
    • Move Ship One Sea Space
    • Move Goods OR Network Counter One Space
    • Move Goods AND Network Counter One Space
    • Move Customs Officer One Space
    • Buy Reputation
    • Land Goods
    • Hire Character
    • Buy One Good Shape
    • Bribe Customs
    • Sell Goods
    • Honest Work
    • Discover Secret
  • Characters
    • Hiring Characters
    • Example: Hiring a Character
    • Character Card Breakdown
    • Motivating Cards
    • Placing Network Counters
    • Moving Network Counters
    • Lost Characters
  • Goods
    • Buying
    • Example: Placing Goods on Ships
    • Movement at Sea
    • Movement over Land
  • Landing Goods & Landing Risk
    • Landing Risk
    • Ports & Secret Coves
    • Example: Discovery Level
    • Customs Movement
    • Reducing Landing Risk
    • Example: Landing Risk
  • Selling Goods
    • Maximum Number of Goods Sold
    • 1. Choose a Price
    • 2. Pay the Cost
    • 3. Move Customs
    • 4. Lay New Customs Officers
    • 5. Receive Secrets Cards
    • Example: Gold Wheel
  • Customs
    • Bribing Customs
    • Bribe Markers
    • Seizing Goods
    • Placing New Customs Officers
    • Example: Customs Movement after Sale of Goods
    • Abandoned Goods
    • Moving Customs
    • Raiding the Customs House
  • Secrets Cards
    • Draw Secrets when Players Sell Goods
    • Discover a Secret
    • Hand Size
  • Storehouse Locations
    • Example: Goods & Storehouses
    • Extra Storehouses
    • Moving Goods In or Out of a Storehouse
    • Customs
    • Storing Landed Goods
  • The Isles of Scilly
  • Ties
  • Rules Reminders
    • Customs Movement
    • Add to Existing Network
    • Maximum Number of Goods Sold
    • Bribing Customs Officers
    • Customs Seizing Goods
    • Network Counter Movement
    • Secrets Cards
    • Landing Goods
    • Store Landed Goods Directly in Storehouses
    • Prevent Customs Movement
    • Progress Gold Wheel
    • Lost Characters
  • Goods Price List - Choose a Price to Sell At
  • Quick Reference (Back Cover)

Overview

Cornish Smuggler is played in turns. Each turn is divided into a number of Actions that the players take one at a time.

Each Action costs either Gold, Influence or Reputation to perform.

To win the game, players must acquire Gold and Reputation. Reputation generates Influence at the start of each Turn and Influence is what is needed to Smuggle.

As Smuggling was rarely undertaken by individuals, players will need to employ other Characters.

This will allow a player to build a Smuggling network, to gain Reputation and to more effectively evade the Customs Officers... and your fellow Smugglers.

Object of the Game

At the end of the game the Smuggler with the HIGHEST SCORE (Gold plus Reputation) wins.

Players gain Gold by selling illegal Goods. To do this, they will need to employ a retinue of highly-skilled Characters to help transport Goods, without getting caught by Customs.

Reputation is gained by building a network of Characters and selling Goods.

End of the Game

The end of the game is triggered by one of two events:

  1. The Customs Counter reaches the end of the Customs Track.
  2. The last Goods Shape is purchased.

When either of these events happen, the players have until the END of that TURN to spend any remaining resources (i.e. any Gold, Influence or Reputation), after which the game ends.

How to Play

Cornish Smuggler is split into a number of Turns, during which each player can take several "Actions".

The number of Actions that a player can take each Turn depends on the number of resources (Gold, Influence or Reputation) that a player wishes to spend.

Actions

These are listed on pages 10-11 and in the Quick Reference guide on the back cover. Actions have some type of cost, usually Gold, Influence or Reputation.

Some Actions give players a choice over the method of payment (e.g. Move Ship one space costs either 1 Influence or 3 Gold).

Other Actions can have multiple costs (e.g. Sell Goods Shape), or even none at all (e.g. Passing).

Start of Each Turn

Reveal New Character Cards

Discard any face up Character Cards which have not been hired and reveal new ones.

Receive Influence

Each player gains Influence equal to the amount of their Reputation that they have. Some Character Cards give players extra Influence at this point.

Re-Motivate All Cards

Any cards which have been turned face down (Motivated) during the previous turn should be placed face up.

Turns

Starting with the First Player and moving clockwise around the table, each player takes ONE Action only.

Play continues until all players have PASSED.

At this point, the First Player Marker passes clockwise to the next player and a new Turn starts.

Game Elements

Gold

The standard currency of the game.

Gold is gained by selling Goods and can be used to Hire Characters, Bribe Customs, Buy Goods and Reputation, amongst other things...

Gold is also essential for winning.

Reputation

Each player's standing in the community.

At the start of each turn, players will gain Influence equal to the amount of Reputation that they have.

Reputation is gained by hiring Characters and is added to the player's score at the end of the game.

A player may also Buy Reputation with Gold, if they feel that they lack the proper respect.

Influence

Influence is used to do almost everything in the game.

Each turn, players receive one Influence for each Reputation that they have.

Players can gain more Influence via some Character and Secrets Cards.

Network Counters

Each player chooses a different colour.

Network Counters are used to denote each player's smuggling network, along which contraband is transported.

Each player places one new Network Counter each time they employ a new Character.

New Network Counters must be placed adjacent to existing Network Counters.*

Customs Officers

Customs are represented by black counters.

Customs Officers keep track of the Gold Wheel and the Customs Track. More Customs Officers will appear over the course of the game.

Every time Goods are landed or sold, Customs Officers will attempt to intercept them.

Not only do Customs Officers move each time Goods are landed or sold, they also have the ability to move due to manipulation by other players.

Goods Shapes

The illicit Goods players Smuggle to win the game.

They are the bulky illegal contraband which players transport using their ships.

Goods are represented by different shaped pieces.

Ship Counters

Each player has one Ship Counter of their colour.

Ships are represented by Ship Counters.

Ships travel between Merchants, Ports and Coves transporting Goods.

Ship Cards

Each player chooses one ship at the start of the game.

The hold of each ship is shown on the Ship Cards. Once purchased, Goods Shapes are placed in the ship's hold until they are landed.

Each ship's hold is unique. All ships travel at the same speed.*

Character Cards

Characters form networks and may have special abilities.

Smuggling was traditionally undertaken by networks of people and sometimes by whole communities.

Characters form the network that allows each player to land, move, hide and Sell Goods.

These people are essential to the success of any smuggling operation.

Example Character Cards shown: Francis Oprey, Coast Waiter ("Gain 2 Influence for each Goods Shape seized by Customs."); Holly & Olivia, The Harbourmaster's Daughters ("Motivate when Goods are being Landed: Pay 2 Influence to reduce or increase the Landing Risk by 2."); William Bodinar, Fisherman ("Motivate when taking the 'Move Ship' action to move your ship 1 extra space."); John Thomas, Assistant Supervisor of Customs ("When goods are seized, Pay 7 Gold / 5 Influence / 3 Reputation to remove one of that player's Characters from the game."); Niall Horabain, The Minister ("Motivate as an Action: Permanently remove 1 Reputation from a player of your choice.").

Storehouse Cards

Where Goods are hidden.

Storehouse cards represent secret places where Smuggled Goods can be safely hidden, sometimes under the very feet of the Customs Officers: pub cellars, the church crypt, maybe the Mayor's parlour.

Every player starts with one Storehouse; others can be secured later.

Secrets Cards

The tricks of the smuggling trade.

Secrets Cards represent the hidden knowledge that the Smuggler can use to confound the Customs Officers. They are often used to hamper other players...

Whenever a player sells a Goods Shape, every other player draws a Secrets Card.

Example Secrets Card: "Yew boy! Play at any time. Cost: 2 Influence. Play when a Customs Officer is being moved: You decide where the Customs Officer moves. Discard after use."

* can be modified using Character or Secrets Cards.

The Game Board

Gold Wheel

Tracks the Gold players earn and advances the Customs Track.

The Customs Gold Counter moves clockwise one space for each one Gold earned by a sale. Each time the counter lands on 'START', move the Customs Track marker one space.

Customs Warehouse

Goods Shapes seized by Customs go here.

Customs Discovery Level

Used to calculate the risk of landing Goods.

Customs Track

Increases as players sell more Goods.

Customs Bribe Cost

Shows players how much it costs to Bribe Customs Officers.

Character Cards

Character Cards are placed here at the start of the game.

Secrets Card Deck

Each time a player sells a Goods Shape, every other player draws a Secrets Card. Secrets Cards can also be bought by players as an Action.

Inland Towns, Villages & 'Up North'

There are also inland locations where Goods can be sold.

Towns with a large enough population allow players to sell their Goods Shapes. They are shown as circles containing a black number.

Villages contain no number.

Occasionally illicit Goods would also wend their way further up the county or 'Up North'.

Selling Location

This is where players can sell their Goods. A higher number generally means a better price for Goods sold.

Land Locations

Network Counters are placed in these spaces, between which Goods Shapes are moved.

Sea Spaces

Ship Counters can move to these spaces.

Ports

All ships can Land Goods Shapes at Ports. The number in the Port is the added risk of landing Goods at that location. Goods can only be landed at Ports or Coves that contain a Network Counter belonging to the active player.

Secret Cove

Access to a Secret Cove is denoted by a dotted line. These are similar to Ports but don't contain a number. Ships can only Land Goods Shapes here if the player possesses the relevant card.

Merchant Spaces

Players who move their ship to a Merchant Space are able to Buy Goods Shapes to place on their ship.

There are three fixed Merchant Ship locations on the board.

Different Goods Shapes are found on the Merchant Ship spaces. Players have to buy and fit these Goods onto their chosen ship.

Merchant Goods Spaces

Goods Shapes are placed here at the start of the game.

Setup Diagram

Set up the Game Board as follows:

  1. Shuffle the Secrets Cards and place them face down in the marked space.
  2. Place a Customs Officer at the START of the Gold Wheel.
  3. Place Customs Officers in the spaces indicated on the Customs Track.
  4. Separate and shuffle the Character Cards into the appropriate decks (Religious, Trade, Unskilled and Official). These should all be placed face down in the marked space.
  5. Place one Customs Officer in Penzance and one Customs Officer in St Ives.
  6. Place the Goods Shapes in the appropriate places on the Merchant Spaces. Note Goods Shapes should always be placed face up so that the number of squares on the Goods is visible.

Each Player receives:

  1. 13 x Gold.

  2. 10 x Influence.

  3. A set of Network Counters, a Ship and Bribe Markers (any colour except Black).

  4. The First Player is the last person who Smuggled something into somewhere it shouldn't be, ideally under the cover of darkness. Give them the First Player Marker.

  5. Give the First Player the ten Ship Cards. They choose one and pass the remaining Ship Cards clockwise with each player selecting a card.

  6. Give all the Storehouse Cards marked 'START' to the last player (the player to the right of the First Player). They choose one and pass the remaining cards anticlockwise, with each player choosing a card. Discard the remainder.

  7. Starting with the First Player, each player draws two face down Character Cards (must be from different stacks), chooses one to keep and places the other card face down under the respective Character Card stack.

Players do not have to pay any Gold for this starting character, but do not receive extra Influence at the start of the first turn.

TIP: Characters with higher Reputation generate more Influence for you, making it easier to take Actions (i.e. Smuggling!)

  1. Each player receives Reputation markers equal to the amount shown on their chosen Character Card.
  2. Starting with the First Player, each player places a Network Counter on any land space, including the Isles of Scilly.

Multiple Counters can occupy the same space, including Customs Officers.

TIP: Players will only be able to Land Goods Shapes at a Port (or Cove) where they have a Network Counter.

  1. Starting with the First Player, each player places a Ship Counter on a Sea Space or a Merchant Space.

Turn the top Character Card of each deck face up, you are now ready to start.

Setup diagram key: 1. Secrets Cards; 2. Gold Wheel; 3. Customs Track; 4. Character Card Decks; 5. Customs Officers; 6. Goods Shapes; 7. Gold; 8. Influence; 9. Network Counters; 10. First Player Marker; 11. Ship Card; 12. Storehouse Card; 13. Character Cards; 14. Reputation; 15. Network Counters (example starting locations); 16. Ship Counters (example starting locations).

Actions & Costs

Move Ship One Sea Space

Cost: 1 Influence or 3 Gold

This Action allows a player to move their ship counter one Sea Space. This includes Port, Cove and Merchant Spaces.

Multiple ships can occupy the same space.

Move Goods OR Network Counter One Space

Cost: 1 Influence or 2 Gold

This Action allows a player to:

move one Goods Shape (within an existing network) one space

or

to move a Network Counter one space.

Multiple Network Counters can occupy the same space. Network Counters CAN be moved out of a network.

Move Goods AND Network Counter One Space

Cost: 3 Influence or 5 Gold

Allows both one Goods Shape and one Network Counter in the same location to move together one space.

Move Customs Officer One Space

Cost: 4 Influence or 6 Gold

This Action allows a player to move one Customs Officer (even if Bribed) one space. This includes into spaces containing other Counters (e.g. Network Counters or other Customs Officers).

Buy Reputation

Cost: 4 Gold (receive 1 Reputation)

Players who feel they lack the proper respect can buy it! Gain 1 Reputation by spending 4 Gold.

Land Goods

Cost: 1 Influence

This Action allows players with a Ship Counter and a Network Counter in a Port or Cove to unload as many Goods Shapes as they want, sometimes directly into a Storehouse (see p.21).

This may draw the attention of Customs Officers...

Hire Character

Cost: 1 Influence or 2 Reputation (+ cost on card)

This Action allows players to employ any one face up Character Card from the deck. The player must pay the cost indicated on the card as well as 1 Influence or 1 Reputation. (Printed as shown: the rulebook's Hire Character icons are the Influence and Reputation symbols, and the two figures differ between the cost box and the description.)

Buy One Good Shape

Cost: 1 Influence + Gold Cost

To buy one Good Shape players must spend 1 Influence plus 1 Gold for each square on the Goods Shape being bought.

Players must have their ship in any of the three Merchant Spaces where the purchase is being made.

Bribe Customs

Cost: 1 Influence + SPECIAL

By paying the current Bribe Cost on the Customs Track + 1 Influence, players may bribe a Customs Officer sharing a space with their own Network Counter.

This Customs Officer will not seize that player's Goods whilst the Bribe remains in place.

Sell Goods

Cost: SPECIAL

Players with Goods in a town may sell them.

Each time a player sells a Goods Shape, they have a choice of three different prices available. (see p.16)

Spending more Influence or Reputation allows a player to Sell Goods at higher prices. However, selling Goods at a lower price generally gains more Reputation.

Honest Work

Cost: No Cost

Only playable if a player has no Goods.

Receive 11 Gold minus current Reputation minus current Gold.

(e.g. A player has 3 Reputation and 2 Gold, 11-3-2 = 6, so they receive 6 Gold.)

Discover Secret

Cost: 2 Influence or 2 Gold

When taking this Action, a player draws a new Secrets Card.

Raid Customs House

Cost: SPECIAL

Goods Shapes seized by Customs are held in the Customs Warehouse in Penzance.

Players who have at least one Network Counter in Penzance and have employed two or more 'Mob' Character Cards marked with the Mob symbol can pay 1 Influence and discard one Mob Character Card to recover one Goods Shape.

Pass

Cost: No cost

Once a player Passes, they may not take any further Actions this turn, but can still play appropriate cards out of turn (e.g. some Secrets Cards). Players keep any remaining Influence to use in the next Turn.

Action / Cost Table

ActionCost
Move Ship 1 space1 Influence or 3 Gold
Move 1 Goods Shape or 1 Network Counter 1 space2 Gold or 1 Influence
Move 1 Goods Shape and 1 Network Counter 1 space3 Influence or 5 Gold
Move Customs Officer 1 space6 Gold or 4 Influence
Honest WorkReceive 11 Gold minus current (Reputation + Gold)
Land Goods1 Influence
Buy 1 Goods Shape1 Influence + Gold Cost
Sell 1 Good ShapeVariable - see Goods Price List
Buy Reputation4 Gold (receive 1 Reputation)
Discover Secret2 Influence or 2 Gold
Hire Character1 Influence or 2 Reputation (+ cost on card)

Characters

To Move Goods, players will need Characters. Every time a player hires a new Character they add a new Network Counter to the board.

Players must place the new Network Counter in a location that is connected to their existing network, unless the Character Card states otherwise or is placed on the Isles of Scilly. (see p.21)

Not only do Characters allow players to transport Goods around the board, but they also have unique abilities (e.g. increase Reputation, use more locations and misinform Customs, etc).

Hiring Characters

At the beginning of each Turn, each player gets 1 Influence for each 1 Reputation that they have, so having more Characters lets players do more things.

To hire a Character costs 1 Influence or 2 Reputation as one Action, as well as the Gold cost for that character. (Icons as printed.)

Every time a player hires a Character, they immediately add that Character's Reputation to their own.

Players must then place a new Network Counter on the board.

All Character Cards are laid face up in front of the player when employed.

Every time a Character is hired, turn a new card face up. If no Character Cards remain in a stack, then no more Characters of that type may be hired.

Example: Hiring a Character

Charlie would like to hire Allen Cutler, The Mayor of St Just.

She declares that she is performing a HIRE Action and pays 1 Influence.

Then paying the Gold cost (2 Gold) she adds 3 Reputation to her total, meaning she will get 3 extra Influence next Turn and places a Network Counter on the board.

Character Card Breakdown

Example card: Allen Cutler, Mayor of St Just. Motivate as an Action: Pay 1 Reputation to move one Customs Officer 1 space.

  1. Name & Occupation
  2. Gold Cost
  3. Reputation
  4. Special Ability

Motivating Cards

Some Characters have Special Abilities which players may utilise per turn.

To do this, pay the cost and turn the Character Card face down to show that it has been Motivated. Character Cards can stack.

Placing Network Counters

New Network Counters MUST be placed connecting to that player's existing network (unless the Character Card states otherwise) or on the Isles of Scilly.

Example: Chris (YELLOW) hires a Character so must place a new Network Counter. His choices of placement are either Perranuthnoe or Breage.

Alice (RED) also hires a Character, so must place her new Network Counter in Marazion, Leedstown, Breage or Goldolphin.

Moving Network Counters

Network Counters can be moved for 1 Influence or 2 Gold as one Action.

Although all NEW Network Counters must join the player's network, EXISTING Network Counters are free to move outside of a network.

Lost Characters

Unless expressly stated, if a player loses a Character Card for whatever reason, that player should also discard the corresponding Reputation counters (and any Storehouse Locations specifically associated with that Character). They must also removed one of their Network Counters from the board.

Goods

Buying

Players who have a Ship Counter in a Merchant space can pay 1 Influence to buy one Goods Shape as one Action from that Merchant. (These can be of any shape and size as long as they will fit on the player's ship and they can afford it!)

1 Gold must be paid for each square on the Goods Shape.

Example: This Goods Shape = 4 Gold.

Once loaded Goods Shapes cannot be stored in void spaces, although they can be repositioned at any time once on a ship.

Example: Placing Goods on Ships

Each ship consists of 'empty' spaces where Goods Shapes can be stored... and 'void' spaces where Goods Shapes can NOT be stored.

Example: Goods fitting perfectly. Example: Goods that do not fit.

Movement at Sea

Ships (either carrying Goods or sailing light) can be moved one Sea Space for 1 Influence as one Action. Ships move at the same speed, whether or not carrying Goods. However, some Characters allow an extra ship move.

Multiple ships can occupy the same space.

Coves, Ports and Merchant Spaces all act as Sea Spaces.

Movement over Land

As one Action, a player may spend 1 Influence or 2 Gold to move one Goods Shape from one Network Counter to an adjacent Network Counter belonging to that player. Alternatively, players may choose to move both the Goods Shape and the Network Counter, although this is more expensive, costing either 3 Influence or 5 Gold.

Network Counters can be moved out of an existing network and multiple Network Counters can occupy the same space.

If any Goods Shapes are left without a Network Counter (i.e. abandoned), then any player may move a Network Counter to that space and claim them. (see Abandoned Goods p.19)

Landing Goods & Landing Risk

Goods can ONLY be landed at Ports or Coves that contain a Network Counter belonging to the active player.

Each time a player lands Goods, they can unload as many Goods Shapes as they want from their ship onto shore, but remember if a Customs Officer lands on the same space as the contraband, then those Goods Shapes will be instantly seized and placed in the Customs Warehouse. (see p.18)

When landing Goods, players take the Goods Shape (or shapes) off their ship and place them at the landing location.

Landing Risk

Every time a player lands Goods, they will need to calculate the Landing Risk.

This is the risk that Customs will notice you landing illegal Goods.

Add the number shown in the Port to the total number of squares on all the Goods Shapes being unloaded to determine the Landing Risk for that location.

Ports & Secret Coves

Numbers shown in Ports are added to the Landing Risk. Note that Secret Coves don't carry any extra risk.

Example: The risk of landing Goods at Porthleven is +3. Prussia Cove has no extra risk, but players will need a special card to access it - shown by the dotted line.

TIP: Coves have no number so landing Goods should be easier.

Example: Discovery Level

The current Discovery Level is marked on the Game Board.

Customs Movement

If the Landing Risk is greater than the Discovery Level, the nearest Customs Officer will move one space towards that location for each point that the Discovery Level is exceeded by. Customs Officers moving in this way will always move towards the location of the landing, taking the shortest path.

If there is already a Customs Officer (e.g. bribed) in the Port/Cove where the landing occurred, then the next nearest Customs Officer will also move towards this location.

Once one Customs Officer reaches the landing location, if there are any remaining Customs moves to make, then the next nearest Customs Officer moves towards the landing location, and so on until no movement points remain.

In this way, any number of Customs Officers can end up in the same location.

These Officers are moved by the player with the least Gold (this can be the current player - see Ties p. 21)

Reducing Landing Risk

Players can choose to reduce the Landing Risk by spending extra Influence.

For each 1 Influence paid, the Landing Risk is reduced by one.

Example: Landing Risk

Alice (RED) spends 1 Influence (one Action) to land one Goods Shape at St Ives. This Goods Shape is made up of two squares.

The added risk of landing at St Ives is 5 therefore the total Landing Risk is 5 + 2 = 7.

The current Discovery Level for Customs is 7 so Customs Officers do not notice Alice landing her Goods and so does not move.

Finally, Alice places the Goods Shape in St Ives to show her landed Goods.

Bob (BLUE) spends 1 Influence (one Action) to land three Goods Shapes at Gwithian which consist of a total of nine squares. As Gwithian is a Secret Cove, the added risk of landing Goods there is 0 so the total Landing Risk is: 9 + 0 = 9.

As this is 2 higher than the current Discovery Level, Customs notice Bob landing his Goods so the nearest Customs Officer (in Lelant) will move two spaces towards Gwithian and seize his Goods!

Bob decides to spend 1 Influence extra to hide from Customs so the nearest Customs Officer will now only move one space towards Gwithian and Bob's Goods are safe for the moment...

Selling Goods

Players can Sell Goods in Ports and some Inland Towns as one Action.

Goods can only be sold in towns that are large enough (i.e. towns that display a number).

Locations which have no number are villages or hamlets. No Goods can be sold in these locations.

Example: Where you can sell your goods. In this section of the board, a player can only Sell Goods Shapes in: St Ives, Madron, Penzance and Marazion.

Maximum Number of Goods Sold

Only one Goods Shape can be sold as one Action.

Any size of Goods Shape can be sold, but the size of the town limits the price available.

When selling Goods that are larger than the size of the town, use the column for the size of the town, rather than the size of the Goods.

Example: Selling a size 5 Goods Shape in a Size 3 town means that the player will only be able to choose from the Size 3 prices.

Town Size 3Goods Size 2Goods Size 3
Top row (free)Gold 2 / REP 2Gold 3 / REP 2
Middle rowGold 5 / REP 1Gold 6 / REP 1
Bottom rowGold 10 / REP 0Gold 12 / REP 0

1. Choose a Price

When players sell a Goods Shape they receive Gold and/or Reputation depending on the size of the town and the price that they settle on.

The Goods Price List shows the three different prices for the different sized towns that players can sell each Goods Shape for. (see p. 28)

2. Pay the Cost

Players choose one of these prices for each Goods Shape they sell, paying Influence or Reputation to gain access to the different prices on each row.

Action cost:

  • Top row = free
  • Middle row = 1 Influence or 1 Reputation
  • Bottom row = 2 Influence or 2 Reputation

3. Move Customs

The nearest Customs Officer will move towards the location of the sale by one space.

4. Lay New Customs Officers

For each 1 Gold collected by a player from selling Goods, the Customs Gold Counter moves forward one space around the Gold Wheel.

When the Customs Gold Counter lands on or passes 'START', move the Customs Counter forward one Space on the Customs Track.

If this lands on a number where a new Customs Officer appears, then the player with the lowest amount of Gold must place a new Customs Officer in an empty town or village (i.e. one that does not have a Customs Officer or a Network Counter on it).

5. Receive Secrets Cards

Whenever a player sells a Goods Shape, every other player draws a Secrets Card.

Example: Gold Wheel

Action 1: Addie makes 4 Gold from selling Goods, so the Customs Gold Counter moves clockwise four spaces.

Action 2: Ben then makes 6 Gold through selling his Goods, so the Customs Gold Counter moves clockwise six spaces, moving the Customs Track up one space. (On reaching START, the Customs Track moves forward one space.)

Action 3: Charlie then makes 16 Gold through selling Goods! The Customs Gold Counter moves clockwise sixteen spaces, moving the Customs Track up two spaces and causing a new Customs Officer to be placed on the board. (The Gold Wheel has reached START twice so the Customs Track moves forward two spaces. A new Customs Officer is placed on an empty location on the board by the player with the least Gold.)

Customs

Customs Officers are represented by black counters.

Every time Goods are landed, transported or sold, the Customs Officers will attempt to seize them.

Not only do the Customs Officers move each time Goods Shapes are landed or sold, but they also have the ability to move due to manipulation by other players.

Bribing Customs

Players can Bribe Customs Officers for the current cost shown on the Customs Track. The Bribe Cost is found next to the Discovery Level.

Players must have a Network Counter in the same space as the Customs Officer and spend 1 Influence as one Action to initiate the bribe, plus the Bribe Cost in Gold.

When a player bribes a Customs Officer, that Officer will remain their man for the rest of the game and will not seize their Goods, although they will still move as normal...unless of course someone else bribes them. Then they will belong to that new player and will not seize the new player's Goods.

If a Customs Officer has already been bribed by another player, then the cost of bribing will cost 1 Gold more than the listed price.

TIP: It will get more expensive to Bribe Customs as the Customs Track advances.

Bribe Markers

When bribing a Customs Officer, place a Bribe Marker on the relevant Customs Officer. If bribing an already bribed Customs Officer, players replace the current bribe marker with their own.

Seizing Goods

If a player is unfortunate, a Customs Officer may arrive on a space where their Goods are either being transported or are idly lying unprotected in a town or village square. If this occurs, all the Goods Shapes in that location are confiscated and instantly moved to the Customs Warehouse.

Customs Officers who have not been bribed by that player seize ALL Goods Shapes whenever they share the same space (no matter how briefly).

When Goods are seized by Customs, immediately place them in the Seized Goods area above the Customs Track.

Placing New Customs Officers

For each 1 Gold collected by a player selling Goods the Customs Gold Counter moves forward one space on the Gold Wheel.

When the Customs Gold Counter reaches 'START', move the Customs Track Counter along one Space.

When the Customs Counter passes a number where a new Customs Officer appears, then the player with the lowest amount of Gold must place a new Customs Officer on an empty land space on the board (i.e. one that does not have a Customs Officer or a Network Counter). Place a new Customs Officer on the board when highlighted numbers are passed.

Example: Customs Movement after Sale of Goods

Eve (GREEN) has Goods landed at Penzance. She decides to sell them at the highest price, choosing to pay 2 Influence. The nearest Customs Officer now moves 1 space towards the location of sale (Penzance).

As there are three Customs Officers which are both 1 space away from Penzance, the player with the lowest amount of Gold (see Ties p. 21) chooses which Customs Officer moves into Penzance.

Abandoned Goods

Any Goods Shapes that are left unattended (i.e without a Network Counter) are considered fair game and can be picked up by any other Counter (Customs or Network) in that location.

Moving Customs

There are three ways that Customs Officers can move:

  1. Selling Goods: The nearest Customs Officer will move one space towards the location of the sale for each Goods Shape sold there. (see p.17)
  2. Landing Goods: The nearest Customs Officer will move one space towards the Goods that are being landed for each point that the Landing Risk is above the Discovery Level. (see p. 14)
  3. Other Players' Actions: Some Secrets Cards can Move Customs Officers; otherwise a player can pay 4 Influence or 6 Gold to move a Customs Officer one space. (see p.10)

Note that it is likely that multiple Customs Officers will occupy the same space.

Raiding the Customs House

Players who have two or more Characters with the 'Mob' characteristic (Mob symbol) and a Network Counter in Penzance may attempt to storm the Customs Warehouse and liberate any one Goods Shape stored there.

This counts as one Action and costs 1 Influence and the player must discard a Mob Character Card and a Network Counter for the Goods Shape recovered.

This Action is redundant if any un-bribed Customs Officers are in Penzance when the Goods are liberated, as this Goods Shape would be instantly seized.

Example Mob Character Cards: The Hayle Underworld ("If you have no Network Counter in Hayle, you must place this Network Counter in Hayle. Gain +1 Influence per turn."); The Gentlemen of Zennor ("If you have no Network Counter in Zennor, you must place this Network Counter in Zennor."); The Gwithian Fellowship ("If you have no Network Counter in Gwithian, you must place this Network Counter in Gwithian. Allows Landing at Gwithian.").

Secrets Cards

In order to evade the Customs Officers and stop them from seizing Goods, players will need to Discover Secrets.

Secrets stay hidden until played.

Discarded Secrets Cards are removed from play.

Example Secrets Cards: "Backhander" (Play as an Action: If you have a Network Counter in Penzance, you may purchase 1 Goods shape from the Customs Warehouse at these costs: Size 2 Good = 3 Gold, Size 3 Good = 5 Gold, Size 4 Good = 8 Gold, Size 5 Good = 12 Gold. Discard after use.) and "Drunken Distraction" (Play out of Turn: Play when Goods are about to be seized by Customs to move that Customs Officer 2 spaces away. The Goods are not seized. Discard one of your Characters and remove one of your Network Counters. Discard after use.).

Draw Secrets when Players Sell Goods

Whenever a player sells one Goods Shape, every other player draws one Secrets Card. The seller does NOT draw a card.

Discover a Secret

Secrets Cards can be researched as an Action by paying either 2 Gold or 2 Influence.

Secrets Cards can be provided free of cost by some Characters.

Hand Size

There is no limit to the number of Secrets Cards that can be held in a player's hand.

Storehouse Locations

Storehouses are secret hiding places that are tied to different Locations and/or Characters. In these Storehouses players can keep any of their Smuggled Goods and Customs generally can't find them.

Goods Shapes must be able to fit in the Storehouse.

Example: Goods & Storehouses

Example: the "Behind The Turks Head" Storehouse (Penzance, START) has a hold into which a given Goods Shape will NOT fit.

Extra Storehouses

Each player will start with one Storehouse Location. (see Setup p.6) Extra Storehouse Locations can be secured by hiring Characters.

Example: Henry Baker, Mayor of Penzance (cost 5 Gold, Reputation 2) - "Receive 'The Mayor's Wine Cellar' Storehouse." (Penzance, SPECIAL).

Moving Goods In or Out of a Storehouse

When moving Goods into a Storehouse, remove the Goods Shapes from the board and place it in the Storehouse. Similarly, when moving Goods out of the Storehouse, move the Goods Shapes from the Storehouse to the board.

Movement of Goods Shapes into or out of a Storehouse is free, does not use an Action, and can be done at any time during a player's turn.

Customs

If a Customs Officer is in the same location as hidden Goods, these Goods Shapes are safe (as long as players don't try to move or sell them).

Storing Landed Goods

Goods Shapes can be instantly moved into a Storehouse when they are landed, as long as a Customs Officer, not bribed by that player, is not already in that location.

Customs will still move towards the landed Goods in the normal way, but the Goods Shapes are considered hidden before the Customs Officer arrives.

The Isles of Scilly

Due to its unique location, the Isles of Scilly generally escaped the attentions of Customs and was a safer place to Land Goods.

When hiring Characters, players may choose to place a Network Counter on the Isles of Scilly, unless otherwise stated on a Character Card.

If this is taken as a starting location, then players have a free choice on where to play their next Network Counter, but must then follow the normal rules for Network Counter placement.

Also, when Goods Shapes are landed or Sold on the Isles of Scilly, Customs do not move.

Ties

If there is ever a tie (e.g. which Customs Officer to move if they are both two spaces away from a sale location) then the person with the lowest Gold will choose.

If multiple players have the same Gold, then the player with the lowest Reputation chooses. If that is also tied then the player with the fewest Characters chooses and if there is still a tie, the First Player chooses.

Accordingly, it can be an advantage to have the lowest amount of Gold, especially at the start of the game.

Rules Reminders

Customs Movement

When moving Customs, if a Customs Officer is already present (e.g. bribed), or if a Customs Officer has any movement remaining after arriving at the location where Customs is moving to, then the next nearest Customs Officer will start moving and so on, until all Customs movement is exhausted. (see p.19)

Add to Existing Network

When employing a new Character Card, players should take a Network Counter and place it in a town on the board. This Counter MUST be attached to the player's existing network. (see p.13)

Maximum Number of Goods Sold

Players can only ever sell one Goods Shape as one Action, although the price of the Goods depends on the size of the town. (see p.16)

Bribing Customs Officers

Players can ONLY Bribe Customs Officers if they have a Network Counter in the same location as the Customs Officer that they want to bribe. (see p.18)

Customs Seizing Goods

Customs Officers who have not been bribed by that player seize ALL Goods Shapes whenever they share the same space (no matter how briefly). (see p.18)

Network Counter Movement

Network Counters can be moved out of a network. (see p.13)

Secrets Cards

Whenever a player sells Goods, every other player draws a Secrets Card. (see pp.17, 20)

Landing Goods

Goods can ONLY be landed at locations that contain a Network Counter of that player's colour. (see p.14)

Store Landed Goods Directly in Storehouses

Goods Shapes can be instantly moved into a Storehouse when they are landed, as long as a Customs Officer, not owned by that player, is not already in that location. (see p.21)

Prevent Customs Movement

When landing Goods, players can negate one Customs movement for each 1 Influence that player chooses to spend. (see p.14)

Progress Gold Wheel

For each 1 Gold earned by selling Goods, the Customs Gold Counter MUST move forward one space on the Gold Wheel. (see p.16-17)

Lost Characters

Unless expressly stated, if a player loses a Character Card for whatever reason, that player should remove one of their Network Counters from the board as well as any corresponding counters. (see p.12)

Cost of Buying Goods

The cost of buying Goods is 1 Influence plus 1 Gold for each square on the Goods Shape. (see p.13)

Goods Price List - Choose a Price to Sell At

Each town size has a table with three rows (top row free; middle row costs 1 Influence or 1 Reputation; bottom row costs 2 Influence or 2 Reputation).

Town size 2

Goods Size2
Gold / REP2 / 2
Gold / REP4 / 1
Gold / REP9 / 0

Town size 3

Goods Size23
Gold / REP2 / 23 / 2
Gold / REP5 / 16 / 1
Gold / REP10 / 012 / 0

Town size 5

Goods Size2345
Gold / REP3 / 24 / 24 / 35 / 3
Gold / REP5 / 17 / 112 / 115 / 1
Gold / REP11 / 013 / 016 / 020 / 0

Town size 7

Goods Size2345
Gold / REP4 / 15 / 25 / 37 / 3
Gold / REP5 / 19 / 115 / 119 / 1
Gold / REP12 / 014 / 020 / 025 / 0

Quick Reference (Back Cover)

Turns: Starting with the First Player and moving clockwise around the table, each player takes one Action only. Play continues until all players have Passed. At this point, the First Player Marker passes clockwise to the next player and a new Turn starts.

Selling Goods: 1. Choose Price; 2. Pay cost; 3. Move Customs; 4. Lay new Customs Officer (if appropriate); 5. Receive Secrets Cards.

The Action / Cost table and Goods Price List above also appear on the back cover.

  • Secret Cove
  • Merchant Spaces
  • Merchant Goods Spaces
  • Raid Customs House
  • Pass
  • Action / Cost Table
  • Cost of Buying Goods
  • Bribe Customs Officer1 Influence + current Bribe Cost (+1 Gold if already bribed)
    Raid Customs House1 Influence and discard 1 Mob Character (card, counter and Reputation) for each Goods stolen
    PassNo Cost! (Keep any remaining Influence, but no further Actions may be taken this turn)