Moonshine Empire
Moonshine Empire Rulebook
Table of Contents
Table of Contents
- Introduction
- Components
- Post-Game Scoring
- Pre-Game Set-Up
- Table Diagram
- Round & Phase Summary
- Phase I: Round Set-Up
- Phase II: Camp Actions
- Your Camp
- Phase III: Customer Orders
- Phase IV: Dual Auctions
- Phase V: Movement Turns
- Move a Cousin
- Drive Vehicles
- Pick Up and Drop Off Cargo
- Swamp Encounters
- Swamp Tiles
- NPC Encounters
- Deliver Moonshine
- Half-Time Phase
- Index
- Quick References
Introduction
Rundown
You are a moonshiner! aka a "shiner," working alongside your team of cousins.
Your goal = most points! Your goal is to have the most points amongst all players at the end of the game.
Earn points by completing various objectives related to delivering moonshine.
- all points are scored at the end of the game (see Post-Game Scoring)
- common final scores range from 30 to 60 points
Have fun! This is a deeply-thematic, highly-interactive "pick-up-and-deliver" style game that has a variety of mechanisms, interactive miniatures, and an thrilling mix of luck and strategy.
Structure
Each game session = 3 parts: PRE-GAME SET-UP, THE GAME (4 rounds, 1 half-time phase, 4 rounds), POST-GAME SCORING.
Each round = 5 phases (I-V).
- all "periods" (parts, rounds, and phases) are broken up into "steps" (smaller periods)
- steps differ in how they are "activated" (who performs it and how they do it)
- activation icons help remind you how each step is activated
More Ways to Play
Moonshine Empire features (3) variants in addition to the standard game.
First game: Play a simpler game, by excluding all challenge cards and upgrade cards. Return these cards to the game box and ignore any periods related to them.
Solo game: Your goal is to complete the goal on your solo mode card. Any and all rules changes for the solo game are indicated by a purple meeple icon.
Short game: Play a total of (6) rounds and skip the "Half-Time Phase".
Golden Rules Always Apply
- all periods (eg: phases and steps) are mandatory unless preceded by "may"
- if you decided not to perform a period (or in the rare case that it's not possible to complete a period) end the current period and proceed to the next period
- all periods begin automatically after the previous period has been completed
- you may "make change" as often as you'd like (eg: exchange money cards of the same total value between your player area and the shared supply)
- if any rules contradict each other or are missing, differ to the rules on cards and tiles. Otherwise, decide amongst yourselves upon your own rule.
Your Objectives
At your camp...
- make and distill moonshine
- moonlight for money
- call on cousins for help
Around the swamp...
- carry moonshine
- on foot or in vehicles
- trigger swamp encounters
- avoid police and gators
At Pappy's Tavern...
- deliver moonshine to
- make quick cash and
- fulfill customer orders
Earn rewards...
- bid at auctions
- complete swamp encounters
- completing customer orders
Strategy Notes
- the game "ramps up" over time; later in the game you'll accomplish many more objectives per round
- delivering a jug of moonshine is hard work! Pappy doesn't expect you to do it every round
Rulebook Notes
- this updated rulebook (Version 01.2) also updates how rounds are organized. Updated components are available for free download, as files on Moonshine Empire's boardgamegeek.com page
- gray text indicates more detailed information that can be ignored when skimming or speed reading
- examples in this rulebook follow an ongoing game in which you're the red player in a 3-player game
- "you" refers to any player who is the active player
- "your" refers to any components that you control:
- those matching your selected player color
- those in your player area
- those guarded by your cousins on the game board
Components
All components included in this game are depicted (apart from the Game Box, Scoring Pad, and this Rulebook). Version 01 components:
- (1) Game Board
- (1) Component Tray
- Moonshine Jug Tokens: Grade X (40), Grade XX (40), Grade XXX (40)
- Camp Tiles: (14) Level 1, (11) Level 2, (5) Level 3
- Vehicle Minis: (12) Row Boats, (9) Trucks, (9) ATVs, (9) Air Boats
- (4) Player Camps
- (64) Hex Spaces
- Pappy's Road
- Pappy's Tavern
- Turn Order Track
- Pappy's Prices
- (4) Player Mats
- (4) Player Screens
- NPC Meeples: (2) police, (2) gators
- Cousins Meeples: (10) in each of 4 player colors
- (6) Turn Order Cubes
- (4) Moonshine Crates
- (24) Swamp Tiles
- All Cards:
- (80) Money Cards: (20) each of $10, $20, $50, $100
- (48) Auction Cards: (28) Item Cards, (9) Action Cards, (5) Reward Cards, (8) Penalty Cards, (8) Upgrade Cards
- (36) Customer Cards
- (24) Challenge Cards
- (2) Round Order Cards
- (8) Character Cards
- (3) Solo Mode Cards
- (1) Solo Rules Card
Post-Game Scoring
In a 2- to 4-player game, your final score is based on the number and value of the components in your player area (Solo Games are evaluated differently, see Solo Game).
Step 1: Determine Your Final Score
Determine your final score by adding/subtracting points from each group of components (A-G) in your player area:
- A. Completed Pile:
-
- depicted on all completed challenge cards
-
- depicted on all completed customer cards
-
- depicted on all reward cards
-
- depicted on all penalty cards
-
- B. Open Customer Orders: - depicted on all incomplete customer cards
- C. Character Bonus: + according to your unique character bonus
- D. Leftover Cash: + (1) point for every $50, rounded down
- E. Failed Challenges: - depicted on all incomplete challenge cards
- F. Resolved Swamp Tiles: + according to your total swamp tiles, if any: (1): 1, (2): 3, (3): 6, (4): 10, (5): 15, (6+): 21
- G. Crated Moonshine:
-
- (1) point for each grade X jug in your crate
-
Step 2: Declare the Winner
- Step 2.1: Each Player Announces their Final Score, out loud, in any player order
- Step 2.2: All Losing Players Congratulate the Winner:
- the winner is the player who announced the highest final score
- 1st Tie-Breaker: The winner is the tied player who has crated the most jugs
- 2nd Tie-Breaker: The winner is the tied player whose turn order cube is on the rightmost slot on the turn order track
Character Cards
Characters on character cards represent you, the distinguished leader of your team of cousins.
- your character card indicates your character bonus
- your character provides you with your starting units and camp tiles
Character Bonuses
- Dazy May: +(1) point per completed customer card in your completed pile
- Ethel Nell: +(1) point per jug of grade XXX moonshine in your crate
- Gus Chuggins: +(1) point per resolved swamp tile in your player area
- Sheila Fixit: +(1) point per vehicle in your camp
- Ginny Tonic: PHASE II: may activate any of your single stills twice instead of once
- Skinky Stan: PHASE V: may ignore police encounters that would otherwise be triggered
- Grunt: PHASE V: may ignore gator encounters that would otherwise be triggered
- Rocko: VEHICLE UPGRADE: Air boats may carry up to (2) cousins
Pre-Game Set-Up
Before any game of Moonshine Empire can begin, players must complete PRE-GAME SET-UP.
Step 1: Set Up the Game Board
- Step 1.1: Game Board - place in the center of the table
- Step 1.2: Swamp Tiles - place (1) on each of the (14) hex spaces depicting a shack
- place randomly, face-down, (14) total
- return the remaining (10) to the game box
- Step 1.3: Police Meeples - place (1) on both of the indicated hex spaces (see Table Diagram)
- Step 1.4: Gator Meeples - place (1) on both of the indicated hex spaces (see Table Diagram)
Step 2: Set Up the Supply
- Step 2.1: Component Tray
- place anywhere convenient near the board
- include all moonshine, vehicles, and camp tiles
- Step 2.2: The Money Supply
- create (1) pile of money cards for each denomination
- place the (4) piles anywhere convenient near the game board
Step 3: Form Card Piles
Shuffle then place each of these piles face-down anywhere convenient near the game board (draw piles and discard piles).
- Step 3.1: Challenge Card Draw Pile
- include all challenge cards
- leave room nearby to form its discard pile
- SOLO MODE: Instead, return all challenge cards to the box
- Step 3.2: Customer Card Draw Pile
- include all customer cards
- leave room nearby to form its discard pile
- Step 3.3: Auction Cards Draw Pile
- exclude all "reward" and "penalty" cards
- leave room nearby to form its discard pile
- Step 3.4: Half-time Auction Cards
- include only "reward" and "penalty" cards
Step 4: Form Reveal Area
Leave enough room for (1) card per player, nearby the draw piles.
- SOLO MODE: Skip Step 4
Step 5: Select Your Seat
- use any method to select your seat
- your camp is the one nearest your seat
- SOLO MODE: sit in any seat
- 2-player game: sit according to your desired level of player-interaction (low / medium / high, depending on which camps are used; see the diagram in the rulebook)
- 3- to 4-player game: sit the most experienced player opposite the least experienced player
Step 6: Set Up Your Player Area
Your player area is the area on the table between you and your camp.
- Step 6.1: Player Screen (place any (1) in your player area) - leave room for challenge cards, money cards, and swamp tiles
- Step 6.2: Player Mat (place any (1) in your player area) - leave room for customer cards and auction cards
- Step 6.3: Select your Player Color (amongst those remaining) - use any selection method
- Step 6.4: Place your Components in your Player Area: (1) player cube, all (10) cousins, (1) moonshine crate
- Step 6.7: Return any Remaining Player Components to the box
Step 7: Set-Up Your Camp
- Step 7.1: Select your Character
- amongst those available (8) character cards
- use any selection method (for player order)
- SOLO MODE: Instead, Select a Solo Mode
- amongst the (3) solo mode cards (double-sided)
- difficulty level is indicated out of (3) "X" icons
- may use the solo mode rules card for reference
- Step 7.2: Character Card / Solo Mode Card - place yours on top of your player mat as indicated
- Step 7.3: Fill your Camp and Player Area with "Starting Units" - according to your character card / Solo Mode Card
- Step 7.4: Return any Unselected Components to the Game Box
Step 8: Take Challenge Cards
- Step 8.1: Draw (3) Challenge Cards
- Step 8.2: Pass (1) to the Player Seated to your Left
- Step 8.3: Keep (1) - Place in your Player Area
- Step 8.4: Discard (1) to the Discard Pile
- SOLO MODE: Skip Step 8
Table Diagram
This table diagram shows the completed PRE-GAME SET-UP of a 3-player game, in which you are the red player competing against the green and blue player.
Your player area: all components in your player area are "yours" for use and scoring. Dashed lines and/or shaded areas indicate that an area is designated for particular components that are not currently in play.
- Player mat: (3) customer slots on one side - incomplete customer cards, limit (1) per slot at a time; (3) upgrade slots on the other side - active upgrade cards, limit (1) per slot at a time; a completed slot - all completed cards (customer cards, challenge cards, reward and penalty cards).
- Player mat round summary: 1) Draw Round Order 2) Add Shiner + Distill/Moonlight 3) Take Customer Order 4) Bid at Auction (twice) 5) Move Units and Deliver
- Keep these components hidden from other players: money cards, incomplete challenge cards, resolved swamp tiles.
Round & Phase Summary
A game of Moonshine Empire is played over the course of (8) rounds and (1) HALF-TIME PHASE. Each round consists of (5) phases:
Phase I: Round Set-Up
- Step 1: Clear the Swamp - of unoccupied vehicles at Pappy's Tavern and/or spaces with NPCs + any money taken by police and/or any moonshine eaten by gators
- Step 2: Cousins Huddle - place cousins in your camp area, ie: (1) cousin from your player area and all cousins from on top of your slotted camp tiles
- Step 3: Set Turn Order - by placing turn order cubes onto the turn order track
Phase II: Camp Actions All players simultaneously perform any number of available camp actions.
- Each camp action: Step 1: May Select a Camp Action by placing a cousin on a camp tile. Step 2: Resolve the Selected Camp Action.
- You may rearrange your camp before and/or after each of your camp actions.
Phase III: Customer Orders
- Step 1: Reveal Customer Cards ie: (1) card per player
- Step 2: May Take (1) Customer Card - don't replenish the reveal slot
- Step 3: Discard any Remaining - revealed customer cards
Phase IV: Dual Auctions Hold (2) Auctions - (1) auction after the other. Each auction:
- Step 1: Reveal Cards - (1) card per player (modified in the 2nd auction)
- Step 2: Bid for Turn Order - select, reveal, and determine order
- Step 3: Collect Lots - in auction turn order
- Step 4: Discard any Remaining - revealed auction cards
Phase V: Movement Turns Each player and pair of NPCs take (1) turn in movement turn order.
- Your turn: Step 1: May Move Each of your Cousins up to once each (you may rearrange at any point during each of your cousins' move). Step 2: Complete all Fulfilled Customer Orders.
- Each NPC turn: Advance both meeples (police / gators) (1) space clockwise along Pappy's Road.
Half-Time Phase (once per game, after Round 4)
- Step 1: Reset the Customer Card Draw Pile - shuffle-in discarded cards
- Step 2: Reset the Auction Card Draw Pile - shuffle-in "Half-Time" and discarded cards
- Step 3: Reset the Challenge Card Draw Pile - shuffle-in discarded cards
- Step 4: Reset your Challenge Cards - draw (3) cards and discard any (2) cards
Round Track
This game has no dedicated round track. Instead, track the current Round by tracking the police on Pappy's Road.
During Phase V of each round, both police will always advance clockwise along Pappy's Road.
The diagram indicates each, any, and either of the following situations:
- the start of ROUND 1 (after PRE-GAME SET-UP)
- the end of ROUND 4 (HALF-TIME PHASE trigger)
- the end of ROUND 8 (end of the Game)
Who Does What
- (any player(s), usually for upkeep): any player(s), usually for upkeep
- (you only): you only, usually during your turn
- (all players, in turns, by bid): all players, in turns, taken in order from highest to lowest bid. Turns proceed (1) at a time, until all participating players have taken (1) turn.
- (all players, in turns, by track): all players, in turns, taken in order (from left to right on the turn order track). Turns proceed (1) at a time, until all participating players have taken (1) turn.
- (all players, simultaneously): all players, simultaneously. All players begin and end this period at the same time. You may begin and end any intermediary steps at your own pace.
Phase I: Round Set-Up
Start off each round by setting up/resetting the game board (Steps 1-3).
Step 1: Clear the Swamp
- Step 1.1: Return Unoccupied Vehicles
- Return all unoccupied vehicles from Pappy's Tavern and from all spaces occupied by police and gators to the shared supply.
- leave behind any moonshine inside of those vehicles
- Step 1.2: Return Bribes and Gator Chow
- Return all bribes under police and moonshine in gators' mouths to the shared supply.
- leave behind those police and gators
Step 2: Cousin Huddle
- Step 2.1: Call a Cousin - Place (1) of your cousins from your player area onto your camp area.
- Step 2.2: Relieve your Cousins - Place all of your cousins from on top of camp tiles to your camp area.
Step 3: Set Turn Order
- Step 3.1: Collect Turn Order Cubes. Take the following turn order cubes into your hand:
- (1) cube per pair of NPCs
- (1) cube matching each selected player color
- Step 3.2: Slot Each Cube. Place each cube at random, (1) cube at a time from your hand onto the left-most unoccupied slot of the turn order track.
Turn Order Track
The turn order track serves several functions:
- tracks the turn order for all active players and NPCs
- consists of (6) turn order slots
- not all slots are used in a 1- to 3-player game
- only PHASES III, IV, and V feature steps with turns
Phase III: Customer Orders
- Step 2. Draft Cards: turns proceed in order from left to right on the turn order track
- ignore the NPC cubes
Phase IV: Dual Auctions
- Step 3. Gain Rewards: turns proceed in order from highest to lowest bid
- any ties would be resolved from right to left on the turn order track
- ignore the NPC cubes
Phase V: Movement Turns
- Step 1. Movement Turns: turns proceed in order from left to right on the turn order track
- include the NPC cubes
Phase II: Camp Actions
All players simultaneously perform any number of available camp actions, (1) camp action at a time, in any order. You may rearrange your camp immediately before and/or after performing each of your selected camp actions.
Each Camp Action
Step 1: Select a Camp Action
Place any (1) of your cousins from your camp area to a camp tile in your camp.
- the active cousin may not bring moonshine and/or vehicles onto the tile
- no other cousins may be on the camp tile
- limit (1) action per cousin per round
- limit (1) activation per camp tile per round
Step 2: Resolve the Selected Camp Action
A. Moonlight (ex: make $70)
- Gain money equal to the amount indicated on the moonlight tile from the shared supply to in front of your player screen.
B. Make Moonshine (ex: make (1) jug of moonshine)
- B1. Make Sure all Still Slots on the Tile are Empty - you may rearrange jugs as needed
- B2. Place 1 jug of "Grade X" Moonshine from the shared supply onto each still slot of the still tile.
C. Distill Moonshine (ex: distill (2) jugs of moonshine)
- C1. Make Sure No Still Slots on the Tile are Empty - you may rearrange jugs as needed
- C2. Make Sure All Jugs on the Tile are Either: all "Grade X" or all "Grade XX"
- C3. Upgrade all Jugs on the Tile's Still Slots
- upgrade = replace with the next-highest grade (X to XX, or XX to XXX)
- replace = take from and return to the shared supply
Camp Tiles
Camp Tiles give you access to camp actions.
- acquire camp tiles by bidding at auctions, or
- acquire camp tiles by resolving swamp encounters
- each camp tile has (1) moonlight side and (1) still side
- you only perform camp actions during PHASE II
- during a camp action, you only activate the "face-up" side of a slotted camp tile
Moonlight Tiles
The moonlight side of a camp tile represent "moonlights."
- a moonlight is a "side job" that your cousins go to for extra cash (which is useful during auctions)
- moonshine may never be placed directly on top of a moonlight
- Level 1: $40, Level 2: $70, Level 3: $100
Still Tiles
The still side of a tile represents a "still."
- a still is a piece of equipment that moonshiners use to make and distill moonshine
- to "make" moonshine is to gain grade X jugs
- to "distill" moonshine is to convert existing moonshine from a grade (X or XX) to a higher grade (XX or XXX)
- moonshine may only be placed directly on top of 1 of the white "still slots"
- limit 1 jug per still slot at a time
- Level 1 still: 1 still slot, Level 2: 2 still slots, Level 3: 3 still slots
Your Camp
Each player is assigned a camp during PRE-GAME SET-UP. Your camp is yours for the whole game to use and manipulate throughout the game.
Anatomy of Your Camp
Your "camp" refers collectively to your camp area, (5) tile slots, and any slotted camp tiles.
Your camp area
- used for: cousin huddles (PHASE II), general storage, and movement (PHASES IV and V)
- may store: unlimited moonshine, unlimited cousins, and unlimited vehicles
- movement: acts as (1) land space (PHASE V) for any cousins in or out of vehicles
- rearrange: any components not guarded by opponent cousins to and from this space and on any adjacent camp tiles (collectively referred to as your "camp space")
Slotted camp tiles
- used for: performing camp actions (PHASE II)
- may store: (0) vehicles; (1) jug, max, per still slot; up to (1) cousin at a time and any jugs they're carrying
- movement: no entry by any cousins (PHASE V)
- rearrange: any components not guarded by opponent cousins to and from on these tiles and on the adjacent camp area (collectively referred to as your "camp space")
Empty tile slots
- used for: solely to store camp tiles
- may store: (1) camp tile per slot, at a time
- movement: no entry by any cousins, ever
- rearrange: none, by any cousins
Other Camps
- you never control another camp
- you may move to any other camp
- you may use your cousin's rearrange ability to steal moonshine or vehicles from other camps
- your cousins may never activate another player's camp tiles
Rearrange Camp
Your cousins may rearrange any number of allowed components within your camp space.
(3) positions:
- on the ground (camp area / camp tile), directly on the space
- carried by your cousins, if able, according to their CARRY STAT
- inside of a vehicle that's not guarded by opponent cousins and that has sufficient capacity (vehicle CARRY STAT)
Allowed components:
- any moonshine that's not guarded by opponent cousins
- any vehicles that are not guarded by opponent cousins
- any of your cousins
Guard Camp
Each of your cousins have the ongoing ability to automatically guard jugs and vehicles.
- guarding prevents opponent cousins from "stealing" (rearranging) them for themselves
Guarded: jugs that your cousins carry; jugs on stills below your cousins; vehicles that your cousins occupy and all jugs inside those vehicles.
Phase III: Customer Orders
During this phase, all players take turns drafting customer cards in order from left to right on the turn order track. Chose wisely! This draft is the only way for you to get customer cards!
Step 1: Reveal Cards
Any player reveals the customer cards, (1) card per player from the top of the draw pile face-up to the reveal area.
Step 2: Draft Cards
All players take turns drafting customer cards. (1) player at a time in order from left to right on the turn order track.
- the police and gators don't take turns
Your Turn
- Step 2.1: May Select (1) Revealed Customer Card - if you have no open customer slots, you must pass
- Step 2.2: Place Onto Any of Your Empty Customer Slots
- you may never discard a slotted customer card in order to draft and slot a new customer card
- don't replenish the revealed card slot you drafted from
Step 3: Discard Remaining
Any player discards all customer cards that remain in the revealed area (if any).
- face up onto the top of the discard pile
Customer Cards
Customer cards represent orders for moonshine that customers made at the tavern bar.
- customers will reward you with 1 to 4 points for fulfilling their orders (see Phase V, Deliver Moonshine) and then completing them
- many customers even tip with other rewards
- during Post-Game Scoring, you'll lose all of the points depicted on each of the customer cards that you don't complete
Solo Mode: Phase III
Perform these (3) steps, instead of the (3) steps above.
- Step 1: Draw (2) Cards - Draw (2) customer cards from the top of the draw pile, if and only if you have 1 or more empty customer slots
- Step 2: May Keep (1) Card - Place (1) of your drawn customer cards onto (1) of your empty customer slots. You may not return a slotted customer card to make room for a new customer card
- Step 3: Discard All Cards - Discard all unkept customer cards (if any)
Phase IV: Dual Auctions
This phase consists of (2) back-to-back auctions. Each auction consists of (4) steps. Unlike in normal auctions in which you bid for lots, in these auctions you bid for turn order (which may later translate to first pick of the lot of your choice).
Step 1: Reveal Cards
Any player reveals the auction cards, (1) card per player, from the top of the draw pile, face-up to the reveal area.
During the 2nd auction of this round, reveal (1) fewer card per $0 bid placed during the 1st auction of this Round.
Step 2: Bid for Turn Order
- Step 2.1: Select Your Bid ($0 or more) from your player area and conceal it in your hand
- Step 2.2: Reveal Your Bid (from your hand) over the game board for all to see
- Step 2.3: Determine Auction Turn Order: from the highest to lowest bidder, ignoring all NPCs. Any ties would be resolved from right to left on the turn order track (ignore the police and gators)
Step 3: Collect Lots
Each player performs this step, (1) player at a time, in auction turn order.
Your Turn
- Step 3.1: Pay Your Bid (return it to the shared supply)
- Step 3.2: Select (1) Auction Card remaining in the reveal slots
- Step 3.3: May Resolve Your Selected Card
- otherwise, discard your selected card
- don't replenish the reveal slot you selected from
Step 4: Discard Remaining
Any player discards all of the auction cards that remain in the reveal area (if any).
- face up onto the top of the discard pile
REPEAT STEPS 1-4 if necessary (for the 2nd auction).
Resolve Auction Cards
Auction cards represent "lots" that are available during auctions. There are (5) types of auction cards:
Item Cards
- Step 1: Select Exactly (1) Lot (depicted on the card)
- Step 2: Place the Depicted Component(s) from the Shared Supply
- to your camp area (if cousin / moonshine / vehicle)
- to your player area (if money)
- to a tile slot in your camp (if camp tile)
- Step 3: Discard the Card
Action Cards
- Step 1: Perform the Action
- Step 2: Discard the Card
Upgrade Cards modify a stat for all units of the indicated type.
- Step 1: May Discard a Slotted Upgrade Card (to make room)
- Step 2: Place the Card Onto an Empty Upgrade Slot (right of your player mat)
Reward and Penalty Cards
- Step 1: Gain Any Components (as if this were an item card)
- Step 2: Place the Card (onto your completed pile)
- points will be applied during Post-Game Scoring
Solo Mode: Phase IV
(Printed as "Solo Mode: Phase V" in the rulebook.) Perform these (4) steps, instead of the (4) steps above.
- Step 1: Pay Money - $0, $40, $60, $80 or $100
- Step 2: Draw Cards - the referenced number of auction cards
- Step 3: Keep Cards - the referenced number of auction cards
- Step 4: Discard All Cards - unkept auction cards (if any)
| Cost | Draw | Keep |
|---|---|---|
| $0 | 0 | 0 |
| $40 | 1 | 1 |
| $60 | 2 | 1 |
| $80 | 2 | 2 |
| $100 | 3 | 2 |
Phase V: Movement Turns
Each player (and pair of NPCs) takes 1 movement turn, in movement turn order (from left to right on the turn order track). Moving is the only way to deliver moonshine to Pappy's, and interact with NPCs (police and gators), the swamp, and other players!
Your Turn
Step 1: Move Cousins
Move any number of your cousins:
- that are already on the board (and not held up by encounters)
- move cousins in any order, (1) cousin at a time
- limit 1 movement per cousin per round
REARRANGE: At any point during your cousins' movement, you may use their rearrange ability:
- to guard and steal moonshine and vehicles
- to enter and exit vehicles
- to pick-up, carry, and drop off moonshine and teammate cousins
Step 2: Complete Customer Orders
Complete all of your fulfilled customer cards, (1) card at a time, in any order.
- Step 2.1: Place (1) Fulfilled Customer Card - fulfilled = has all required jugs on it - from (1) of your customer slots to your completed pile
- Step 2.2: "Crate" Jugs On That Customer Card - from on top of your completed customer cards to your moonshine crate
- Step 2.3: Gain Rewards Per That Customer Card
- If money, to your player area
- if units (cousins/vehicles), to your camp area
- If a camp tile, onto an available tile slots
Police Turns
Any player moves both of the police meeples (in any order) clockwise (1) space along Pappy's Road.
- police bring any bribes below their feet
- police leave any cousins they had detained
Gator Turns
Any player moves both of the gator meeples (in any order), clockwise (1) space along Pappy's Road, along with any moonshine in their mouths.
Ability: Rearrange
Your cousins may rearrange any number of allowed components that are on the same space as your cousin.
Your cousins may only use this ability:
- while they perform camp actions (PHASE II)
- while move and/or drive (PHASE V)
(3) positions on that space:
- on the ground, directly on the space
- carried by your cousin, if able, according to their CARRY STAT
- inside of a vehicle that's not guarded by opponent cousins and that has sufficient carrying capacity (vehicle CARRY STAT)
Allowed components:
- any moonshine that's not guarded by opponent cousins
- any vehicles that are not guarded by opponent cousins
- any of your cousins, including the active cousin
Steal: rearrange to guard jugs and/or vehicles that opponent cousins may have made, distilled, driven, or otherwise felt entitled to... despite the fact that all of it belongs to Pappy!
Move a Cousin
When you move a cousin, you move them from their current space along an unbroken path of adjacent spaces (camp / hex / vehicle spaces), according to the stats of their CARRY, SPEED, and TERRAIN skills.
Your Cousins' Stats
Base cousin: TERRAIN: land only. SPEED: (1) space, max. CARRY: (1) jug, max.
- Terrain stat: the type(s) of terrain allowed on your cousins' path
- your cousin may only move from, to, and across terrain allowed by their stats
- ex: your cousin cannot walk from island to island because they'd have to move across a stretch of water
- Speed stat: the max. number of spaces allowed in a single path
- Carry stat: the max. number of jugs they can carry directly while they move
- this stat applies to any grade of moonshine, whether or not your cousin is actively moving
Upgrade Your Units' Stats
- a "unit" refers to any cousin or vehicle
- units may be upgraded during auctions, as represented by upgrade cards slotted right of your player mat
- upgrades apply immediately, to all units of the indicated type
- you may apply up to (1) upgrade to a type of unit per game
Spaces on the Board
- (4) Camp spaces: Consists of a camp area and all adjacent slotted camp tiles.
- (64) Hex spaces: (62) around the swamp; (2) of Pappy's Tavern
- Storage limits (any space): cousins - any number, any color; vehicles - any number, any type; jugs of moonshine - any number, any grade
- Terrain: all spaces are made of land and/or water
- Pappy's Tavern is completely on land
- all other spaces have both water and land (including camp spaces)
Special Spaces
Bridge spaces
- over the bridge: a continuous stretch of land that connects land to land from adjacent spaces
- under the bridge: a continuous stretch of water that connects water from adjacent spaces
- regardless: when rearranging, your cousins must still rearrange the space as a single space
Red encounter spaces (see Swamp Encounters) No cousin may ever leave from a space with a revealed, red swamp tile, so long as that tile is present.
Unbribed police spaces (see Swamp Encounters / Police) No cousin may ever leave from a space with an unbribed police meeple, so long as the meeple is present.
- unbribed = has no money below its feet
Drive Vehicles
During your active cousin's movement, if they are in a vehicle, you may use their drive ability to drive that vehicle!
The Process of Driving
The process of driving involves strategic manipulation of your cousins' existing movement (SPEED stat), rearrange ability, and drive ability (shown as STEPS 1-6).
- STEP 1 and STEP 5 cannot occur during the same round, since your cousins' SPEED STAT limits their own movement to (1) space per movement
- per your cousins' rearrange ability, your cousins cannot enter a vehicle that is occupied by opponent cousins or vehicles that have an insufficient CARRY STAT
Steps: Step 1: Move (use (1) space of your cousin's SPEED); Step 2: Enter (use your cousin's rearrange ability); Step 3: Drive (use your cousin's drive ability); Step 4: Exit (use your cousin's rearrange ability); Step 5: Move (use (1) space of your cousin's SPEED); Step 6: Chain (repeat, if able, to keep driving).
Step 1. Move to the Vehicle. If your cousin begins their movement on a space with no vehicle that they can enter, you may move them onto a space that does have a vehicle they can enter.
Step 2. Enter the Vehicle. If your cousin, during their movement, is on a space with a vehicle that they can enter, you may rearrange the cousin so that they're inside that vehicle.
Step 3. Drive the Vehicle. If your cousin, during their movement, is inside of a vehicle, you may use their drive ability to drive the vehicle (along with any components inside).
Step 4. Exit the Vehicle. If your cousin, during their movement, is inside of a vehicle, you may rearrange them so that they're on outside of that vehicle.
Step 5. Move from the Vehicle. If your cousin, during their movement, has just exited a vehicle, and have not already used up all of their speed, you may move them.
Step 6. Chain Their Movement. If your cousin after driving, exiting, or moving from a vehicle, happens upon a space that has another vehicle that they can enter, you may apply STEPS 1-3 to the new vehicle to continue to drive any number of vehicles.
Cousin Ability: Drive
Each of your cousins may drive a vehicle that they're inside of, up to a number of adjacent spaces along an uninterrupted path of allowed terrain.
- cousins may only drive during their movement
- cousins may drive any number of vehicles during their movement
- each vehicle may be driven up to (1) time during each of player's movement turns
- driving uses a vehicle's stats, not your cousin's stats
- driving does not use your cousin's own movement (SPEED STAT)
Vehicle Stats
While driving, your cousin:
- must move according to the vehicle's TERRAIN STAT
- moves using only the vehicle's SPEED STAT
- may take advantage of the vehicle's CARRY STAT
Vehicle stats can be upgraded (see Upgrade Your Units' Stats). The vehicle CARRY STAT refers to the max. number of jugs and cousins that fit directly inside of a type of vehicle.
| Vehicle | Terrain | Speed | Carry |
|---|---|---|---|
| Row Boat | water only | (1) space, max | (1) cousin, max; (1) jug, max |
| Air Boat | land and water | (2) spaces, max | (1) cousin, max; (1) jug, max |
| Truck | land only | (2) spaces, max | (2) cousins, max; (2) jugs, max |
| ATV | land only | (3) spaces, max | (1) cousin, max; (0) jugs |
Pick Up and Drop Off Cargo
When driving and/or moving, your active cousin may rearrange cargo while paused on any spaces along their path (camp / hex / vehicle spaces).
What's the Point?
"Pick up" and/or "drop off" cargo (moonshine/cousins) (a special application of your rearrange ability) so that when your active cousin moves and/or drives, they carry cargo around the swamp.
Picking up and dropping off cargo is how you'll accomplish most objectives in the game:
- deliver moonshine to Pappy's Tavern, in order to fulfill customer cards
- bring cargo (moonshine/cousins) to resolve some swamp encounters
- steal, transfer and/or swap out cargo during chain movement
Pick Up/Drop Off Moonshine
"Pick up" (rearrange) moonshine:
- to your active cousin
- from teammate cousins
- from the ground
- from on an adjacent still tile
- from inside of a vehicle, if able
"Drop off" (rearrange) moonshine: the opposite of "pick up" moonshine.
Pick Up/Drop Off Cousins
"Pick up" (rearrange) teammate cousins:
- to an available slot inside of the vehicle that your active cousin is driving,
- from the ground
- from inside of another vehicle, if able
"Drop off" (rearrange) teammate cousins: the opposite of "pick up" teammate cousins.
Cousin Ability: Guard
Each of your cousins have the ongoing ability to automatically guard jugs of moonshine and vehicles.
Guarding prevents opponent cousins from stealing (picking-up) those components.
- guard jugs on stills below your cousins
- guard jugs that your cousins carry
- guard jugs that are directly on hex spaces that only your cousins occupy
- guard vehicles that your cousins occupy and all jugs inside those vehicles
Since your cousins "guard" the vehicle they're in:
- no opponent cousins can enter the vehicle
- no players can force you out of the vehicle
- no opponent cousins can steal jugs from inside of the vehicle
Swamp Encounters
Swamp encounters happen when your active cousin crosses paths with local folks around the swamp, if and when they enter or begin their movement on a space that is occupied by a swamp tile.
Step 1: They Approach You (resolve A or B)
A. Ignore Encounter
- if face-down, leave it face-down, and your cousin may continue their movement
- if grey, your cousin may continue their movement
- if red, you may not ignore the encounter (resolve option B)
B. Begin Encounter
- 1.1: End the Active Cousin's Movement
- 1.2: if face-down, reveal the Swamp Tile (if face-down)
Step 2: You Respond (resolve A or B)
A. "Maybe Later"
Resolve the encounter later... or not at all!
- if grey, any cousins on the space are free to move as normal, even if the encounter wasn't resolved
- if red, all cousins on the space are stuck there until the encounter is resolved
B. Resolve the Encounter
Resolve the swamp encounter according to the text on the swamp tile.
- each swamp encounter can only be resolved once
- any cousin(s) can resolve any unresolved swamp encounter (on the board)
- your cousins may resolve the encounter during a single movement, or over the course of multiple movements
- All steps involved in an encounter must be completed for it to be considered "resolved"
- do not earn quick cash for delivering jugs to anyone besides Pappy himself
- any cousins and/or vehicles that you might lose, will leave behind any jugs that they carried and any vehicles that they occupied
Step 3: Gain the Swamp Tile
If and only if you completely resolved the swamp encounter, place the swamp tile in your player area.
Interpret Tile Text
Unless otherwise specified, resolve the text on the swamp tile, as though you were the cousin on that hex space:
- "here": the current hex space, with the current swamp encounter
- "bring": move, drive, and/or carry the required components here from elsewhere on the board and do not lose anything
- "deliver": transfer jugs from here to your moonshine crate
- "lose": lose, give, deliver, and/or pay for components, depending on the type:
- cousins from here to your player area
- jugs from here to the shared supply
- vehicles from here to the shared supply
- money from your player area to the shared supply
- "gain": gain, place, steal, get, buy and/or earn depending on the type of component - in the opposite direction as "lose"
Swamp Tiles
Each game uses (14) randomly placed swamp tiles of the (24) included in the game box. These include (19) grey swamp encounters and (5) red swamp encounters.
Grey Swamp Tiles
- "A fella offers to deliver jugs of shine to Pappy's! (count as delivered but receive no money)": Step 1: deliver (1) or more jugs of any grade
- "Meet a city slicker stuck in the mud! Bring an Air Boat to pull him out for $100": Step 1: bring (1) air boat. Step 2: earn $100
- "Meet a kid who wants an air boat bad! Lose an Air Boat here for $100": Step 1: lose (1) air boat. Step 2: earn $100
- "Granny offers you her truck for a jug of cough medicine! Lose 1 jug and get a truck here": Step 1: lose (1) jug. Step 2: gain (1) truck
- "Found a moonshiner! Buy 1 jug from him at double Pappy's buy price" (prices: grade X $20, grade XX $40, grade XXX $60): Step 1: buy (1) jug of any grade. Step 2: pay its cost
- "Meet a prospector who knows a shortcut! Pay $50 and move units in this space again": Step 1: pay $50. Step 2: on this same turn, each of your cousins here may move a 2nd time
- "Meet a feller who offers you a gamble! Give him 1 jug to take the top Auction Card": Step 1: lose (1) jug of any grade. Step 2: reveal the top card from the auction card draw pile. Step 3: resolve that auction card now or never (see Resolve Auction Cards)
- "Guy offers to fetch 2 jugs from your camp! Bring up to 2 moonshine jugs from your camp here for $100": Step 1: place (1) or (2) jugs of any grade directly from your camp to here. Step 2: pay $100. Exception: "bring" on this tile doesn't require movement because the "guy" is the one bringing the moonshine, not you cousins!
Red Swamp Tiles
No cousins may leave from here until the encounter is fully resolved.
- "Meet a fortune teller! Must give her $50 before these units can leave": Step 1: lose $50
- "Shack full of snakes! Lose 1 jug here to numb the pain before units can leave": Step 1: lose (1) jug
- "Fix a moonshine still! Lose 1 Still from your camp before these units can leave": Step 1: lose (1) still of any level
- "Find an inventor who needs an idea! Lose an Upgrade Card before these units can leave": Step 1: place (1) upgrade card from your player mat to the auction card discard pile
NPC Encounters
During your active cousin's movement, they may trigger an unfortunate, mandatory NPC (police / gator) encounter.
Police Encounter
Step 1: Check Trigger
A police encounter occurs if and only if (1) or more of your cousins are ever on a space that's occupied by a unbribed police meeple.
- unbribed = not placed over $50 worth of money cards
- no encounter is triggered if that police meeple is already bribed
Step 2: End Movement for the Active Cousin
Step 3: The Cop Catches You! (resolve A or B)
- A. Offer a Bribe: Place exactly $50 from your player area to under the police meeple.
- if not able, you must perform OPTION B
- B. Get Detained: Return all moonshine on that space to the supply if guarded by your cousins.
- while detained, no cousins on the space may move
- once the police move to another space, all cousins on this space are free to move
Gator Encounter
Step 1. Check Trigger
A gator encounter occurs if and only if (1) or more of your cousins are ever on a space that's occupied by an angry gator.
- angry = has no moonshine in its mouth
- no encounter is triggered if that gator is already fed
Step 2. End Movement for the Active Cousin
Step 3: The Gator Attacks! (resolve A or B)
- A. Offer It Moonshine? ...It Works! Rearrange (1) jug (of any grade, that you guard) from the current space to inside of that gator's mouth.
- if you cannot offer moonshine to the gator, you must perform OPTION B
- B. Get Eaten by the Gator: Return any 1 of your cousins from the current space to your player area.
- leave behind any moonshine or vehicles they guarded
Deliver Moonshine
During your active cousin's movement, they may deliver moonshine at Pappy's Tavern.
Step 1: Make Deliveries
Deliver any number of any jugs in order to fulfill customer orders and/or make deliveries directly to Pappy.
Moonshine can be delivered to Pappy
- at Pappy's Tavern (on either hex space) and
- if guarded by at least (1) of your cousins
- a single jug can't be used towards multiple deliveries
A. Fulfill Customer Orders
- A.1: Select (1) or More Customer Cards in your player area
- A.2: Place the Required Moonshine on top of your selected customer card(s)
- an order is fulfilled once all of its required moonshine is placed on top of it
- you may fulfill a given customer card over the course of multiple cousins' movements however,
- you must fulfill a customer card by the end of the same player movement turn in which you began it
- you may not substitute any required moonshine with moonshine of higher or lower grade
- do not "complete" a "fulfilled" customer card until directed, during STEP 2 of your movement turn (see Phase V)
B. Deliver Direct to Pappy
- B.1: Crate Your Selected Jugs - place directly from Pappy's Tavern to inside of your crate
- B.2: Gain Money from Pappy - from the shared supply to your player area - gain $10 per each "X" on each jug that you crate
Step 2: Return a Cousin
If you made at least (1) delivery to Pappy's Tavern before the end of the active cousin's movement, you must return exactly (1) cousin from Pappy's Tavern to your player area.
- any moonshine that your cousin was carrying must stay on the game board
- any vehicle that that cousin was inside of stays on the game board
Grades of Moonshine
- grade "X" (distilled once)
- grade "XX" (distilled twice)
- grade "XXX" (distilled three times)
Moonshine's 4 Uses
- fulfill orders on customer cards
- sell directly to Pappy for quick cash (Pappy's Prices: X = $10, XX = $20, XXX = $30)
- earn or lose during encounters
- additional points if crated - moonshine scores twice! by completing customer cards and for simply being in your crate!
Half-Time Phase
Perform this phase once per game, after the end of ROUND 4 and before the beginning of ROUND 5.
Step 1: Reset Customer Cards
- Step 1.1: Shuffle-in All Customer Cards (if any) - from the discard pile to the draw pile
- Step 1.2: Place the Draw Pile - face-down near the game board
Step 2: Reset Auction Cards
- Step 2.1: Shuffle-in All Auction Cards - from the discard pile and the half-time pile
- Step 2.2: Place the Draw Pile - face-down near the game board
Step 3: Reset Challenge Cards
- Step 3.1: Shuffle-in All Challenge Cards - from the discard pile to the draw pile
- Step 3.2: Place the Draw Pile - face-down near the game board
- SOLO MODE: skip Step 3
Step 4: Reset Your Challenges
- Step 4.1: Draw (3) Challenge Cards - from the draw pile to your player area
- Step 4.2: Discard (0), (1), or (2) Incomplete Challenge Cards - from your player area to the discard pile
- you may discard those you gained during PRE-GAME SET-UP
- SOLO MODE: skip Step 4
Challenge Cards
Challenge cards represent specific challenges from the boss himself!
- complete any number of your challenge cards at any point during the game, by placing them face-up onto the top of your challenge pile
- each challenge will either earn you or cost you anywhere from 2 to 6 points!
Solo Mode Cards
Each side of the (3) solo mode cards represent (1) of the (6) solo modes included in this game: beginner (X), advanced (XX), expert (XXX).
Each card shows: the name of the solo mode, the goal (POST-GAME SCORING), the auction fee table (PHASE IV), and the starting units (PRE-GAME SET-UP).
Solo Mode: Post-Game Scoring
To win the game, you must fully complete the goal as described on your selected solo mode card. You don't apply any other points or scoring.
ex: The goal for the "Bartender" solo mode is to serve at least (8) customers and finish with at least $250. This means during Post-Game Scoring, you must have at least 8 customer cards in your completed pile and at least $250 in your player area.
Index
Key Terms (concepts)
- "Active Cousin": the cousin that is actively moving, driving, or activating a camp tile
- "Any" (eg: select, reveal, or place "any"): implies "any of your choice," toward your desired strategy
- "Available/If Able": components: having (1) or more in the corresponding supply; action/option: having sufficient cousin ability/stats
- "Cargo": any moonshine and/or inactive cousins that are carried by active cousins and/or vehicles
- "Control" (controlled components): any components that you may use toward completing, fulfilling, resolving, or triggering any of your objectives or encounters
- "Directly" (on a space or component): place directly into or on top of another component with no component between them
- "Move and Drive" vs "Rearrange": move and drive: reposition amongst multiple spaces; rearrange: reposition within a single space
- "Slot vs. Space vs. Pile vs. Deck": space: a defined area for movement; slot: a defined area for storing components; pile: an existing pool of cards in an active slot; deck: all of the cards of a given type
- "Randomly" (select, reveal, place, take, or draw): not knowing beforehand, which of the components in a pool is being selected - drawing cards should always be random
- "Return" vs. "Discard": discard: place onto the corresponding discard pile; return: place into the pool in which it was previously located
Key Words (action words)
- "Complete" (cards): place face-up onto the top of your completed pile
- "Crate" (moonshine): place into your moonshine crate
- "Distill" (moonshine): upgrade each existing jug on a still slot by (1) grade
- "Draw" (cards): take from the top of the corresponding draw pile
- "Discard" (cards): place face-up onto the top of the corresponding discard pile
- "Fulfill" (customer cards): place delivered moonshine onto the corresponding slots of a given customer card
- "Gain" (components): money cards: place in your player area; cousins and vehicles: place in your camp area
- "Leave" (movement, with respect to a space "A"): move or drive from a space "A" to an adjacent space "B"
- "Make" (moonshine): slot (1) grade X jug onto each of a still's still slots
- "Moonlight" (camp action): gain the indicated amount of money from the shared supply to your player area
- "Pay" (money): place money cards from your player area to the shared supply
- "Return" (components): place into the corresponding supply
Quick References
Each Round Has (5) Phases
- Phase I: Round Set-Up: Step 1: Clear the Swamp; Step 2: Cousin Huddle; Step 3: Set Turn Order
- Phase II: Camp Actions: Perform any number of available camp actions.
- Phase III: Customer Orders: Step 1: Reveal Cards; Step 2: May Take (1) Customer Card; Step 3: Discard Remaining
- Phase IV: Dual Auctions: Step 1: Reveal Cards; Step 2: Bid for Turn Order; Step 3: May Collect Lots; Step 4: Discard Remaining
- Phase V: Movement Turns: Each player and NPC take 1 turn in movement turn order.
- Half-Time Phase (once per game, after Round 4): Step 1: Reset the Customer Card Draw Pile; Step 2: Reset the Auction Card Draw Pile; Step 3: Reset the Challenge Card Draw Pile; Step 4: Reset your Challenge Cards
Each Cousin Has (4) Abilities: Rearrange, Guard, Move, Drive
Rearrange - activate appropriately, only during PHASES II and V. Your cousins may rearrange any number of allowed components that are on the same space as your cousin: (3) positions on that space: on the ground, directly on the space; carried by your cousin, if able, according to their CARRY STAT; inside of a vehicle that's not guarded by opponent cousins and that has sufficient capacity (vehicle CARRY STAT). Allowed components: any moonshine that's not guarded by opponent cousins; any vehicles that are not guarded by opponent cousins; any of your cousins, including the active cousin.
Guard - automatically active, ongoing ability. Your cousins guard components to prevent opponent cousins from stealing those components: jugs that they carry and jugs on stills that they occupy; vehicles that your cousins occupy and any jugs in that vehicle; jugs on hex spaces that only your cousins occupy.
Move - activate only during their movement - PHASE V. Your cousin may move up to once per round from their current space along an unbroken path of adjacent spaces, according to their (3) SKILLS: TERRAIN: land only; SPEED: (1) space, max; CARRY: (1) jug, max.
Drive - activate only during their movement - PHASE V. Your cousin may drive vehicles that they're inside of, up to a number of adjacent spaces along an uninterrupted path of allowed terrain.
- each vehicle may be driven up to (1) time during each of player's movement turns
- driving uses a vehicle's stats, not your cousin's stats
- driving does not use your cousin's own movement (SPEED STAT)