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Merchants Cove: Backer-built Rogue Pack
Merchants Cove: Backer-built Rogue Pack
by Final Frontier Games (2021)
Player Count
1 to 4

Player Ages
14+

Playing Time
1 hour to 1 hour, 30 minutes
Categories
  • Nautical
  • Fantasy
  • Economic
  • Expansion for Base-game
  • Designers
  • Jonathan Pac Cantin
  • Carl Van Ostrand
  • Drake Villareal
  • Mechanisms
  • Commodity Speculation
  • Variable Player Powers
  • Worker Placement
  • Time Track
  • Rondel
  • Artists
  • Mihajlo Dimitrievski
  • Family
  • Crowdfunding: Kickstarter
  • Setting: The Five Realms
  • Game: Merchants Cove
  • Rating: 7.62/10 from 37 users

    Description

    Originally included in the Kickstarter campaign, these additional Rogue cards were created from backer comments. They haven't been fully playtested and balanced though.

    Included are 3 blank cards and 5 new Rogue cards:

    • Genies
        • May be placed on Boats during setup.
        • 4 in the Adventurer bag & 4 in the Lair
        • Effect: When you Dock a Boat containing one or more Rogues, you may move 1 small Good matching a Customer on that Boat from your supply to your Sale Shelf. If you choose not to, all other players draw 1 Corruption card, starting in clockwise order.
    • Vigilantes
        • May be placed on Boats during setup.
        • 2 in the Adventurer bag & 6 in the Lair
        • Effect: When you Dock a Boat containing one or more Rogues, remove 1 Rogue from the Lair and place it into the Adventurer bag.
    • Revolutionaries
        • May be placed on Boats during setup.
        • 6 in the Adventurer bag & 0 in the Lair
        • Effect: During Final Scoring, Corruption is worth positive Gold instead of negative, and Faction Icons are worth negative Gold instead of positive.
    • Superbackers
        • May be placed on Boats during setup.
        • 4 in the Adventurer bag & 3 in the Lair
        • Effect: Increase the base Gold price of all Goods sold at a Dock containing a Rogue by 1. If there are multiple Rogues here, the price increases by 1 for each one present.
    • Automatons
        • May be placed on Boats during setup.
        • 5 in the Adventurer bag & 3 in the Lair
        • Effect: When you Dock a Boat containing one or more Rogues, each player may optionally draw 1 Corruption card to activate any 1 Staff Ability on their Staff board per Rogue on the Boat. If a Boat that Docks contains multiple Rogues, each Staff Ability may be activated once at most, for a total cost of 1 Corruption. These chosen Staff Abilities do not require a hired townsfolk.

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