Merchants Cove: Backer-built Rogue Pack

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Everything about Merchants Cove: Backer-built Rogue Pack

Play Time Play Time
60′ - 90′
Min. Age Min. Age
14+
Num. of Players Num. of Players
1 - 4
Complexity Complexity
Medium
Complexity Medium
Language(s) English
Language Dependency High
Minimum Age 14
Play Time 60 mins - 90 mins
Number of Players 1 - 4 (Best at 1 and 2)

These additional Rogue cards for Merchants Cove were designed from suggestions by the game's community. Please note that they have not been fully playtested and balanced. The pack includes 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.