Merchants Cove: Backer-built Rogue Pack

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€4,49
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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)

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.