Merchants Cove: Backer-built Rogue Pack (2021)

ag.gameitem.AGID:
Playtime: 90
Min. Age: 14
Number of Players:
1 - 4
ag.gameitem.publisher:
Final Frontier Games
Designers:
Jonny Pac,
Carl Van Ostrand,
Drake Villareal
Artists:
Mihajlo Dimitrievski
Mechanics:
Turn Order: Time Track,
Worker Placement,
Rondel,
Commodity Speculation,
Variable Player Powers
Beschreibung
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.
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.
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-04-25 09:10:29.402