Merchants Cove: Backer-built Rogue Pack (2021)
- This game: Strategy 10, Luck 3, Interaction 2, Complexity 6, Theme 7
This game's strategy, luck, interaction, complexity and theme.
Overview
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.
Player reviews, retailers/pricing and rules videos have no real data source for this game yet.
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