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Insel der Schmuggler

Insel der Schmuggler Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal of the Game
  • Setup
  • How to Play
    • Moving the Lighthouse
    • Moving the Boat
    • Arriving at the Harbour
  • End of the Game
  • Advanced Variant: Rocks

Components

  • 1 board
  • 1 lighthouse
  • 4 boats
  • 1 yellow lighthouse keeper die
  • 1 white smuggler die
  • 20 smuggled goods of differing values
  • 3 rock tiles

Goal of the Game

The player who, with a little luck and cleverness, first ships seven smuggled goods from island to island wins.

Setup

Assemble the game board with the lighthouse in the centre. When the lighthouse turns, its beam moves from one white mark to the next. At the start of the game, position it so that it falls exactly between two yellow marks and points toward any one of the five islands.

Each player takes a boat and places it in the harbour of any island. Place the smuggled goods (4 per island) face down, light-blue side down, on the board. Shuffle the cards and stack them. Prepare both dice.

In a 2-player game, the "rock" game piece is placed on the marked space of the board. The rock blocks the passage. The other rock pieces are only needed for the other variants and are set aside for now. The remaining boats are also set aside.

How to Play

Play in turns, clockwise. Whoever has most recently seen the lighthouse may begin. Take a piece of goods that is to be smuggled off the island where your boat is currently located. Look at the underside without letting the other players see it: the picture shows the island to which you must move this cargo. The number indicates the estimated value of the cargo. Place the cargo on your boat, light-blue side down. Roll both dice.

The yellow die determines the direction in which the lighthouse points.

The white die indicates the number of squares by which your boat may be moved.

Important: You must always move the lighthouse beam first, and then the boat.

Moving the Lighthouse

What does the yellow lighthouse die show?

  • Two or three red arrows? Turn the lighthouse and move the beam two or three steps clockwise. Hint: you will also find direction markers on the lighthouse beam, either red (clockwise) or green (counter-clockwise).
  • Two or three green arrows? Turn the lighthouse and move the beam two or three steps further.
  • Two black arrows? Turn the lighthouse and move the beam two or three steps further. You decide in which direction you want to turn it.
  • The sleeping lighthouse guard Luke? You are in luck. The guard has dozed off a little. The light does not move.

Moving the Boat

Then move your boat according to the number of pips showing on the white die.

Rules for moving the boat:

  • A boat may only be moved to directly adjoining sea squares, not diagonally.
  • You do not have to use all of your steps. You may give up some of the steps or not use them at all.
  • You may not move your boat into the lighthouse beam or past it.
  • While sailing, you may push another boat onto an adjoining free sea square, or swap places with it. After this your turn ends, and any remaining steps are forfeited.
  • It is permitted to push another boat towards the lighthouse beam. Luke, the lighthouse keeper, discovers the smuggler. The player whose turn it was to roll the dice now acts as judge and asks the boat's owner: "Hey, sailor, you're not by any chance a smuggler?" and throws their goods overboard onto the directly adjoining sea square, without looking at the underside of the tiles.
  • If the beam falls on several boats at once, the goods from all of those boats are thrown overboard.
  • Squares with thrown-overboard goods may be entered at any time. These goods may be loaded onto any vessel.
  • A boat can carry only one item at a time.
  • A player who moves a boat carrying goods onto a square that holds goods may swap their goods with those on that square. The remaining steps are forfeited.
  • If you have forgotten which island your goods must be shipped to, you may look at the underside of the image.

Arriving at the Harbour

Has your boat arrived at the harbour of the correct island?

Reveal your smuggled goods and show them to the other players. If you have really reached the correct island, you may take the goods and place them in front of you, light-blue side down. You may then collect a new piece of goods from the island, secretly look at it, and load it onto your boat.

If there are no goods left on the island, you will have to sail to another island...

If, however, you have not reached the correct island, you must continue moving and, in the next round, head your boat towards the correct island.

End of the Game

The reverse side of each smuggled goods card shows its value. The game ends as soon as a player has collected goods with a total value of seven or more points. That player calls out "Hello, Smuggler!" and thereby wins.

Advanced Variant: Rocks

For a more demanding game with additional playing elements in the form of rocks, place one to three rocks on free sea squares before starting the game. This makes the route longer and more difficult. Be careful: at least one possible route must lead to every harbour!