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Merchants Cove: Backer-built Rogue Pack thumbnail

Merchants Cove: Backer-built Rogue Pack

Expansion for Merchants Cove

Merchants Cove: Backer-built Rogue Pack Rulebook

Table of Contents

Table of Contents

  • Backer Rogues
    • B1: Genies
    • B2: Vigilantes
    • B3: Revolutionaries
    • B4: Superbackers
    • B5: Automatons

Backer Rogues

B1: 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.

B2: 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.

B3: 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.

B4: 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.

B5: 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.