No room at the boardgame café, so
we ended up with some three-sided games at my place. With images;
cc-by-sa on
everything.
We warmed up with a couple of rounds of
Coup. As always, it
was short and vicious.
Then the main event,
Cornish Smuggler.
I picked this up at Essen last year, but hadn't actually got round to
playing it before. The rulebook isn't as intuitively laid out as it
might be, but I think we got the hang of things fairly quickly.
(Don't ask about the auto white balance. The game really isn't that
pink. Neither is the table.)
The important thing to bear in mind during setup, it seems, is your
Network markers. You're moving goods from foreign parts to ports in
Cornwall, and then overland, and you need to do this via people you
can trust. (Or whom you've bribed, in the case of Customs officers. I
rather like the small rubber bands that go over the black pegs to
indicate who owns that particular Customs man, though they're a little
fiddly.)
We spread out fairly quickly, and then the infighting began. We
weren't quarrelling over turf, particularly; with cards that affected
specific places, we tended to gravitate to particular territories (my
opposition both got secret ports, while I was stuck with St Levan). We
just pushed the Customs at each other, a lot.
However, I had the Witch of St Levan, who could steal cargo off any
ship that passed the crucial sea area off that bit of coast, and
that's a bit that every ship has to go through. It's a remarkably
powerful card, though I paid for it: she has zero reputation, which is
what one needs to get influence markers, which in turn are the
currency used to pay for most actions, so I was doing less per turn
than the other players. In the end, she didn't actually steal any
cargo at all; she just charged a toll for allowing ships to pass
unmolested.
In the end I took a fairly convincing last place, but I still had fun
with the game. There's obvious eurogame styling in place, most plainly
in the customs track which changes a variety of parameters as it
progresses, but the game's not purist; there's a lot of randomness in
terms of what characters and secret cards come up, which may make some
eurogamers uncomfortable, but which I enjoyed because it immediately
started to imply what specific strategies could work during this play.
It hasn't jumped up my enthusiasm scale the way Firefly did on first
play, but I'd definitely be interested in playing this again; I'd
recommend that players read the rulebook first, though, as indeed I
should have.
In terms of graphic design, I think it would be helpful if the
character cards listed "place a network marker" (which you do
automatically when you acquire any character), or indeed separated a
character's gold (cost) from reputation (gained). Still, a
quick-reference sheet might help remind one of all this, and even more
of all the unrelated things that happen when smuggled goods are
actually sold (take cash, move the closest customs officer towards the
sale, advance the gold wheel and the customs track, place new customs
officers if necessary, deal a secret card to each other player). I'll
print off
one of the reference sheets from BGG
for future use.
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