For 2-5 players Ages 8 and above Minutes

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1 For 2-5 payers Ages and above Minutes

2 CN Rues V2 EN DEF 2015_Mise en page 1 19/05/15 15:39 Page2 COmpOnents Setting up t Macao and Ports where trading occurs Macao with its Back Market A port and Casino 131 Cargo tokens - 14 in each of 9 different types of smugged goods & 5 Wid - and 1 bag to contain them a. 54 Victory cards - 24 "Smugger s Edge" & 30 "Victory Spois" Smugger s Edge x x Victory Spois x x6 x6 x6 Victory Spois x6 A Payer's Famiy Sheet ❶ in the center of your game tabe. Depending on the number of payers in your game, some Ports may be cosed for business: If a number (or more) appears in the ower eft corner of a Port, make sure it matches your number of payers. If it doesn t, fip this Port over to its other side so that it now does ❷. u Pace Macao and the surrounding Ports Safe 5 Famiy sheets Warehouses 25 Cargo ships - 5 in each payer's coor 60 God coins 1 Game Turn marker & 1 First payer marker (to assembe) 2 PLayers Setup 3 PLayers Setup 4 PLayers Setup u Take as many Wid tokens as you have payers and mix these, aong with a re- maining (non-wid) Cargo tokens, into the Cargo Noir bag ❸. Pace the other Wid tokens into the box; they are not used in this game. Cargo Ship Coins Turn marker 1st payer 2

3 CN Rues V2 EN DEF 2015_Mise en page 1 19/05/15 15:40 Page3 up the game u Now randomy draw as many tokens from the bag as needed to fi a the Cargo sots in Macao and Ports ❹. u Give each payer a Famiy sheet of his choice, 3 Cargo Ships of matching coor, r and 7 God coins to pace in his Famiy Safe ❺. Pace a remaining coins into a common Pie of Money within easy reach of the payers. u Sort the Smugger s Edge cards into 3 separate decks (Cargo Ship, Warehouses and Syndicate) and pace them within easy reach of the payers. Take the remaining 2 Cargo Ships of each payer's coor and pace them next to the Cargo Ship deck ❻. u Sort a Victory Spois cards into separate decks and pace them within easy reach of the payers º. u The payer that most recenty visited a port in rea ife begins the game. He takes the 1st payer marker and wi be tasked with moving the Game Turn marker one spot forward on the Game Turn track at the beginning of each of his turns Ω. Initiay the Game Turn marker is paced on the empty (unnumbered) spot at the start of the Game Turn track. 3

4 Object Of the game The payer with the most points on his Victory cards at the end of the game wins. Payers acquire Victory cards throughout the game by sending their Cargo ships to the most ucrative destinations; successfuy smugging Cargo tokens out of Ports and into their Warehouses; and unoading this cargo at the right time to acquire the most vauabe Victory cards. Note: For the sake of simpicity, throughout these rues when we refer to Cargo, we mean Cargo tokens; and Ships refers to Cargo ships. Starting the game The 1 st payer starts the game, moves the Turn marker forward one spot on the Game Turn track, and takes his first turn. The game then proceeds cockwise, from payer to payer. Once a payers have had a turn, a new turn begins: The 1 st payer moves the Turn marker forward again and proceeds with his next turn, foowed by the others. When the Turn marker reaches the ast spot on the Game Turn track, a payers get one fina turn and the game ends. The payer with the most Victory points is decared the winner. Game Turn Each payer s turn is usuay composed of 3 distinct phases, a accompished in order before the next payer takes his turn. These 3 phases are: I. Resove Ships actions II. Trade Cargo for Victory cards & discard excess Cargo if need be III. Send Ships out to new destinations this is your first time reading these rues, or your first turn of Ifthe game, skip the Phase 1 and Phase 2 sections and go directy to Phase 3 - Sending Ships Out on p. 7, where the game actuay starts. Come back here once you ve read and payed through Phase 3 of the 1 st turn and are ready to start the 2 nd turn of the game. I. Resoving Ships' Actions The 2 nd turn and a subsequent turns start with a resoution of the actions of the Ships that were sent out in Phase 3 (see p. 7) of the prior turn. A actions are resoved in the order of the payer's choice and each action takes effect immediatey upon being resoved, so coins gained from one action can immediatey be used for another, etc... Important: When you have resoved the action of a ship, immediatey pace it in front of you next to your payer s sheet, to get this ship ready for redepoyment ater on, during Phase 3 of this turn. The Casino Each Ship moored in front of the Casino in Macao earns its payer 2 coins, taken from the common Pie of Money and paced in the payer's Famiy Safe. Note on the Back Market and Ports The foowing actions may earn the payer Cargo tokens, which shoud be paced in the Warehouse sots on his Famiy sheet (or Warehouses card, if any), one Cargo per sot. If an action earns more Cargo than a payer s Warehouses can currenty store, the payer may keep this excess cargo for now. However, it wi need to be traded away or discarded during Phase 2 of the game turn - Trading Cargo for Victory (see p. 5). The Back Market Each Ship docked in front of the Back Market in Macao ets the payer either: Swap one Cargo currenty in his possession with one Cargo taken from the Back Market OR Draw one Cargo at random from those in the Cargo bag, to add to those in his possession. The Ports For each of his Ships paced atop a stack of coins in a Port, the payer either: Purchases ALL the Cargo in this Port, if his stack of coins is the ony one (remaining) there. The coins spent to acquire this Cargo go into the common Pie of Money. The (now-empty) warehouses in the Port are immediatey refied with new Cargo tokens drawn from the bag. If the bag runs empty, reshuffe a Cargo tokens discarded in Phase 2 of prior turns back into the bag. OR Was outbid by a competitor whose ship in this Port is atop a arger stack of coins. In this case, the payer must either: u Keep his ship there for another turn by adding coins to his stack to make it arger than anyone ese's in this Port. or u Abandon this Port's Cargo to the competition by removing his Ship and taking his coins back into his Safe. Important: By doing so, the payer forfeits any chance to get this Cargo (uness other payers keep the competition aive for another turn). He is not aowed to send ships back to this Port when redepoying his ships during Phase 3 of this turn, though he may sti do so in ater turns. 4

5 II. Trading Cargo For Victory If you have not aready read it, go directy to Phase 3 - Sending Ships Out, where the game actuay starts. Come back here ony once you ve read and payed through Phase 3 of the 1 st turn and Phase 1 of the 2 nd turn of the game. There are 54 Victory cards, each with two numbers on them: In the upper eft corner, the Cost, representing the amount of contraband vaue needed gained by trading Cargo out of your Warehouse to acquire them; and, in the upper right corner, the number of Victory points this card wi give the payer at game s end. Cost of Card Victory Point Vaue Different type Same type Trading Cargo The more Cargo in a combination, the more contraband vaue this combination is worth (up to the imit of 9 Cargo tokens per combination). Combinations that are a the same type are more vauabe - and harder to acquire. Wid tokens represent any type of Cargo, and may be traded in any combination, incuding one made up of a Wids. A payer may trade in any combination(s) of Cargo he wishes to acquire as many Victory cards as he can afford, in any given turn. The payer does a his contraband trading at once, discarding the Cargo into a common pie next to the bag and immediatey taking the corresponding Victory cards. When any Smugger's Edge cards are acquired, the payer paces them face up, visibe to the other payers. A other Victory cards are stacked together next to the payer s sheet. Other payers may ask to ook at them at any time during the game. Certain Victory cards provide payers with a "Smugger s Edge", giving them both Victory Points and a competitive advantage in the game. Trading Cargo for Victory cards To acquire a Victory card, a payer must pay its cost by trading the right combination(s) of Cargo out of his warehouses. Two rows of numbers at the bottom of the payer s Famiy sheet indicate how much contraband vaue the trading of various cargo combinations wi yied. The top ine shows the amount of contraband vaue gained by trading Cargo tokens that are each of a different type, whie the ower ine shows the amount generated when Cargo are a of the same type. Important Notes on Contraband Trading Change is never given back - When trading Cargo, you receive no change in return, so it is in your interest to try and turn in combination(s) of Cargo that are the cosest to the tota cost of the Victory cards you wish to acquire this turn. Any excess Cargo must be traded in for Victory cards or discarded at the end of this phase - When successfu in taking a Port s Cargo, a payer might find himsef temporariy hoding more Cargo than he has Warehouse sots avaiabe on his Sheet (or Warehouses cards). When this occurs, the payer must either use the excess Cargo for contraband trading, so that his remaining Cargo fits in his warehouse sots; or discard his excess Cargo in a pie next to the Cargo bag at the end of this Phase. In Cargo Trading Cargo Exampe + x 4 x 3 This payer coud turn in his 4 Jewes + 1 Wid (worth a tota of 25) now to acquire a Ship (15) and a Warehouse (10). + x 1 x 1 Aternativey he coud turn in 3 uxury cars (worth 9) and 1 weapon (worth 1) to acquire a new Warehouse (10), keeping his Jewes and Wid for ater....or he coud turn in ALL of his Cargo to acquire a Ship and 2 Warehouses or a Ship, a Warehouse and a Syndicate. 5

6 Smugger's Edge Cards The Cargo Ship, Warehouses and Syndicate cards are Smugger's Edge cards. They cost more than the Victory points they offer, but make up for it by giving an edge to the payers who own them. There are copies of each type of Smugger's Edge card and each payer may acquire a maximum of ony 2 copies of each card during a game. This means that in a 5 payer game, some payers may not get the cards they want if they wait too ong to acquire them! Smugger's Edge cards go into effect immediatey upon being acquired. These cards offer the foowing benefits: > Cargo Ship (x) The payer that acquires this card immediatey adds one Cargo ship to his feet by taking a ship of matching coor from those set in reserve next to the deck. The more ships you have in your feet, the more actions you wi be abe to take. The arger your fotia, the better! > Warehouses (x) This card increases the payer's Warehouses by 2 sots, aowing the payer to keep an additiona 2 Cargo tokens from one turn to the next. This is particuary hepfu since any Cargo in excess of the payer's Warehouses must be discarded at the end of this phase. Lay the card to the right or eft of the payer s sheet, to expand his Warehouses. > Syndicate (x) Each Syndicate card ets the payer who owns it coect 2 coins once per turn, when he abandons a Port s cargo to a higher bidding Competitor (during Phase 1 of a turn). These coins are taken from the common Pie of Money, and added to the Payer s Safe, aong with his coins withdrawn from the abandoned Port. This card is one of ony two ways to acquire more coins in this game aong with sending a Ship to the Casino in Macao making it quite usefu. A payer in possession of 2 Syndicate cards may coect up to 4 coins during a turn, but ony if he abandons 2 different Ports. Victory Spois Cards When you need some extra dough, turn to the Syndicate! > Common Cards (4x6) Four types of cards, the Via, Yacht, Dive Bar and Night Cub are worth as many Victory points as they cost to acquire. There are 6 copies of each, and a payer may acquire as many as he can afford. > Unique Cards (6) There are an additiona 6 unique cards, each worth more Victory points than its cost. These cards are not ony extremey vauabe, but aso act as a tie-breaker at game's end. Buiding new Warehouses - It's better than throwing cargo overboard! 6

7 III. Sending Ships Out Each payer begins the game here (Phase 1 and 2 are skipped during the Payers first turn), by sending the three (ater he may have more) Cargo ships in his possession to the destination(s) of his choice. The ships wi arrive at their destination - and begin benefiting the payer - at the start of the next turn. The Ships possibe destinations are: The Casino in Macao For each Ship he sends there, the payer wi gain 2 coins from the Pie of Money to stack up in his Safe, in Phase 1 of his next turn. Having a big stack of coins is aways a good thing. Since these coins wi ony come into pay during the next turn, watching your (and your opponents ) coin count is often the key to successfuy grabbing Cargo from under the nose of your opponents! Any of the surrounding Ports To capture a Port s Cargo your Ship must be the ony Ship eft standing on a stack of Coins in this Port when the action gets resoved in Phase 1 of a future turn. To send a Ship to a Port, the payer paces his Ship atop the stack of Coins he wishes to spend to buy this Port s Cargo. If there are aready other payers Ships in this Port, the payer must pace a stack of coins that is at east 1 Coin greater than any of them. Stacking up the coins and pacing the various payers stacks side-by-side makes it easy to visuaize who s got the biggest. The bigger a stack of coins, the more ikey it is to discourage the competition from venturing in these waters. But over-paying might eave you ow on coins for other paces or the next turn, so watch out! To discourage the Green payer from staying in Port, Red payer sends a Ship atop 5 coins, where 4 might have sufficed. Short on Cash, this payer sends his entire fotia to the Casino this turn. The Back Market in Macao For each of his Ships there, the payer may either draw 1 Cargo token at random from the bag to add to his own; OR swap one Cargo aready in his possession with one he wants from those in the Back Market, in Phase 1 of his next turn. Visiting the Back Market can be an attractive proposition when you: reay covet a Cargo currenty there; are ow on Cargo; or fear the competition in surrounding Ports! Desperate to get his hands on more Uranium, the Bue payer sends 2 Ships to the Back Market, figuring that even if Red takes one before him, he be abe to use 1 Ship to draw a random Cargo from the bag and use his other Ship to trade it in for the Uranium eft in the Back Market. Once a payer has sent a his Ships out, the game proceeds to the next payer unti a payers have finished their turn. The next game turn then begins, with the 1st payer paying Phase 1 through 3 of his turn, and other payers foowing in succession unti the game ends. Game End Once the 1 st payer moves the Turn marker into the ast spot (for the number of payers in the game) on the Game Turn track, there is one fina turn for a payers and the game stops. 4-5 payer games ast 10 turns, whie 2-3 payer games ast 11 turns. During this fina turn payers may use any coins in their Safe to hep pay for the cost of any Victory cards they may wish to acquire this turn. So a payer with 9 different Cargo tokens in his possession and 4 coins in his Safe may purchase the Cronies card worth 49. During a other game turns, coins may ony be used to acquire Cargo that is in a Port, never to acquire Victory points directy. Aso any unused coins, whether in a payer's Safe or in Ports, a become worthess at game's end; they are not added to the payers' tay of Victory points. When taying up the payers Victory points at the end of the game, payers shoud not forget the Smugger's Edge cards in their possession (incuding the Warehouses aid next to their Famiy sheet). The payer with the most points is decared the winner of the game. If some payers are tied, the payer with the highest vaued Victory card is the winner. 7

8 CN Rues V2 EN DEF 2015_Mise en page 1 19/05/15 15:41 Page Days of Wonder Onine Register your boardgame Register your game at to receive onine discounts and discover a web site fu of smugged game goodies, contraband trading strategies and more! Simpy cick on the New Payer button and foow the instructions. Credits Game Design Serge Laget Iustrations Migue Coimbra Graphic Design Cyrie Daujean Pay testing: The Author wishes to thank Cécie Barbet, Cyrie Daujean, Jean-Sébastien Dunand and Myriam, Fabrice & Damien Rabeino for their hep in bringing Cargo Noir to safe harbor. Days of Wonder, the Days of Wonder ogo and Cargo Noir the boardgame are a trademarks or registered trademarks of Days of Wonder, Inc. and copyright Days of Wonder, Inc. A Rights Reserved.

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