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BORDERS – Rulebook

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A Prohibition-era smuggling game · 3–8 players · 14+ · about 45–75 minutes

Philadelphia, 1925. Three miles off the coast, in international waters, the smuggling ships lie at anchor. This is "Rum Row". At night, fast motorboats bring Puerto Rican rum and Scotch whisky into Delaware Bay – on paper, of course, it is coffee and smoked fish. On the docks the federal Prohibition agent is waiting for them, an honest man, or at least that is what he says about himself.


1. Goal of the game

As a smuggler you bring goods from the ships anchored at sea through the port of Philadelphia into your warehouse. You can do it legally, but contraband earns more – until you get caught. Each round one player (two from six players up) plays the Prohibition agent and decides whose crate to open.

The end of the game approaches when the main resource cards in the middle have all been taken, that is, the smugglers have collected them all. The agent cycle in progress is still completed (everyone must be agent the same number of times – these are the "last shipments", see chapter 6), and then the player with the most points wins.


2. Components

Every goods card shows:


3. Setup

3.1 Building the deck by player count

Players Cards used Deck
3 only ● cards 187 cards (no tobacco, Havana or Cuban cigars)
4–5 ● and ●● cards 247 cards
6–8 all cards (●, ●● and ●●●) 368 cards

Put the other cards back in the box. Shuffle the deck and place it face down: this is the draw pile. Leave room next to it for the discard pile.

3.2 The main resource cards

Shuffle the 12 main resource cards. In a 3-player game first remove Corn and Coal, because they need tobacco. Draw the number of cards matching the player count and place them face up in the middle of the table:

Players 3 4 5 6 7 8
Main resource cards in the middle 3 3 4 4 5 6

The remaining main resource cards are out of this game.

3.3 The players

Each player receives:

If a player gets an action card in the starting hand, they may keep it. The action card becomes active in their first round (see chapter 7).

3.4 The agent(s)

Players Agents
3–5 1 agent (badge A)
6–8 2 agents (badges A and B)

The agent(s) of the first round receive +3 gold from the bank. This balances the disadvantage of the first agent.


4. How a round works

Every round has 5 phases. The agent(s) do not pack a crate; all other players are smugglers this round.

1. MARKET  →  2. PACK THE CRATE  →  3. ANNOUNCEMENT  →  4. BORDER CHECK  →  5. END OF ROUND

4.1 Market

At the start of the Market, before anyone discards, the action cards 2. Night Raid and 5. Robbery may be played (see chapter 7).

Then, starting with the smuggler to the left of the agent and going in turn, each smuggler:

  1. may discard 0–5 cards from their hand onto the discard pile, face up;
  2. draws back up to 6 cards from the draw pile.

The agent(s) do not take part in the Market.

Tip: the discard pile is open. Watch who discards what, because it shows what they are collecting.

4.2 Packing the crate

Every smuggler, at the same time and in secret, puts 1–5 goods cards into their crate and closes it.

4.3 Announcement

Starting to the left of the agent, every smuggler announces:

Example: "Four crates of coffee."

The announced type can be a lie. Contraband or several types cannot be announced. The crate is then handed to the agent or, with 2 agents, placed in the middle of the table.

4.4 Border check

This is the heart of the game. The agent deals with the crates one by one, in any order. Each crate gets 1 minute: if time runs out and the agent has not opened it, the crate passes.

Haggling

During the check everyone may haggle freely. In a deal the following can be offered:

Rules for haggling:

Decision

For every crate the agent decides:

A) Lets it pass

B) Opens it

If the gold runs out: payment is made first with legal goods in the warehouse (at the card's value), then with contraband. There is no change. If nothing is left, the remaining debt is forgiven.

4.5 End of round

  1. Collecting a main resource. Starting to the left of the agent, in turn, everybody (the agent too) may collect at most one main resource card from the middle. Details: chapter 5.
  2. Expired action cards. Action cards that became active during the round but were not used must be discarded (see 7.2).
  3. End of the game? See chapter 6.
  4. Refill. Everyone draws back up to 6 cards.
  5. New agent(s).
    • With 1 agent: badge A moves one place to the left.
    • With 2 agents: both badges move two places to the left. (So, for example, with 8 players everybody is agent once every 4 rounds.)

If the draw pile runs out, shuffle the discard pile; it becomes the new draw pile.


5. Main resource cards

Every main resource card shows a requirement (which goods are needed) and a point value.

Collecting (in the End of round phase):

  1. Show the cards from your warehouse that match the requirement. Contraband must be turned face up for this.
  2. Put the cards on the discard pile.
  3. Take the main resource card in front of you, face up.

How cards count:

Black-market top-up: in one collection you may replace at most 1 missing piece by paying 10 gold to the bank.

Limits:


6. End of the game

The game ends at the end of the agent cycle in which the last main resource card in the middle was collected.

An agent cycle lasts until everybody has been agent the same number of times. In practice: when the next agent badge(s) would go back to the first agent or agents, a cycle has ended.

Players 3 4 5 6 7 8
Length of one cycle (rounds) 3 4 5 3 7 4

So if the last main resource card runs out in the middle of a cycle, the cycle is still played out. This is the time of the "last shipments": you can still play for filling warehouses and for the bonuses.

Fallback rule: if the draw pile runs out for the second time, the game ends at the end of the cycle in progress even if main resource cards are left.


7. Action cards

7.1 General rules

7.2 Lifetime: "in the round in which you drew it"

7.3 The six action cards

1. 🗺️ The Smugglers' Secret Route (3 copies with 6–8 players)

When: when an agent announces that they will open your crate. Effect: show the card. Nobody may open your crate. All goods go into your warehouse as if they had been let through: contraband face down. Nobody pays a fine. The deal made with the agent must still be paid. With 2 agents it protects against both.

2. 🌙 Night Raid (2 copies with 6–8 players)

When: at the start of the Market, before anyone discards. Can be used as a trader and as an agent. Effect: draw one random card from the hand of every opponent, face down. Then discard cards onto the discard pile until 6 remain in your hand. Your opponents draw back up to 6 in their own Market turn, the agents at the end of the round.

3. 📦 False Bottom Crate (4 copies with 6–8 players)

When: when an agent announces that they will open your crate. Effect:

  1. Shuffle the cards of your crate and lay them out in a row, face down.
  2. The agent chooses and looks at all but one. They decide which one is left out.
  3. The card left out stays hidden: it goes face down into your warehouse and passes without a fine.
  4. The cards looked at follow the usual rule. If all are of the announced type, the agent pays only the fines of these.

With a one-card crate the agent cannot look at any card, so the card passes.

4. 💼 Syndicate Fund (3 copies with 6–8 players)

When: after you have paid a deal made in gold to an agent. Effect: show it. The other smugglers jointly reimburse the amount you paid. The agents do not pay, and neither do you.

Example: 8 players, 2 agents, a deal of 18 gold. The other 5 smugglers would pay ⌈18/5⌉ = 4 gold each, which would be 20, but only 18 is due back. The last payer therefore gives only 2 gold.

5. 🎲 Robbery (6 copies with 6–8 players)

When: at the start of the Market, before anyone discards. Can be used as a trader and as an agent. Effect: choose another player and roll the die. The chosen player pays you the number of gold rolled. If they do not have that much, they must give you all their gold.

6. ⚖️ The Lawyer (4 copies with 6–8 players)

When: when a deal that was made has to be paid. Effect:

The Lawyer and the Syndicate Fund can be played together: the halving counts first, and the fund reimburses the amount actually paid.

7.4 Action cards in the online version

In the online game the server checks when a card may be played and offers the card at the right moment. Playing a card costs no gold.

Card Where / when to click Note
🗺️ Secret Route When an agent chooses the "Open" button at your crate, a 🚨 window pops up. It asks after each agent's decision. With 2 agents it protects against both.
🌙 Night Raid In the action window (at the start of the round, before the Market) with the 🌙 button. If you end up with more than 6 cards you choose what to discard. When time runs out the lowest-value ones go.
📦 False Bottom Crate When the crate is opened, in the 🚨 window. The agent chooses the card that stays hidden blind (from face-down cards).
💼 Syndicate Fund When paying a deal that includes gold, made on your own crate, in the payment window. For a deal paid to open somebody else's crate it is not offered in the online version.
🎲 Robbery In the action window: choose a target, then 🎲. The server rolls the die.
⚖️ The Lawyer When paying the deal, in the payment window. With 2 agents you choose there who gets the half. For a deal made in goods the online version automatically hands over the lowest-value cards (half, rounded down).

8. Two agents (6–8 players)

With two agents the rules above are extended as follows:


9. Scoring

At the end of the game, cards left in hand are worth nothing. Everybody turns their warehouse face up and adds up their points:

  1. Value of the goods: every card in the warehouse – legal, contraband and premium goods.
  2. Gold: 1 gold = 1 point.
  3. Main resource cards: the point value on the card.
  4. King and Queen bonus for every legal type of goods. Premium goods count as 2 or 3 pieces of their own type.
Goods type King (most) Queen (second most)
🎋 Cane sugar 20 10
☕ Coffee 15 10
🍂 Tobacco (from 4 players) 15 10
🐟 Smoked fish 10 5

Ties:


10. Frequently asked questions

May I lie about the number of cards? No. The number must always be true. Only the type can be a lie.

May the agent look at my crate before deciding whether to open it? No. They may not even feel the crate from the outside.

What happens if I show the Secret Route but the agent did not want to open? The card can only be played if the agent has announced that they will open the crate. If they did not announce it, you do not have to use the card. If an activated card is not used by the end of the round, it must be discarded.

With the False Bottom Crate, may the agent see the backs of the cards? Yes, but all cards have the same back. That is why the cards must be shuffled before you lay them out.

Can I collect a main resource card as an agent? Yes. In the End of round phase everybody, including the agent, can collect.

What if the middle of the table runs out of main resource cards and somebody still has 0? Nothing special. The game ends at the end of the cycle and the points decide.

Can the Syndicate Fund only be used for a deal made in gold? Yes. Not for a deal made in goods.


11. Quick summary (for the reference card)

MARKET        → (action: 2, 5) · smugglers: discard 0–5, draw up to 6
CRATE         → 1–5 goods in secret
ANNOUNCEMENT  → exact count + 1 legal type
CHECK         → haggling · let pass / open (1 minute / crate)
                 true → agent pays the fine · false → confiscation + smuggler pays
                 (action: 1, 3 when opening · 4, 6 when paying a deal)
END OF ROUND  → collect main resource (max 1, top-up: 10 gold per piece)
                 → discard activated action cards → draw up to 6 → badge(s) to the left
END OF GAME   → at the end of the cycle after the last main resource is gone

12. The cards in detail

This chapter summarises how to use every card. In the online game the same description is available by hovering over a card, or with the 📖 Cards button. Number of copies: 3 players / 4–5 players / 6–8 players.

They can be announced. If the agent opens the crate and every card is of the announced type, the agent pays you the fines of the cards.

Goods Value Fine King / Queen Copies For main resource
🎋 Cane sugar 2 2 20 / 10 51 / 51 / 77 Sugar, Oak barrel
☕ Coffee 3 2 15 / 10 39 / 39 / 58 Malt, Yeast
🍂 Tobacco 3 2 15 / 10 0 / 39 / 58 Corn, Coal
🐟 Smoked fish 4 2 10 / 5 26 / 26 / 38 Yeast, Ice shipment, Copper still

12.2 Contraband

They cannot be announced. If they get through, they go into your warehouse face down (the others do not see them) and are worth their value at the end of the game. If the agent opens the crate they are confiscated, and you pay the fine for them. They all count for every "any contraband" requirement too.

Goods Value Fine Copies For main resource (by name)
🍺 Beer 6 4 19 / 24 / 35 Corn, Ice shipment, Coal
🏝️ Puerto Rican rum 7 4 17 / 22 / 34 Malt, Oak barrel, Motorboat
🥃 Scotch whisky 8 4 10 / 13 / 19 Yeast, Copper still, Motorboat
🔫 Thompson gun 9 4 5 / 5 / 8 Motorboat

12.3 Premium goods

They count as contraband (they cannot be announced, they are confiscated when opened, and you pay the fine). If they get through:

Goods Value Fine Counts as Copies
🍫 Chocolate 4 3 2 × Cane sugar 4 / 4 / 5
🍯 Caribbean molasses 6 4 3 × Cane sugar 2 / 2 / 3
☕ Colombian coffee 6 4 2 × Coffee 2 / 2 / 3
🚬 Havana cigar 6 4 2 × Tobacco 0 / 2 / 3
🚬 Cuban cigar 9 5 3 × Tobacco 0 / 1 / 2
🦪 Delaware Bay oysters 8 4 2 × Smoked fish 2 / 2 / 3

12.4 Main resource cards

They can be collected from the warehouse at the end of the round (online: the "Main resources" phase): the cards used go onto the discard pile, the main resource card stays yours, and at the end of the game it is worth its point value. One missing piece can be replaced for 10 gold (black market). At most 2 per player, 1 per round. Online, collected cards appear on the player's panel and in your own Warehouse row as gold tokens (click one to open its description).

Card Requirement Points Players
🧂 Sugar 4 Cane sugar + 1 any contraband 22 from 3 players
🌾 Malt 3 Coffee + 1 Puerto Rican rum 24 from 3 players
🌽 Corn 3 Tobacco + 1 Beer 24 from 4 players
🧫 Yeast 2 Smoked fish + 1 Coffee + 1 Scotch whisky 28 from 3 players
🧊 Ice shipment 3 Smoked fish + 1 Beer 26 from 3 players
⚗️ Copper still 2 Scotch whisky + 2 Smoked fish 34 from 3 players
🛢️ Oak barrel 2 Puerto Rican rum + 3 Cane sugar 30 from 3 players
🍾 Bottles 3 different legal goods + 2 any contraband 32 from 3 players
⛏️ Coal 2 Beer + 3 Tobacco 30 from 4 players
🚤 Motorboat 1 Thompson gun + 1 Scotch whisky + 2 Puerto Rican rum 42 from 3 players
🚚 Truck 5 legal goods of the same type + 2 any contraband 40 from 3 players
🏚️ Secret warehouse 5 any contraband 45 from 3 players

12.5 Action cards in brief

# Card When Effect Copies
1 🗺️ The Smugglers' Secret Route At a check, when an agent announces that they will open your crate. Show it: nobody may open your crate. All goods go into your warehouse as if they had been let through. Nobody pays a fine. A deal already made must still be paid. 1 / 2 / 3
2 🌙 Night Raid At the start of the Market phase, before anyone discards (as a trader or as an agent). Draw one random card from the hand of every opponent. Then discard down to 6 cards (onto the discard pile, face up). Your opponents draw back up to 6 in their own Market turn. 1 / 1 / 2
3 📦 False Bottom Crate At a check, when an agent announces that they will open your crate. Shuffle the cards of your crate and lay them out face down. The agent chooses and looks at all but one. The card left out stays hidden: it goes face down into your warehouse and passes without a fine. The rest are settled as usual. 2 / 3 / 4
4 💼 Syndicate Fund After you have paid a deal made in gold to an agent. Show it: the other smugglers (except the agent(s) and you) jointly reimburse the amount of the deal. They pay in equal shares, rounded up, but at most 5 gold each. You cannot get back more than the amount due to you. 1 / 2 / 3
5 🎲 Robbery At the start of your own Market turn, or as an agent at any time during the Market phase. Choose another player and roll a six-sided die. The chosen player pays you the number of gold rolled. If they do not have that much, they must give you all their gold. 3 / 4 / 6
6 ⚖️ The Lawyer When a deal that was made has to be paid. With one agent: the agent receives only half of the amount of the deal (rounded down). With two agents: you choose which agent receives half of the deal; the other receives nothing. 2 / 3 / 4

Lifetime and agent limits: 7.2. Online play: 7.4.