
- BGG rank
- BGG #2,928
- BGG rating
- 7.2
1944: Race to the Rhine
- 1–3 players
- 90 min
- Complexity 2.9/5
- 2014

2013
Rules assistance for Cornish Smuggler
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Cornish Smuggler is a board game released in 2013 for 2–5 players, 120 minutes per game, and ages 13 and up. It was designed by The M.N.G. Collective and Henry Jasper and its main mechanics are Point to Point Movement, Network and Route Building, and Simulation.
Cornish Smuggler allows players to assume the roles of Smugglers in 18th Century Cornwall. Buying and selling goods for gold while employing a network of local characters, secret knowledge, hidden locations, bribes, dirty tricks and a healthy dose of cunning to evade the attentions of the customs officers and the other players. When selling goods, players can choose how much to sell them for; making a choice to either increase their reputation and influence in the community by selling cheaply, or maximising their profit by getting the best price possible. An increased reputation allows a player to transport their contraband more easily and evade customs, but to win the game they must have the most gold out of all the other players. However, the higher the price goods are sold for, the stronger the customs forces become… Smuggling in Cornwall was rarely performed by just one person; rather large swathes of the community were often involved. In Cornish Smuggler, players must build a smuggling network by employing characters; each with a unique ability, cost and affect on a smugglers reputation within the local community. When smuggling goods, the choice of which goods to buy is key. Players can choose to buy big bulky goods, which are hard to fit on board ship (goods and ships are all different shapes and sizes) or smaller more easily transported goods which are worth far less. Also, different sized towns will offer different prices for goods. Smaller towns offer a lower price, but with a lower risk. Larger towns offer better prices and allow smugglers to sell more goods, but the risk of do so is (generally) much greater. The customs forces in Cornish Smuggler will move around the board dependant on what the players do. Landing, moving and selling goods merits their attention although players can also move customs by spending influence or utilising secrets. Luckily all Customs can be bribed meaning that once you've bought them they will remain 'your man' until the end of the game...or until another player pays them more. Although starting off fairly underfunded and under supported, as the game progresses the Customs Officers will get steadily stronger, harder to bribe and more numerous. As such, it gets harder and harder to smuggle goods effectively, secretly and profitably so each game has a clearly defined end point that is visible to all players Discovering secret tricks can help a players cause, and there are secret storehouses that can be hired out where you can stash your goods, hiding them from Customs and protecting them from being seized. There are many possible paths to victory in Cornish Smuggler. Players will have to adapt their strategy to accommodate the actions of the other players, employ the right characters, buy the right goods, discover the right secrets and make the right deals. This game is about real things that happened to real people in a real place, thus creating a directly relatable experience between 21st Century Cornwall and Cornwall at a time when the community was experiencing significant poverty and exorbitant taxation. As a result, smuggling wasn’t necessarily seen as something that was illegal, but rather as something that was ‘fair game’ and as such was taken with an often light hearted view. What this game is: Dodging the Law, employing the local vicar, building an network, discovering and using secrets, renting out the mayor's wine cellar, getting rich, a surprisingly accurate historical representation. What this game isn't: Ship racing, firing cannons, being a pirate
Cornish Smuggler supports 2–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Cornish Smuggler is 120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Cornish Smuggler for ages 13 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Cornish Smuggler has a complexity rating of 3.2 out of 5 from BoardGameGeek players, which makes it a medium-weight game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Cornish Smuggler belongs to these categories: Economic, Travel, and Nautical. Its main mechanics are Point to Point Movement, Network and Route Building, and Simulation. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Cornish Smuggler are: The M.N.G. Collective and Henry Jasper. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Cornish Smuggler as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.