Henry Jasper
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>>>PRESS RELEASE>>>PRESS RELEASE>>>



Grublin Games is proud to announce the release of Cornish Smuggler, a strategic board game for 2-4 players. It’ll be launched on Kickstarter on the 22nd 23rd / 24th May 2013 ###Edit: we had to do some rejigging on a few of the reward levels so we're running a touch behind..###.

Cornish Smuggler, allows players to assume the roles of smugglers in 18th Century Cornwall. Players can buy and sell 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.

Smuggling in Cornwall wasn’t just an individual enterprise, it was highly organised and involved a staggering variety and number of people in the community. Fisherman and housewives, village carpenters, town clerks, miners, vicars and even witches…they were all in on it!

Cornish Smuggler represents a significant departure from the classical 'pirate' themed game. This is a game about dodging the Law, employing the local vicar, building a network, discovering and using secrets, renting out the mayor's wine cellar, and generally getting rich. It’s a surprisingly accurate historical representation, set in real places in West Cornwall!

In Cornish Smuggler, the choice of which goods to buy is key. As a player, you choose how much to sell your goods for; sell them cheap, and everyone will love you…your reputation and influence in the community will soar…but will you make a profit? With an increased reputation you can transport contraband more easily and evade customs, but to win the game you must have more gold than anyone else.

Customs officers will be constantly searching for contraband goods and their movements are entirely dictated by the actions of the smugglers, but…they can always be bribed! The higher the price you sell your goods for, the stronger the customs forces become...

Players can choose to buy large bulky goods, which are hard to fit on board ship (because goods and ships are all different shapes and sizes) or smaller, more easily transported goods which are worth far less. Also different sized towns offer different prices for goods. Smaller towns offer a lower price, increased reputation and a lower risk of having your goods seized by customs. Larger towns offer better prices and allow smugglers to sell more goods, but doing so is generally much more risky.

Cornish Smuggler is a balanced, fast-paced game that recreates the spirit of the smuggling age. Players are kept guessing about the outcome right through to the very end, just as the designers intended.

This is a game which is based on real things that happened to real people in a real place. All the things that you can do in this game are, to the best of our knowledge, things that people actually did. It’s not about one person sailing ships, commanding crews and firing cannons. It’s about building a network, a community of people, hidden secrets, secret coves, beer cellars, backyard sheds, mineshafts, mysterious signals and a whole host of other things that enable you to smuggle your goods.

We’ve researched what happened and we've done the absolute best job we can to capture the feel of the time within a game that is balanced, engaging, fun to play and keeps you guessing all the way through.

We didn't want to make a game where the theme seemed 'pasted on' or the mechanics seemed...overly familiar. We planned that every aspect of this game would complement all the others and, after more than 400 hours of testing, we feel very strongly that we've done just that.


Feel free to ask any questions and we'll do our best to reply quickly and we really appreciate any feedback that you might be able to give.



Henry Jasper
-Grublin Games-

For more information, please contact Grublin via the following:
w: www.grublin.com
tw: www.twitter.com/@GrublinGames
fb: www.facebook.com/GrublinGames
m: P.O. Box 134, Penzance, Cornwall, TR18 2YW, UK

Mockup of Cornish Smuggler game box



Mockup of some of the Cornish Smuggler Character Cards



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Peter Rosewall
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Hey Guys,

My name is EMB, I am one of the games designers For Cornish Smuggler and am here to help you with any questions or queries that you may have about this fantastic new game.

Hope to hear from you all very soon.

EMB out.
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Ork Warboss
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I love the artwork on the cards!

I'm interested to know just what the box will contain, your intended retail price and what sort of goodies you're going to be offering at the various kickstarter goals? I've seen a few in the past sink because they didn't have their incentives sorted out properly and I'm tempted to go in for this one, but I want to know it's going to be worthwhile instead of just waiting for the retail.

Also, how complicated is this, is it something I can play with friends after dinner?
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Brian P Lewis
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Looks interesting love Smuggling stories, we have been to many of the museums in Cornwall and De on about it.

One thing I notice you have the word TAP on the cards I remember reading something about WOTC having a patent on this mechanic if TAP refers to turning the card, I may be wrong but it might be worth you finding out about.
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Stew Dobbs
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I love the illustrations, hope there is plenty more to come!

Can't wait to try my hand at some smuggling in the place I used to call home

arrrharrrh
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Gregory Hannna
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Hey,

This looks interesting, love the artwork.

Do you have anymore pics you can put up? What sort of playtime does the game take? Do you think it will be easy to teach to ppl that dont play a lot of board games, eg friends or family over for dinner that sort of thing?
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Hunter Shelburne
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tqboz wrote:
Looks interesting love Smuggling stories, we have been to many of the museums in Cornwall and De on about it.

One thing I notice you have the word TAP on the cards I remember reading something about WOTC having a patent on this mechanic if TAP refers to turning the card, I may be wrong but it might be worth you finding out about.


http://boardgamegeek.com/thread/499817/a-patent-on-tapping-a...

They indeed do, at least as of 2010, I think the patent still had a few years left to run, so that is definitely something you need to investigate further.
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Katie Light
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Hi there,
I love the look of this game and the Smugglers, do you have any more artwork to show at this stage?
Is this a game that you can play over dinner (over a few hours) and can you take it to different stages each time you play?
Can you have more than 4 players if needed?

Cant wait to see more... Kt
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Henry Jasper
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Thanks for the questions and apologies for a late replies - we've been very busy getting the Kickstarter campaign finalised, some elements of which went right up to the wire.

Give me a minute and I'll go through them in turn if that's ok?

In answer to your questions, we've got a wide range of rewards at various prices so as to encourage funding. We've steered away from going down the merchandise route as we felt it didn't really add anything to the game itself - and we felt it would have seemed more like a 'branding' exercise and didn't really belong with Cornish Smuggler.

Instead, the focus of our reward levels have been on game customisation, multiple ordering to try and reduce shipping costs, early bird incentives so we can try and cross that first difficult hurdle of when a project has _just_ launched.

We were playing with the idea of offering Cornish Smuggler as a 'base' set, with all cardboard tokens, but felt that this detracted from the feel game so all copies of the game will come with a full set of wooden components.

Finally, will be able to offer non exclusive white metal ship models which funders will be able to add to their pledge. This is one of the things that did go right up to the line as we had to look very carefully at the costings and originally didn't think that we'd be able to get it to work, but we should be able to publish the designs fairly soon.

From a complexity point of view, each part of the game is broken into chunks meaning there is very little downtime for players and it has a good pace. Any situation specific Actions that the players can make are on the cards so we've been able to keep the amount of rules that are needed to learn the game as minimal as possible. Because we're dealing with such a texturally rich theme, where the game really works best is in promoting conversation around the game. Board games are social animals so this was a very important design goal for Cornish Smuggler.
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Henry Jasper
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Re: Grublin Games Launch Announcement: WoC patent
I didn't actually know about the WoC patent, but to be honest I'm not that surprised. The whole legal side of this is enough to turn your hair white as I don't think anyone would really intentionally breach design rights - the real danger is that you've inadvertently copied something.

Patents (trolled or not) are a huge danger to startup companies as they almost certainly don't have the legal representation to counter and can stifle creativity to the point where a project might not even get made - whether the patent is enforceable or not. http://www.gamepolitics.com/2013/03/21/kaiju-combat-kickstar....


Luckily, this isn't a major issue as we do have a number of workarounds that we can implement, but thanks for letting us know. Much better to find it before we hit print than after.
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