Undertow

Grow it on your island. Run it past the patrol. Sell it in Port Sable. Wash the money and walk away clean.

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How to play

You run a crew from your home island in the Shoals. Grow product, ship it to the market at Port Sable, launder the money through legit businesses, and be the first to walk away clean.

Winning

A round

Everyone gets 6 action points. Players take one action at a time, in turn. Sailing, buying, selling, hiring, processing and fighting cost a point. Loading, unloading, moving workers and planting are free (up to 8 between one point and the next). Want to wait and see what the others do? Lie low: it spends a point doing nothing, cools your heat by 0.5, and keeps your place in the turn order. End my round gives up all your remaining points for this round. Then the patrol moves, crops grow, wages are paid and money is laundered.

Farming

Put a worker on a plot and plant a seed (each seed gives 3 harvests). Each new growing cycle uses one fertilizer from storage. Two workers on one plot make a nursery: it keeps its seed and makes a new one each harvest.

Sailing

The sea is a grid of squares. Each sail action moves a boat up to its speed in squares, in any of 8 directions: skiff 9, trawler 8, speedboat 12. Reefs block the way, and the Teeth, a reef wall round Port Sable, can only be passed through its four gates. You can stop on any open square, or at an island you reach. From home, Port Sable is two sails for most boats.

Shipping and money

Boats need at least one crew member to sail. Sales pay dirty cash, which rides in your cargo hold (1 space per $1,000). Wages come from cash at home first, then the bank. Miss payroll and a worker quits. Leave dirty cash at an island where you own a business and it's laundered into clean bank money each round.

The patrol

The blue patrol boat follows one of three routes. Where it will be next is marked on the chart. Its zone is the red box round it: sail through the box with contraband, or be left at sea near it when the round ends, and it may stop you. The faint outer box is lower risk. A stop means a fine, a search that takes half your cargo, or an impounded boat with the crew arrested. Heat raises the odds. Selling raises heat, and businesses and bribes bring it down. Boat upgrades help: a hidden compartment hides 3 units from a search, and a police scanner makes the faint outer box safe and the red zone a quarter less risky.

Market day and deals

Every 4th round from round 4 is market day at Port Sable: one lot goes under the hammer, such as an island's deed, a speedboat, a crated lab, chemicals, spores, or a friend in the harbor office who cools your heat. Everyone may put in one sealed bid, free, from anywhere; the highest bid is paid from the clean bank when the round ends, and a tie goes to the lower heat.

Any time on your turn you can offer another crew a deal: sell them goods, or buy goods from them, at a price near the market's. Goods and dirty cash move between home stashes, so whoever pays needs the cash at home. One offer at a time; it lapses at the end of the round.

At Port Sable, Sell everything sells every product aboard for one point. Load everything and Unload everything move all your goods in one free move.

Rough stuff

Attack a rival's boat at the same spot, raid their stash where they keep goods, or seize an unguarded island. All of it brings heat.