Rum Runner
A downloadable game
Rum Runner
This is a solo card game using a standard 52 deck of cards about trying to smuggle as much liquor as possible into prohibition 1920s America before alcohol becomes legal again.
Setup:
1. Shuffle all face and ace cards and lay them
out face up in a snake like formation.
These are the “ports”. Like this:

2. Separate and shuffle cards numbered 2
through 5 into their own deck. This is the
movement deck.
3. Separate and shuffle a pile of 6’s, 8’s, 10’s,
and one pile for both 7’s and 9’s. These are
the “rum” piles. Flip the top card for each.
4. Draw 3 cards from the movement deck.
This is your hand.
5. Place a joker card on the left or right most
port. This is your rum runner boat.
How to play:
On your turn you can do one of two things:
1. Draw 3 cards from the movement deck.
You can only do this if there are cards
available. There is no hand limit.
2. Play movement cards from your hand.
Ending your turn:
Flip over any face up port that your boat is
not sitting on.
Playing movement cards:
Playing movement cards from your hand
allows you to move your boat that many
spaces along on the ports. Movement must
always be in the same direction until
reaching the last port in that direction.
Movement would continue in the reverse
direction. Note: any excess moves from the
last played card would carryover.
Movement continued:
After landing on a port you collect one rum
card from the corresponding rum decks:
J= 6s, Q= 8s, K= 10s A= 7s and 9s.
When landing on a port that has been flipped
over replenish the movement deck by the
amount of moves taken to get there. Do this
by shuffling the movement card discard pile
and placing replenished cards on the bottom
of the movement card deck.
In some cases you might land on a port with
a rum deck that has been exhausted. In this
case take the top three movement cards from
the movement deck if available and add
them to your rum collection.
After playing a movement card:
You may play as many movement cards as
you like prior to ending your turn as long as
you are playing a card of the same number.
Once you are done playing movement
card(s), collecting rum, and/or replenishing
the movement card deck remember to end
your turn by flipping over one of the face up
ports that you are not sitting on.
Ending the game:
Once the last port has been flipped over this
represents the end of the prohibition era.
You have made your money as a rum runner
while the opportunity lasted. It is now time
to count your hopefully new found riches.
Scoring:
2s through 5s score their face value.
6s, 8s, and 10s, score half of their face value
unless they are in a pair of the same value
For example a single 8 would score 4 points.
While a pair of 8s would score 16 points.
7s, and 9s score nothing by themselves. In a
pair they score double their face values.
For example a single 7 would score 0 points.
While a pair of 7s would score 28 points.
Lastly, each set of all four suits (a club,
diamond, heart, and spade) scores 30 points.
| Score | Results of your smuggling: |
| >200 | Completely broke. |
| 200-250 | Poor with a few pennies left. |
| 250-300 | A modest profit. |
| 300-325 | You are well off. |
| 325-350 | You’re rich beyond dreams. |
| 350+ | You have become a god. |
| Published | 6 days ago |
| Status | Released |
| Category | Physical game |
| Author | bonsaipropaganda |
| Content | No generative AI was used |

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