A player scenario for Oak & Iron where players compete to capture a ship containing an invaluable prize. The Smuggler’s Prize scenario blends chase mechanics, boarding action, and a variety of alternative agendas.
Rumors swirl across the Windward Passage: a smuggler’s galleon, laden with undisclosed luxuries, has slipped past customs and is sailing under false colors. Two rival crews—each tipped off by different informants—race to intercept the vessel before it vanishes into the archipelago. The cargo is said to include rare wines, exotic spices, and forbidden trinkets destined for black-market elites. But the true value may lie in what’s hidden beneath the indulgences…
“Smuggler’s Prize” Scenario Details
Capturing the enemy’s ship is vital to the success of the mission, but so id fighting off your opponent! There are limited, basic rules for controlling the smuggler’s ship provided. There are also 3 Optional Rules available, allowing you to further customize the game.
SETUP:
Do not use the standard game setup rules; instead, use the setup and deployment rules as outlined below.
- Each player may select up to two pieces of terrain from the terrain pool of any type (rocks, shoals, or islands).
- Neither player gets a Conditions card (blue cards like Advanced Intelligence, Local Pilot, etc.).
- You may play any Point Value game, 50-100 pts recommended. If you play a 200pt game, you may want to upgrade the smuggler’s ship to a full-sized Galleon.
- The player with the highest Admiral Value on their flagship chooses Attacker or Defender; if tied, both roll a Challenge Test and the winner decides.

DEPLOYMENT:

- The Attacker & Defender deploy within Musket distance on opposite edges of the board, with their short edges facing the wind.
- The Smuggler’s Ship deploys on the center line, Sailing Large at Battle Sail speed, cannon range away from the edge of the board, facing the escape edge of the board.
SCENARIO RULES:
- Each player will alternate control of the Smuggler’s Ship using the guidelines below.
Smuggler’s Ship
“She may not look like much, but she’s got it where it counts, kid,”
– Juan Polo, Captian of the Centurian Hawk
The Smuggler’s Ship, the Centurion Hawk, is a fully upgraded Light Galleon with a streamlined hull for additional speed.
LIGHT GALLEON “Centurion Hawk“

- Ship Cost = 17
- Additional Crew +6
- Additional Guns +2
- Stout +6
- Weatherly +2
- Streamlined Hull (custom mod to make the Base Windward 2) + 3
- TOTAL COST: 36pts
Controlling the Smuggler’s Ship
The following is the outline for controlling Smuggler’s Ship during the course of the game.
- The Smuggler’s Ship will always activate as the first ship in the round. The player with the most Strike Points controls the ship’s movement. If tied, the player with initiative controls it
- The ship may never intentionally turn Into the Wind’s Eye
- If Entangled, it will attempt to Cut Free. If Aground, it will Repair.
- The ship will always attempt to attack the nearest eligible target, regardless of the controlling player, prioritizing Broadside Attacks, then Partial Attacks.
- Action priority: Change Sail Setting (to Battle Sail) → Reload → Rally → Repair → Adjust Speed (faster)

OPTIONAL VARIANTS:
The following are 3 variants for optional ways to play the scenario to keep the scenario fresh and replayable:
- “Send Her Below!”: Each Player makes a Skill Roll at the start of the game. The winner is the Attacker. The Attacker’s goal is to sink, rather than capture, the smuggler’s ship to make sure the contents are permanently lost. The Defender must keep the smuggler’s ship alive.
- Rescue Mission: The cargo is not luxuries; instead, it is a VIP who has been taken hostage. To avoid killing the VIP, players may not target the hull of the Smuggler’s ship with a Broadside Attack.
- Reinforcements: At the start of Turn 3, a warship(s) fleet enters from the escape target edge, targeting all players equally, attempting to protect the smuggler’s ship. Set the point value of the warships equal to 1.5x times the points value of a single player’s fleet minus the cost of the smuggler’s ship (e.g., 50pt game = 75 – 36pts for a Light Galleon = 39 pts). You’ll have to wing it on building the force cause I don’t know what minis you have available.

GAME LENGTH:
10 Turns or the Smuggler’s Ship escapes
OBJECTIVES:
- Standard Strike Points rules apply.
- Additional Strike Points will be awarded for:
- The first player who moves the Smuggler’s Ship within Cannon range of the escape edge first inflicts a Strike Point on the enemy.
- The player who moves the Smuggler’s Ship off the Escape Edge of the board inflicts a Strike Point on the enemy.
Product Referral Links

This scenario requires a Light Galleon. This ship is in the Core Rules boxed set, but if you need a second one, look to the Merchant Men Expansion Box.
If you’re looking to add to your game collection, consider supporting us by using our Firelock Games affiliate link to make your purchase. We get a small percentage of sales for any product sold from our site.
This expansion includes:
- All necessary tokens and counters.
- 3 plastic ship models. Including:
- Light Galleon
- Fluyt
- Brigantine
- 3 clear plastic ship bases
- 3 ship cards
