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Harborline board reference
A weathered seaside trading town, from fish-market alleys to the lighthouse cliffs. Browse its spaces, colour groups and event deck.
Learn by playingA weathered seaside trading town, from fish-market alleys to the lighthouse cliffs.
How this map is put together
Harborline is a loop of 28 spaces. 15 of them are cities in 6 groups (Tideflat Row, Market Quarter, Cannery District, Hilltop Terraces, Marina Walk, Lighthouse Cliffs), and 4 are transit deeds. The rest are event, tax and corner spaces that no one can own. Prices rise as you travel around the loop, so the cheapest cities sit just after the start space and the most expensive just before it.
Every value on these pages is read from the game's own configuration under the standard rules, so it matches what you will see in a room where the host has not changed anything. Temporary in-game effects and host settings can both change what a space charges on the day.
Colour groups
- Tideflat Row: Mud Lane, Oyster Bay
- Market Quarter: Fish Alley, Salt Row, Spice Lane
- Cannery District: Old Gate, Brine Works
- Hilltop Terraces: Rope Court, Vane Hill, Captain Hill
- Marina Walk: Regatta Walk, Yacht Club, Gull Walk
- Lighthouse Cliffs: Beacon Point, Lamp Rock
Spaces in board order
- Space 1 · The Quay · start
- Space 2 · Mud Lane · property · ⬡ 60
- Space 3 · Tide · event
- Space 4 · Oyster Bay · property · ⬡ 70
- Space 5 · Harbor Levy · tax
- Space 6 · North Pier · transit · ⬡ 200
- Space 7 · Fish Alley · property · ⬡ 100
- Space 8 · Salt Row · property · ⬡ 110
- Space 9 · Spice Lane · property · ⬡ 130
- Space 10 · Seawall Bench · rest
- Space 11 · Old Gate · property · ⬡ 150
- Space 12 · Tide · event
- Space 13 · East Pier · transit · ⬡ 200
- Space 14 · Brine Works · property · ⬡ 160
- Space 15 · Dry Dock · dock
- Space 16 · Rope Court · property · ⬡ 190
- Space 17 · Vane Hill · property · ⬡ 200
- Space 18 · Surprise · chaos
- Space 19 · Captain Hill · property · ⬡ 220
- Space 20 · South Pier · transit · ⬡ 200
- Space 21 · Regatta Walk · property · ⬡ 250
- Space 22 · Yacht Club · property · ⬡ 260
- Space 23 · Storm Insurance · tax
- Space 24 · Gull Walk · property · ⬡ 280
- Space 25 · West Pier · transit · ⬡ 200
- Space 26 · Tide · event
- Space 27 · Beacon Point · property · ⬡ 320
- Space 28 · Lamp Rock · property · ⬡ 350
Event deck
All 21 cards, in full. Each draw is uniform and independent: the deck does not know the score, and a card is as likely on the first turn as the last.
- A spring tide floats your beached skiff free. Collect 120.
- Gulls raid your unattended chowder cart. Pay 60.
- A wealthy traveler charters your dinghy to The Quay. Advance to The Quay.
- Fog rolls in and you wander three spaces back.
- The harbormaster fines you for an unscraped hull. Pay 80.
- Your paper boat wins the regatta by a fluke of wind. Collect 150.
- Your paperwork is "under review." Report to the Dry Dock.
- You host shanty night at the tavern. Each player chips in 25.
- You sell a load of storm driftwood to a sculptor. Collect 90.
- A nor’easter finds every leak in your roof. Pay 100.
- A friendly tailwind carries you four spaces ahead.
- You find a soggy ledger of old debts owed to you. Collect 75.
- Divers surface from the old wreck with your name on the manifest. Collect 400!
- Your flagship limps in holed below the waterline. Pay 250.
- The Lighthouse Trust calls in its dues. Every player pays you 60.
- The harbourmaster surveys every roof you own. Pay 25 per house and 100 per hotel.
- A winter storm takes the slates off everything you own. Pay 40 per house and 115 per hotel.
- A run on the harbour bank freezes a fifth of everything you own. Pay 20% of your net worth.
- The harbour pilot swaps your berth for whoever is winning the season. Swap places with the leader.
- A smuggler crew, for a cut, lifts the deed off whoever has the fullest hold. Pay 150 and take an unbuilt property from the richest player.
- A rogue wave swamps a random berth — no rent collected there for two rounds.