|Gain a copy of a card costing up tothat the player to your right gained on his last turn.|
Smugglers is an Action card from Seaside. It is a gainer, since it lets you gain without buying a copy of a card the player to your right gained on their last turn, as long as that card cost or less. It's great when you know you'll want the same cards as your opponent, but might sometimes make you adopt unusual strategies to make use of cards you didn't expect to get. It is one of the few cards that gives an advantage to the second player in a 2-player game.
 Official FAQ
- This looks at the most recent turn of the player to your right, even if you've taken multiple turns in a row.
- If that player gained no cards, or nothing costing or less, then Smugglers does nothing.
- If that player gained multiple cards costing or less, you choose which one to gain a copy of.
- Gained cards must come from the supply.
- They can be any card gained, whether bought or otherwise gained; you can even gain a card that the previous player gained with Smugglers.
- If the previous player gained a card via Black Market, you will not be able to gain a copy of it, as there are no copies of it in the supply.
- This is not an Attack; Lighthouse and Moat can't stop it.
 Other Rules clarifications
- When you play Smugglers, you first choose any card costing from up to gained by the player on your right on his last turn. Then, if that card is available in the supply, you gain one.
- You may choose a card the player to your right gained from the Trash.
- You may choose a card not in the supply, such as Diadem, Spoils, a card your right hand opponent bought from the Black Market, or one which he bought the last copy from the supply. If you do, you won't gain a copy.
- If your opponent gained a Ruins or a Knight, Smugglers will only let you gain a copy if the top card of the Ruins or Knights pile has the same name. (This is quite unlikely in the case of Knights!)
- Cards with a Potion cost do not cost less than 6.
 Strategy Article
There is no strategy article for Smugglers.
It's a situational card; whether it is a good buy depends on whether your strategy aligns with your opponents' buys. Used well, it can let you build a roaring engine cheaply; used poorly, it can bog your engine with too many Treasures, cause clashing terminals in your Big Money strategy, or simply do nothing while your opponent buys Potion-cost cards. It can be very powerful if both you and your opponent are racing for a particular pile, such as Minions. With cost reduction such as Highway, Smugglers can even duplicate Province or Colony gains.
- Straightforward strategies such as Minion or Torturer races.
- Cost reducers, Bridge or Highway.
- Potion-cost cards
- Card which you only want one copy of
- Opponents with a different deck type or strategy from your own
 Alternate versions
 In other languages
- Chinese: 走私者 (pron. zǒusīzhě)
- Czech: Pašeráci
- Dutch: Smokkelaar (note: explicitly singular)
- Finnish: Salakuljettajat
- French: Contrebandiers
- German: Schmuggler
- HiG translation error : "Gain a card, which the player to your right gained or bought in his last turn and which costs up to ."
- ASS translation error : "If in his last turn the player to your right gained from supply or bought a card, which costs a maximum of , you gain the same card from supply."
- Italian: Contrabbandieri
- Japanese: 密輸人 (pron. mitsuyu-nin)
- Korean: 밀수업자 (pron. milsueobja)
- Polish: Przemytnicy
- Russian: Контрабандисты (pron. kontrabandisty)
- Spanish: Contrabandistas
 Secret History. Cards the previous player bought cost less this turn," in the 4th expansion. It was okay, but the bonus just didn't come up often enough to be exciting. So I replaced it with this better way to care about what the previous player bought. I tried it as "up to " but it really needed to go to . The best thing about the card is when the previous player buys a card you don't really want, but you can't pass up the opportunity to take one, and it ends up warping your deck.