|Gain a copy of a card costing up tothat the player to your right gained on their 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
- The card has to cost or less when you play Smugglers; it does not have to have cost or less when the player to your right gained it.
- This looks at the most recent turn of the player to your right, even if you have taken multiple turns in a row.
- The gained card does not have to have been bought by the other player, just gained; for example you can gain a copy of a card they gained with their own Smugglers.
- If they gained multiple cards costing or less, you choose between them; if they gained no such cards, you do not gain anything.
- This can only gain cards that are present in the Supply; for example you cannot gain a Spoils (from Dominion: Dark Ages).
- This is not an Attack, so Lighthouse and Moat do not stop it.
 Other Rules clarifications
- You may choose a card the player to your right gained from the Trash.
- 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 or 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
 English versions
|Gain a copy of a card costing up tothat the player to your right gained on his last turn.||Seaside 1st Edition||October 2009|
|Gain a copy of a card costing up tothat the player to your right gained on their last turn.||Seaside 2nd Edition||July 2017|
 Other language versions
 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.