Restriction
A player may never have more than two piles at once.
It is never possible for a player to create more than two piles. If a player has one pile, they may either add a card to that pile or start a second pile. If a player already has two piles, they must play their card onto one of those two existing piles.
Turn structure
Phase 1: Play one card from hand onto a pile.
The active player must choose one card from their hand and play it face up onto one of their existing piles (placing it on top). If they have only one pile, they may instead start a new second pile by placing the card face up next to the first. If they have two piles, they must add the card to one of those two piles. Creating a third pile is never allowed.
Turn structure
Phase 2: Apply the top card effect of each pile the player controls.
After playing a card, the active player must apply the effect of the top card on each of their piles. If the player has two piles, they may choose which top card effect to apply first. Banker and Customs Agent card effects are passive and are instead triggered at the specific timing described in their own rules, not during this phase.
Resource production
Contraband: gain hazelnuts from the reserve equal to its value (2, 3, or 5); pay players with active Customs Agents.
On your turn, after you play a card, if a Contraband card is on top of one of your piles, you gain hazelnuts from the central reserve equal to the value printed on the card (either 2, 3, or 5). Additionally, if any other player has a Customs Agent on top of one of their piles at the moment you play your Contraband card, you must pay that player 1 hazelnut if your Contraband is value 2 or 3, or 2 hazelnuts if your Contraband is value 5. This payment is triggered when the Contraband card is played, not when its effect is applied. The Banker card can exempt you from this payment (see banker rule).
Special
Customs Agent: a passive card that charges other players when they play Contraband.
As long as a Customs Agent card remains on top of one of your piles, it is active. Whenever another player plays a Contraband card of value 2 or 3, they must pay you 1 hazelnut. Whenever another player plays a Contraband card of value 5, they must pay you 2 hazelnuts. This effect is triggered only when the Contraband card is physically played (not when its effect resolves in a later phase). Customs Agent does not trigger at any other time. The active player may choose which order to resolve effects if multiple Customs Agents are in play.
Resource management
Thief: each other player pays you 1 hazelnut per Contraband card they have on top of a pile.
On your turn, after you play a card, if the Thief card is on top of one of your piles, each other player must give you 1 hazelnut for each Contraband card they currently have on top of one of their piles. A player can have 0, 1, or 2 Contraband cards on top of their piles, so they pay between 0 and 2 hazelnuts. A player with an active Banker card is exempt from this payment.
Special
Banker: a passive card that exempts you from paying Customs Agents and Thieves.
As long as a Banker card remains on top of one of your piles, it is active. While it is active, you do not have to pay other players' Customs Agents (when you play a Contraband card) or other players' Thieves (when a Thief effect resolves). This exemption lasts until the Banker card is no longer on top of your pile (i.e., another card is played on top of it).
Special
Police Raid: take one pile from another player and place it on top of their other pile; gain hazelnuts from the reserve.
On your turn, after you play a card, if the Police Raid card is on top of one of your piles, you take one pile from another player and place all of its cards on top of that player's remaining pile (burying those cards under the raided pile's cards). You cannot target a player who has only one pile. If the card that was on top of the now-covered pile was a Banker, you gain 2 hazelnuts from the reserve; otherwise you gain 1 hazelnut from the reserve. You do not keep the raided pile — it is merged into the target player's other pile.