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Z-Man Games ZMG7062 Merchants and Marauders Board Game,Gold

£28.87£57.74Clearance
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The winner of crew combat gets to plunder the other ship for one of their cards, gold, or even their ship. Death is not the end in the Merchants & Marauders as players can return with a new captain and keep their glory and stashed gold. Earning Glory Why, it’s all I can do when looking at it not to completely lose myself in the myth, mystery, violence and romance of the golden age of piracy…There are 34 Event Cards in the game. If there are no more Event Cards to draw, the game ends. Actions This is Olivier La Bouche, commanding the pirate sloop – he is going to be placed in the sea-zone of Nassau. If there was already a pirate sloop in play, it’d be replaced by this one. Each captain or admiral has a different skill profile – some will lend themselves to particular kinds of engagement and strategies. We will get to that though. Merchants and Marauders is playable with 2 to 4 players, and all of those players should be aware that the game is very PvP orientated. Sure, all players can do the merchant thing, and even help each other along, but all it takes is one player to fancy a little of what you have and take a chance at you, sending the whole game into a spiral of revenge. Merchants and Marauders Seas of Glory expansion adds 11 optional elements to your Merchants and Marauders games. Seas of Glory Expansion You can buy all the Nautical Tabletop Month products from our tabletop sponsor, Firestorm Games. Merchants and Marauders: Broadsides has 2 double-sided ship boards. The 2 boards are cosmetic differences only.

The seamanship contest has both combatants roll their captain’s seamanship skill. The winning player gets to perform the action that they’ve previously declared. If the other player declares shoot, they can still perform the action if they’ve tied or lost the contest.A pirate should favor the grappling hook, caltrops, grape shot and chain shot. Sinking a ship is fine for glory and spreading terror, but there's no money in it, and you know you want to keep that man-o-war for yourself. Be wary of NPC ships. Not only their position, but their captain's stats as well. Always suppose that they will move at the beginning of a round. If you are not confident you can escape (remember you can use favors to make them reroll scouting) or fight them, then avoid them. If you attempt to take a mission, but fail (for instance, failing an Influence roll), then unless stated otherwise the mission stays in play. A new attempt to take the mission (or another mission in the same port) can be made next turn during a new "port" action. Chasers: Flip this token to inflict a hit after you or an opponent declares the "Flee" action. Flip it face up after combat has ended. Module two adds new Special Weapons to the game in the form of Heated Shot, Double Shot and Caltrops while module three adds four new Ship Mods. The Special Weapons and the Carved Hull and Crow's Nest Ship Mods are fun to add for players seeking to add variety to the game without significantly changing how it plays. The Smuggler's Hold Ship Mod and The Plank Ship Mod are actually dependent upon the use of other modules included in the game, one of which is an excellent addition while the other is rather mediocre.

Once all of that is done, we can place the ship type we chose into our home port. Each player is going to have their own ship, their own colour, and their own player board. From this point on, the adventure begins and we can really throw ourselves into the drama and excitement of a life on the ocean waves. The only Ship Modification that can be bought in a given port is the one represented by its "Ship Modification" token. Face-down tokens are revealed in a given port right after the "port" action is taken. The love-it or hate-it, part of Merchants & Marauders is the downtime. As every player gets 3 actions per turn, you’ll have to wait for some time until it’s your turn again. I didn’t have much of a problem with it, as focusing on what the other players are doing gives you an edge. Merchants & Marauders Review (TL;DR) Location tokens make up Seas of Glory's ninth module. When used, one Location token is added to nearly every Sea-Zone on the board. The Locations each have a special Visit action such as trading Cargo cards for ship repairs at the Native Village or paying gold to reduce Bounties at the Missionary. Players also have the option of raiding and destroying these Locations. The Location tokens add a significant amount of clutter to the board and, with 8 different Locations in total, a significant amount of complexity. Thankfully the Location module is essentially modular in itself and players can easily remove the Locations that they don't like or choose to draw a few and randomly disperse them around the board as opposed to placing all 16 tokens on the board at one time. Sprinkling a few Locations around the board can add a quite a bit of fun to the game without feeling overwhelming.

Retirement

I should start this section by saying that if everyone at the table is playing Merchants & Marauders for the first time, set aside at least 5 hours for the game. The rulebook is well organized and there are no edge cases, so if everyone read it, it would help speed up the game. Merchants & Marauders may not be the ideal pirate-themed game, but it deserves a place at the very top of the subgenre. If you’re a fan of the theme and adventure, then Merchants & Marauders is a game you shouldn’t skip. Unboxing Merchants & Marauders Once a player reaches 10 Glory Points (including the secret points for stashed Gold - see "Stash"), he declares so and the game ends after everyone has had their turn.

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