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

£28.87£57.74Clearance
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Randomly place one Merchant Token (nationality side down) in each Sea-Zone including 'The Caribbean Sea'. Merchants and Marauders has a Seas of Glory expansion that adds 11 optional elements to your games. These include new missions, rumors, events, and captains, along with tokens for missions, spawn points and player’s home ports. It also adds new ships and upgrades for players and the NPCs, including the Spanish Treasure Galleon that sails around collecting gold. Other elements are weather, including wind, contraband as a new type of cargo to move, locations, favors, and crew loyalty. The rulebook also includes details of 5 game variants, to add yet more variety. It’s a great expansion for an already great game. The Bottom Line 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. Each turn, players get to aim and carry out an action before actually firing their cannons. Most actions require discarding cards, and the more complex the action, the higher combination of cards. For example, you cannons hold multiple shots of different types. Discarding any 2 cards lets you draw a single random shot to reload into your cannons. Discarding a pair lets you draw as many shots as required to fill your cannons. If you are in your home port or St-Maarten and have extra coin. Go ahead and stash. Glory points and your stash are the only two things no one can take from you (barring very rare exceptions).

Merchants and Marauders is an open-world board game, where play and exploration is completely open and players can try to achieve victory as they wish. Released 10 years ago, a nautical season wouldn’t be the same without a review of it. Most Sea-Zones have a unique advantage or disadvantage which is written in each Sea-Zone. This Sea-Zone information can also be found on the Player Aids. Combat is explained in great detail in the rulebook, but the gist is that cannon fire has a higher success rate and can damage parts of the enemy ship, while boarding relies on the leadership skill roll. Once a player declares they’ve accumulated 10 glory points by revealing the secret points accumulated through stashing gold, the game ends after everyone has had their turn.As a merchant, if you didn't draw the goods to complete your set nor the right ones to be sold in your rumor's location, use a favor to redraw. Favors are cheap and you can make big profits with the right cargo on board. Same goes for useless rumors and glory cards. When you are in a port you may (once per turn) take the "port" action to do any number of the following port activities:

In Merchants and Marauders, the winner is the first player to get to 10 Glory. This can be done in a variety of ways. You can sell goods at a port, stash gold, investigate rumors, and complete missions, or you can defeat other players and NPC ships, or plunder gold from merchant ships. The sea-board really is your oyster. Long Guns: Prior to the first round of Naval combat you roll a die for each of your "Cannons". Inflict a hit for each success. Chain- and Grape- shots cannot be used.

First-time players will struggle with Merchants & Marauders, partially because of the complexity of the game, and because of how long the game session will take. Expecting someone to be attentive for four or five hours is unreasonable, which is why this game will take several playthroughs to figure out. Extra Cannon Port: Adds +1 to the ship's "Cannons" value. Move the "Cannons" hit-location cube up one step. "Cannons" can never exceed 5. Merchants and Marauders is an incredible open-world adventure. Every game feels unique. The core rules are straight-forward, but there are some intricacies that might put off anyone looking for a simple game. The multiple ways to win are all great, and all have their own difficulties. The game has a large element of PvP, that rewards the bold and can be an issue for any players who don’t want that element to the game, but those who don’t mind will have an incredible experience and plenty of stories to tell. Get This Game If: We have been sailing the Caribbean now for several days. We are being hunted by a Dutch Man O’ War – it dogs our steps. We have been preying on the Dutch that we see – we are hated anyway, and our need for plunder grows greater every day. Our early successes have emboldened my crew, and now they seek every opportunity for death and glory. But I am more cautious. The Dutch warship would destroy us within moments should we stray too far into its path. We must hope its patrols do not bring it into our waters. When in your home-port you may stash all or part of the Gold you have on your ship by placing it in your stash container. When stashing, you are hiding your Gold in a safe location where other players can't touch it. Every 10 Gold you stash secretly counts as 1 Glory Point. Remember: only half of the winner's points may come from stash!

Draw the top 6 Cargo Cards and keep them to yourself. Discard any cards featuring the good in demand and draw new ones to replace them. The cards you have drawn are the goods available to you this turn (there are 8 different types of goods). The game board is massive and takes a lot of room on the table, but is otherwise fairly clutter-free. The text written underneath locations is important, so such a big board isn’t a bad idea, as it allows the players to position comfortably so that nobody has an upside-down view of the board. If there is still a tie, the player with the largest amount of stash wins. If this does not resolve the tie, both players are declared winners. As a result of the next event card, a Dutch Man ‘o War moves south into Juarez’s sea-zone, and it begins to hunt for him. Its admiral has a scouting skill of three. He rolls three dice, and succeeds. He’s found Juarez, and his little sloop… Let’s skip ahead now a few turns, to a point where the English and Dutch have gone to war, and a Dutch warship has entered the game. Most naval ships are frigates, but when two countries are at war they make use of their powerful Man O War ships instead. These are the most powerful ships in the game, and a match for even a fully upgraded pirate frigate. Juarez of course is in a sloop, and has a Dutch bounty on his head. He doesn’t want to encounter that ship, but it’s in a sea zone just north of his own.There is nothing quite like defeating someone in combat and stealing everything they have been working so hard to acquire. These are just a few of the different choices that are open to you whilst playing this game. A cry went up from the lookout post today. A ship has been spotted! It is a Dutch merchantman, riding low in the water. We cannot know what booty it contains, but we do know that it is heavy with potential plunder. My helmsman is Dutch, and begged me to permit the ship to leave unmolested. He entreated me in front of the crew – such dissent I cannot permit to go unpunished. If it is after 2pm on a Friday, a weekend or bank holiday you must wait until the next working day before your item is shipped. Where possible we will aim to ship faster but we reserve the right to adhere to the policy.

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