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Posted 20 hours ago

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

£28.87£57.74Clearance
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ZTS2023
Joined in 2023
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About this deal

With the exception of the cargo extension on a galleon (and a few of them on man-o-wars), all mods are useful for all players. If you can afford it and aren't planning on buying a new ship soon. Take it. This is a little misleading though because port actions are actually broken down into many different things that can be done, all in exchange for a single action. Sometimes the nature and number of turns will be altered by events, but this is the standard game flow. My crew is international, and my own national sense of fraternal protection may create tensions. These are men though that have killed, and maimed, and worse – they have ended in my crew, for my meagre wage, because they have no loyalties to speak of. They will be loyal to coin though, which I intend to provide in abundance. I shall buy their consent through glittering gold. The relatively high complexity of the game stems from the amount of information new players need to take in. Once the initial hurdle of learning all the mechanics has been surpassed, Merchants & Marauders will become more accessible. While in port there is no limit to how many Cargo Cards you may posses. However, once you leave port you must discard any cards in excess of your ship's current "Cargo" value.

In Merchants & Marauders, players draw captain cards to determine their skill at naval combat, scouting, leadership, and influence. Captains also have their nationality, home port, and special abilities.I think that there are two main ways to handle the pirate theme. One involves antique-looking charts, gritty and worn colors, and a generally serious approach to this violent and grim profession. Merchants & Marauders lets you live the life of an influential merchant or a dreaded pirate in the Caribbean during the Golden Age of Piracy. Seek your fortune through trade, rumor hunting, missions, and of course, plundering. Modify your ship, buy impressive vessels, load deadly special ammunition, and hire specialist crew members. Will your captain gain eternal glory and immense wealth - or find his wet grave under the stormy surface of the Caribbean Sea? When you are in a port you may (once per turn) take the "port" action to do any number of the following port activities:

At the upper-left of the board you will find the "At War!" space, used to show which two nations are currently at war.Then we have the ships: sloops, flutes, frigates, galleons, and man-o-wars. These ships have varying levels of toughness, cargo capacity, crew count, cannon firepower, and maneuverability. Trading is lucrative, but if you want to earn glory points you have to trade in bulk. The key method by which traders can earn glory points is to provide three cards of an in-demand good at any one time. A sloop, with a cargo capacity of two, can’t do this even at the best of times. They’re manoeuvrable, and great if you turn robber upon the salt sea, the salt sea. They’re useless for earning your bones as a merchant.

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