by Foxhole
It's say's in the rulebook that to flee, you have to declare it before rolling the dice. To succesfully flee your opponet have to roll no succeses. - But in the example on the back of the rulebook Frances tries to flee,but she still rolls her dice for seamanship. Are there any reason for that, when shes hoping the opponet to roll none succeses??↧
Thread: Merchants & Marauders:: Rules:: About flee in PvP/naval Combat
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Thread: Merchants & Marauders:: Rules:: Do Merchants count as a defeated ship for Letters of Marque?
by randystu5417
A little confused here but doe merchants ships count as defeated ships to finish a letter of marque mission?Randy
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Thread: Merchants & Marauders:: Rules:: Captain's Whitewood Ability: Clarification
by Arduano
I have a small question about captain's Whitewood ability. How exactly does it work?The card states that prior to buying goods, you may pay 1 gold to draw an extra good card. That drawn card, does it go directly to your cargo in your ship (and is as such already bought) or is it just an extra, seventh card from which you can choose?
Thanks for the clarification.
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Thread: Merchants & Marauders:: Rules:: Port action
by Norbert666
Once you are in a port and end your turn, do you start your next turn in the port and therefore do not need to do the port action?↧
Thread: Merchants & Marauders:: Rules:: forbidden date and ship upgrade with mods
1)In the mission card: forbidden date - What does "5 gold & Gold- cargo from a merchant raid" means? Does it mean 5 gold plus cargo from merchant raid?
2) when a player buys a new ship at St John which allows the ship mods to be transferred at $1, I suppose the selling price of the old ship is not adjusted for the ship mods but the player has to pay $1 to transfer...is this correct?
2) when a player buys a new ship at St John which allows the ship mods to be transferred at $1, I suppose the selling price of the old ship is not adjusted for the ship mods but the player has to pay $1 to transfer...is this correct?
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Thread: Merchants & Marauders:: Rules:: Crew when buying new ship
by skullflame
When I buy a new ship I bring the crew from my old ship. What does that mean exactly?Yesterday during a game with my wife she played a card before the very port action where I bought a new ship, that made me lose control of my crew.
The ship card said 1 crew, but I had the hammock so I could have 2 crew but I had zero thanks to my wife. What would my crew be on the new ship?
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Thread: Merchants & Marauders:: Rules:: Is Caracas sea-zone advantage takes effects immediately (draw 8 cards)
when one enters the seazone or it is a modification of cargo draw action?
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Thread: Merchants & Marauders:: Rules:: where do completed missions go?
discarded or stay on the players board?
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Thread: Merchants & Marauders:: Rules:: Buying Goods
by dojogrant
When buying goods, you draw 6 cards, replacing with any goods in demand.If you decide you don't want any of those goods, can you return those without penalty? Can you then do a second Buy Goods action wherein you draw 3 cards instead of 6? Could you do this a third time, fourth time, etc., until you get the goods you want?
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Thread: Merchants & Marauders:: Rules:: FULL BOUNTY TRACK
by MrFuch
Hi, i dont understand how the bounty track really works.-What happend if a get my 6th bounty token? Which one should i remove?
-New bounty tokens enter below the others, in number 1 of the track list?
Thanks!
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Thread: Merchants & Marauders:: Rules:: News Flash!!: Boy turns Pirate and beats Merchant Father to Victory!
by wynnr67
Hey all!My son & I thoroughly enjoyed our first foray into Merchants & Marauders even though the backstabbing little blighter didn't play fair at all! (I guess that can be expected with this game!)
A few questions came up while playing that we can't seem to find answers to:
1. Can you have more Specialists that Crew? We thought that the Crew# wasn't literal but represents more of a crew UNIT since it would be tough to sail a Flute with a Captain and one crew member. We allowed more Specialists than Crew but of course no doubles.
2. Do special weapons transfer during a ship upgrade?
3. During a War, if a new captain Event is drawn, does the Frigate then replace the Man of War?
4. When you spend a chain/grapeshot token, does it affect ALL the successes rolled, just one, or your choice? Can you spend both on two separate successes?
5. Does anyone House Rule that killing an NPC pirate will reduce a Player Pirate's Bounty from the matching Sea-Zone's port nationality?
6. Is Donald 12-Pockets as lame as he seems or are we missing something? Risk 6 gold to get a possible 3 more? (If you are selling 3 in-demand goods) Seems like a silly gamble.
7. Does Christian Marquis's power to ignore Storms seem a bit over-powered to you? (Or am I just jealous that my son had him as a Captain?)
One last thing...for setting just the right mood while playing, I suggest using the Songza app and choosing the Pirates of the Caribbean Saga playlist! It was fantastic!

Thanks all!
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Thread: Merchants & Marauders:: Rules:: "Settlers in Danger" mission clarification
by simonAOEC
This mission says,"After claiming the mission you immediately engage the local savage tribe in Crew Combat. Tribe: Crew 2, Leadership 1. If you survive you complete the mission and end up back in Santo Domingo where you can perform further "port" activities."
What happens if you lose Crew Combat? Other missions say you die if you lose, but this one doesn't.
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Thread: Merchants & Marauders:: Rules:: To retire a Captain
by Foxhole
If you newly draw a captain that you don't like that much, is it possible to use a turn to retire him right away??I really don't like the English captain Thomas Nelson with his one scouting, if I like to be a pirate. But I guess his alright, if you wan't to be a peaceful merchant, go for rumors etc.

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Thread: Merchants & Marauders:: Rules:: NPC not on event card movement
by Eilatan
1) Do NCP ships still move clockwise if they do not appear on the event card for the current round? This is assuming there are no targets in or adjacent to them.We have been playing that NPC's stay in on spot unless there is a PC pirate in or adjacent to their seazones (or a card gives them a compass direction to follow).
2) Does an event cards with NPC direction (N, E, etc.) remain in play until it's replaced by a new event with NPC directions?
Thanks!

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Thread: Merchants & Marauders:: Rules:: Swivel Guns and The Slave Galleon rumor?
by Zagnaut
Can swivel guns be used prior to resolving the crew combat on The Slave Galleon rumor card?I assumed you could not because you are resolving a rumor and it is not naval combat, but several other players disagreed. Their argument was that you are boarding another ship and initiating crew combat and that the text for swivel guns state "just prior to Crew Combat(at sea)roll 2 dice".
Thanks in advance for any opinions/answers.
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Thread: Merchants & Marauders:: Rules:: Trying to understand NPC's
by heatherrae2
We received M&M for Christmas and have just begun to play. I'm having some trouble understanding combat with an NPC. How are the NPC's ship stats (hull, cargo, masts, crew, cannons) determined? I've read over the guide/rules twice, but I'm still missing it...Thanks!
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Thread: Merchants & Marauders:: Rules:: Couple of questions after 2 games
by Krulz
First of all, loving the game so far =).Bounty:
You get a Bounty immediately after:
1) Starting combat with a non-pirate ship
(This includes Merchant Raids)
2) Defeating a Naval ship
(Sinking it or winning Crew Combat)
So if I start a battle against a non pirate player I get a bounty from his nation, but if sink his ship I get one more? Just asking as it seems "Naval ships" are just NPC ships.
NPC Scouting
What happens if at the start of the turn I draw an event card which moves a NPC pirate ship to my zone(and commands me to draw 2 more event cards) and scouts for me, he find me, I manage to flee.
The next event card again activates the NPC pirate ship, can he scouts again looking for me as a target?
Glory Card Thievery
You can steal 5 gold from a player of your choice.
You take that money from the players pocket, not the stash right?
Cheers =)
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Thread: Merchants & Marauders:: Rules:: Fleeing?
by kidohearts
The rule book says that if neither player rolls a success then nobody wins, but fleeing says if opponent has no success then the person fleeing wins. That seems to be opposite, does it mean that the person fleeing needs at least one success while his/her opponent has no successes? Or if both have no success then the person fleeing can flee?Thanks
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Thread: Merchants & Marauders:: Rules:: How many ships allowed in same port?
by JimM
For some reason, I was thinking only ONE ship was allowed in a port at a time... but now I cannot find this ruling. Did I imagine that?Thanks!
Jim
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Thread: Merchants & Marauders:: Rules:: claiming ships rule
by scream81
Hi,after claiming a ship. Do we still keep the damage taken for that ship?
I can't find any rule from the book, can help me ? I guess we should keep the damage.
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