by diceman56
Can someone explain the Mission card 'A Fathers Plea'. Firstly, it is put in the area of Curacao, so if I am in port in Curacao and pick this up, where do I go for the mission? or do I just roll the dice once for Scouting and once for Influence. I thought that you would have to go somewhere to do the mission, or am I missing something? cause it says at the end......."After rolling, you end up back in Curacao" I am already there picking up this card. Can someone explain this also, I think it's probably so obvious that I'm missing it!!↧
Thread: Merchants & Marauders:: Rules:: Mission
↧
Thread: Merchants & Marauders:: Rules:: Captain Power - Christian Marquis
by Blofish
I'm sure this has been asked before but I couldn't find it. Does the power only apply to the storm card or does it include hurricanes, high sea etc.?↧
↧
Thread: Merchants & Marauders:: Rules:: Ending turn performing port actions...
by DowneyKid
If a player's last action on his previous turn was Port (he preformed several port actions and said I'm done), can he begin his next turn by continuing to perform Port activities without using the Port action?Help is appreciated.
↧
Thread: Merchants & Marauders:: Rules:: Joined Forces
by Ghetty
I think we're playing this correctly, but I thought I'd ask. The 'Joined Forces' Mission Card states:Earn: Plunder a Naval ship
Claim this mission and succeed it by defeating a Naval ship. As the battle begins, you may move the Pirate Sloop to your Sea-Zone, if it is in play. Begin the battle using the Pirate Sloop and its captain. If it is defeated, continue the battle using your own ship.
You get the Glory Point, all plunder, all Bounties and may claim the Naval ship even if you won using the Sloop.
The Naval ship, knowing a souped up Frigate with a stronger captain was waiting in the wings, considered fleeing from the Pirate Sloop. However, the rules state that he couldn't choose the flee action since he didn't have "less Cannons or Crew than the Player Captain it is up against", despite the Sloop not actually being a Player Captain. Could the Dutch Frigate have fled right from the get go? And if he fled the Sloop, would he also have escaped the player's Frigate?
So the Dutch Frigate quickly sank the Pirate Sloop. Enter the player's Frigate, who begins his involvement in the battle by firing his Long Guns.
The player was able to board and defeat the Dutch Frigate, earning gold and cargo plunder as stated in the rulebook.
The player also received two Glory Points - 1 for defeating the NPC, and the second for succeeding at the Mission.
The player was also to receive all Bounties, which we think is two for 1) starting combat with a non-pirate ship and 2) defeating a Naval ship. There was a question whether we should have received a third for the Sloop starting combat with a non-pirate ship, which we receive as part of "all Bounties." If not, does that mean that if the Sloop had defeated the non-pirate ship, we would not have received any Bounties because we never actually engaged in battle, despite receiving all of the plunder?
And one final question. The card states, "As the battle begins, you may move the Sloop to your sea-zone..." This justifies the player receiving his Bounty even if the Sloop defeats the Dutch Frigate. But does this also mean that he should have fired his Long Guns first, then the Sloop attacks?
Cheers!
Ghetty
↧
Thread: Merchants & Marauders:: Rules:: Can you use stashed gold to pay for things?
by aschvey
I know you need to stash gold for glory points. Once money has been stashed, can it be used for purchases (either in other ports or in one's home port)? Or is it permanently locked away (with the only way for it to come out being if your captain dies and you need to use part of the stash for your starting 10 gold)?↧
↧
Thread: Merchants & Marauders:: Rules:: Hull and Masts
by neoOberon
I can't find an answer to this...sorry if this has been asked several times.On the player board, both Hull and Masts are labeled as Toughness. Is this a misprint? Shouldn't Masts be labeled Maneuverability?
Thx
↧
Thread: Merchants & Marauders:: Rules:: Buying and selling in the same port
by aschvey
I assume it's fine to buy and sell without moving over two turns. In other words... Turn 1: buy a bunch of food in a port where food is in demand (got a food double, so 2 doubloons each). Turn 2: sell the same food in thesame port where it is still in demand at 6 each...making a very easy 8-doubloon profit.↧
Thread: Merchants & Marauders:: Rules:: Merchant Raids
by bowie47
Just completed our first game of M&M and we were all blown away with it. 3 players and about 4 hours although most of that was flicking through to check on certain rules. I am sure next time we will reduce that almost by half.After reading many posts on rules it seems we have played the game correctly which for first timers we pleasing to see. However the Merchant raids is one i need to check out as we all had different takes on it so any feedback will be gratefully received.
Once you have successfully scouted the Merchant ship you draw 3 cards. You then roll for seamanship and lets say you score one success. This means you can either draw an additional card, discard or exchange. My question is do you have to announce before hand what you intend to do without seeing the card? example;;; Do you announce i am drawing another card therefore giving yourself 4. Or announce i am going to exchange a card before seeing it. I understand if your Seamanship success is 2 then you have two choices so could draw and discard or draw and exchange.
I have probably not explained that too well but with hope someone will understand what i am trying to say.
Many thanks Steve
↧
Thread: Merchants & Marauders:: Rules:: Are Glory cards discarded after use?
by GillFish
Are Glory cards discarded after use?The question arose after I was smacked with a Mutiny card. The text says 'Play immediately', but does not mention what to do with the card after play. There was general agreement that a Glory card can only be used once, but I couldn't find confirmation in the rule book.
↧
↧
Thread: Merchants & Marauders:: Rules:: Bounty when nations are at war
by Cougar_Cro
Hi all,
Last night we played a game and were a little doubtful about one thing. When two nations are at war and one player's nationality is of one of those nations does he get a bounty if he attacks merchants/NPCs/players of the other nation with which his nation is at war.
We played that he still gets the bounty because we couldn't find anything in the rules that stated otherwise. Maybe the logical thing would be that he doesn't get bounty as the it is state of war and it is preferable to attack/sink/plunder the other nation with which his nation is at war.
Regards
↧
Thread: Merchants & Marauders:: Rules:: quick combat dice rolls question or confirmation
by JimM
I am pretty sure I understand combat rolls, but my wife isn't so sure she understands me explaining it to her.EXAMPLE #1: Jim rolls 3 dice; 2 skulls and a 3 (tiebreaker)
Wife rolls 2 skulls
Jim shoots all of his cannons first
Wife shoots 2 cannons or crew "If 2 are still available after Jim's shot"
EXAMPLE #2: Jim rolls 3 dice; 2 skulls and a 3
Wife rolls 2 dice; 1 skull and a 3
Jim shoots all of cannons or crew
Wife shoots 1 cannon or crew
EXAMPLE #3: Jim rolls 3 dice; 2 skulls and a 3
Wife rolls 2 dice; 3 and 4
Jim shoots all of cannons or crew
Wife shoots 0 cannon or crew
RULEBOOK: Shoot Win: Inflict a hit with all your “Cannons”.
Tie or Loss:Inflict a hit with each die that came up a success (up to the number of “Cannons” on your ship).
So, In example #1, I am trying to explain that the 3rd die of Jim's is the tie breaker.
Example #3 Doris does NOT get to fire anything because she didn't have any skulls.
Now, if I am wrong... explain please.
Thanks!
↧
Thread: Merchants & Marauders:: Rules:: Flee & Chase
by Ghetty
Thomas Nelson was in port at St. John with his galleon, and the pirate frigate moved into his sea zone. When Nelson moved out to sea, Hornigold scouted Nelson and found him. Nelson proceeded to beat up Hornigold until Hornigold had no crew, no cargo, and just one hull, three masts, and two cannons. Hornigold decided it was high time to flee. He got lucky and managed to escape.For Thomas Nelson's second action, he scouted for Hornigold and found him, figuring to finish him off.
Question: Does Nelson find a completely restored, fully fit Hornigold or the battered, beaten, one well placed shot from being sunk Hornigold?
↧
Thread: Merchants & Marauders:: Rules:: New Player, 3 questions
by gberubestx
1.In the port of Cartagna after purchasing three item, you get one free. Where does the free good get picked from? the remaining three cargo cards or draw a new one?2.does the attack on San Juan event card trigger war? also when does the card end?
3.I do not own the game yet, but i have it ordered on amazon. I will be interducing it to my friday game nights. I live in the U.S. virgin Islands (former danish west indies), so the game is gonna feel right at home. My question is to the designer, i know he is a regular poster. Have you ever been to the islands where your awsome games takes place? What was your main insperation for designing this game.
i live on the sea zone line between san juan and st martin in merchant and marauders. St. Croix.
↧
↧
Thread: Merchants & Marauders:: Rules:: Cutthroat Scouting
by Ghetty
Can a player do off turn scouting if they start the turn in the same sea zone as someone else (like the NPC's?)For example, the flute goes first and moves into a sea zone. Then the frigate sails over and scouts unsuccessfully. The round ends, and now it's back to the flute's turn again. He is starting his turn in the same sea zone as the frigate, and an NPC would normally scout. Can the player frigate scout, using two actions of his next turn?
We play this is not the case, but I was just curious if there's an 'official' ruling on this. Thanks!
↧
Thread: Merchants & Marauders:: Rules:: Selling at port question
by donnyrides
We played a game last Friday and we had a “that’s BS” moment called.I was in port with a sloop, 26 gold, 2 cargo, 1 French bounty, and 1 Spanish bounty.
I was trapped in Old Province port because while I was in there the French naval ship moved into Old Province waters to find me. I didn’t want to move out and risk losing my 26 gold. So here’s where the suggested shady play came in.
When my turn came up I used my actions as follows:
1.sold my 2 cargo for 6, to put me up to 32. I then purchased 2 like items to put me back to 28
2. action 2 choose to port again and sold my 2 items for 6 putting me up to 34 then I picked 3 cargo cards and by luck there was a pair of bananas in it. And I bought them for 4 putting me to 30
3. action 3 I sold my bananas for 6 giving me 36 gold and then I bought a new ship to fight French Frigate with.
The other players complained that it was dumb that I could buy from a port for 4 and then sell back to the port (using the following action) for 6 giving me the needed gold to buy a new ship.
Did I play outside of the rules?
↧
Thread: Merchants & Marauders:: Rules:: Pardon Glory card and timing
by Cougar_Cro
Hi all,Yesterday I played M&M with my play group and there was one rule that we couldn't agree on. The thing with the timing of playing the "Pardon" glory card. The card lets you to remove bounties from nations for paying the 3 gold fee. It was players turn and the he was starting in the same zone with the naval ship. Yes he was a pirate and he had Pardon card. He said he could play it before the naval ship could roll for scouting. Now here is the thing we couldn't find anywhere. The rules state that when you start your turn in the same zone as the naval ship and you are a pirate the ship immediately tries to find you, but the FAQ says that when the Clemency event is drawn (the event enables player to remove one bounty from their captain for 5 gold and only if they have 1 level bounty from one nation) you can remove the bounty before the naval ship scouts you. So he said that it is the same with "Pardon" card.
Most of us didn't agree.
What is your ruling?
↧
Thread: Merchants & Marauders:: Rules:: NPC pirate scouting for player pirate ?
by Langy
After reading the rules several times , I assume a npc pirate will never scout and attack a player pirate .. am I correct?Also a player pirate can attack a npc pirate and if successful will get the glory but not the gold ?
↧
↧
Thread: Merchants & Marauders:: Rules:: Entering port of nation you are at war with ..
by Langy
Ok after browsing the forums I find the answer " No you cannot enter a port your nation is at war with " , but for my own sanity , is this actually in the rules anywhere ??↧
Thread: Merchants & Marauders:: Rules:: Dumbest Question Ever.
by donnyrides
Rules are killing me.It seems the rule book hints at 2 types of turns
1. global turn
2. player turn
The rule book (after re-re-reading it) looks to read like this:
1. Global turn 1 starts - player 1 draws event
a. Player 1's turn begins - carries out 3 actions
b. Player 2's turn begins - carries out 3 actions
c. Player 3's turn begins - carries out 3 actions
d. Player 4's turn begins - carries out 3 actions
wash/rinse/repeat...
My group has played 3 games so far and we have played where every player on their turn draws an event card.
1. Global turn 1 starts
a. P1's turn begins - Player 1 draws a new event card - carries out 3 actions
b. P2's turn begins - Player 2 draws a new event card- carries out 3 actions
c. P3's turn begins - Player 3 draws a new event card- carries out 3 actions
d. P4's turn begins - Player 4 draws a new event card- carries out 3 actions
Which way is correct. After rereading the rules I'm leaning towards the first option.
↧
Thread: Merchants & Marauders:: Rules:: 4 small questions
by evil_puck
Thanks!1.) What happens to old ship event cards if new event card for that nation is drawn?
2.) is the ship "replaced" to the new location?
3.) What happens if the movement indicated for the ship is not on the map (for example no S only SE and SW)? Does the ship move to one of them (if not other hunting priority is listed)? Or does it move "clockwise" like in the rulebook? I do not 100% understand how "clockwise" should work in this case.
4.) If I move into a space with another player (pirate) and I am not a pirate, can he directly make a roll to spot me?
↧