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Thread: Merchants & Marauders:: Rules:: Ship Mods revealed

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by midnightmagic

WOW 55 pages of questions.

Mine: It says the Mods are revealed after a port action. Is that ANY action? Maybe I sell some coffee,would I turn over the token? Does it stay right side up or get hidden again when I leave?

Thread: Merchants & Marauders:: Rules:: Is this cheating?

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by Weltenreiter

Let's assume I find playing to effectively 5 points too short, but don't want to introduce a variant to modify the victory conditions/game length.

Do I *have to* declare victory when points plus stash are 10, or can I play on if I want?

On one hand, both "hard" points and stashed gold are tiebreakers, so getting more of them before claiming could be seen as gaining undue advantage in that regard. On the other hand, If one were to claim well first, one would have won anyway without resorting to tiebreakers, so that doesn't even matter.

Rulebook doesn't say "must", but there also isn't a "may", just "he decares so", so not really sure what's kosher here.

Thread: Merchants & Marauders:: Rules:: ?'s regarding the beginning and the end;-)

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by aka Tankboy

Been over a year since I got this to the table. Got reaquainted this eveneing. Two questions arose from our re-entry which I couldn't recall the answers to and couldn't find them here or in the rulebook.

1) Do players start the game in their respective Home "Ports" or are they in the seazone outside of there Home Ports?

2) Do you have to be in your Home port to claim victory? I was, but then my wife was able to sail into St. Marteen and used the special ability of that port (Gold Courier) to make a huge deposit to her personal stash of gold, thereby winning the game.

Thanks

Thread: Merchants & Marauders:: Rules:: Nations at War and defending against Opposing Naval Vessels

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by aka Tankboy

So I am refreshing my memory on the rules for a teaching game coming up this weekend.

With the Nations at War in effect, and one of the Warring Nations happen to be mine, are the following correct?

1) If I am attacked by an Enemy Nations Man-of-War, I will not receive a bounty if I am able to flee, even if I were to land some hits in the opening salvo, Correct?

2) I only receive a bounty if, after the Enemy Man-of-War attacks me, I either sink him or, I win crew combat (even if the Man-of-War instigated the boarding), Correct?

I know I receive a bounty if I instigated the attack, plus another bounty if I sink or board and win Crew combat.

Thanks.

Thread: Merchants & Marauders:: Rules:: Combat _summary Sheet

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by kskato

Hello,
I'm trying to make a Combat _summary Sheet to have on hand.
I Can Not figure out how Combat works !!
I know it works _ I know it does, But,, the more I search posts for clarifications the more I'm confused !!
Using S McDougall Extended summary as a 'base' (thanks)
Note; I'm trying to abbreviate to one reference sheet whistle
I got this so far ;;

Naval Combat: These steps are followed and then repeated until a Captain has lost or has escaped:
1.Declaration – starting with the Captain that engaged the battle, each player declares their combat action _ Shoot, Board, or Flee
(On the first round, Shoot is the only available action. Roll 'Long Gun' Skull Attempts & then roll their hit locations)
2.Seamanship Contest – each Captain rolls a Seamanship skill check (If your Captain’s Maneuverability is 2+ higher than your opponent’s, you roll 1 extra die) (If neither Captain rolled a Skull success, no one wins and proceed to the next round) (If tied, add the numbers on the dice that didn’t come up a success to break the tie. If still tied, proceed to the next round after applying one cannon roll /per Success, if any)
3.Action! – the winner of the Seamanship Contest performs his chosen action >>
A. Shoot – if you won battle, inflict a hit** with ALL of your Cannons > Roll for Hit Locations (apply hits simultaneously)
(If you tied or lose, roll to inflict one hit per skull that you rolled (limited by the number of Cannons on your ship).
B. Board – if you win Seamanship Contest, the Naval Combat ends and you proceed to Crew Combat*** (if your opponent chose to Shoot, roll for Cannon hit locations first. If your ship is sunk, you die !! If you lost your last Crew, the Naval Battle continues instead !! If Boarded no Flee possible !!
Flee – if your opponent made no Skull successes, you escape and the battle ends.
Note: that the Chasers Ship Modification may be used once per combat after you or an opponent chooses to Flee.
If both Captains selected Flee, no rolls are made and the battle ends after players use their Chasers, if available.

**Roll a die for each hit. Rolls of 1 through 4 correspond to ship locations on the Player Board. For every skull rolled, the target decides which location is hit (unless the attacker uses any
Special Weapons ****). Inflict the numbered hits before the Skull selected hits.
 When hits move a cube below 1, the cube is removed and the location is considered destroyed. Further hits to that location are applied to the Hull instead.
•Hull – if destroyed, your ship sinks, you lose the battle, and your Captain dies.
•Cargo – each point of damage decreases your cargo capacity. (Randomly discard cards in excess of 
your new capacity)
•Masts – if destroyed, you only roll 1 die in Seamanship Contests and may only select the Shoot 
action.
•Crew – if destroyed, you can’t select the Board action and automatically lose any Crew Combat.
•Cannons – if destroyed, you can no longer use 'Shoot' Action

***Crew Combat: Both players roll Swivel Guns roll 2-dice for skulls crew hits.
Now roll Captains Leadership skill - roll to inflict one hit per skull success that you rolled (limited by the number of Crew on your ship) > apply hits simultaneously. Repeat Crew Combat rounds until one player loses all of their Crew. 
If you lose all your Crew, you lose the battle, your Captain dies, and your opponent may Plunder your ship. If both Captains lose their last Crew in the same round, the battle is won by the Captain with the most successes (resolving ties as per a Seamanship Contest). 


**** Special Weapons

Grapeshot – instead of your opponent deciding where to apply your Seamanship skull hit locations, discard Grapeshot to apply All skull hits to your enemy’s Crew. Hits beyond what is needed to destroy the Crew are not applied to the Hull (in this case)

Chain-shot – Use to cancel opponents deciding where to apply your skull hit locations, discard Chain-shot to apply All skull hits to your enemy’s Masts. Excess hits are not applied to the Hull (in this case).
Grappling Hooks – after a Seamanship Contest where you chose to Board, you may discard Grappling Hooks to re-roll any number of your dice.

sobluesoblueI'M NOT EVEN SURE if COMBAT procedure is right, much less, timing of 'long gun/swivel gun , the seamanship contest where combat converts to 'Boarding', or anything is correct sobluesoblue

Could anyone point where my summary is wrong.
It would help me and others on BGG greatly
Thanks..
Howard

Thread: Merchants & Marauders:: Rules:: Learn to teach and play Merchants & Marauders from the "How to Play" podcast

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by knupug

Episode #45 of the How to Play podcast focuses on the game Merchants & Marauders.

This podcast gives a full rules explanation of the game which could be used for learning the game yourself or learning how to teach the game.

It is available from the HTP website at www.howtoplaypodcast.com

If you like the show, please support it by becoming a subscriber on iTunes and by joining the How to Play Guild ( http://www.boardgamegeek.com/guild/746) and leaving feedback.

Enjoy!

MikeP (on behalf of Ryan Sturm)

Thread: Merchants & Marauders:: Rules:: Hunt Priority and New Captain event card question

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by aka Tankboy

An NPC will ignore the directional letter if a Hunt Priority Target is in the same or adjacent sea-zone, thats understood. But, will an NPC also ignore a New Captain/Sea Zone event card (where the NPC ship gets a new captain and orders to travel to a sea-zone on the otherside of the map lets say) if a Hunt Priority Target is in the same or adjacent Sea Zone?

Thread: Merchants & Marauders:: Rules:: problem with extra hammock

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by detrytus

Hi,

I`ve got a question about extra hammock. Let say Im in the port and I bought extra hammock but I must recruit crew anyway. What will happen if I fail and I don`t have money to recruit?
1. Must I give back extra hammock and 3 gold will return to my pocket?
2. Or maybe should I take off extra hammock from a board (and loose 3 gold)?
3. Or I should stay in the port for next turn and try recruit again?

Thanks for answers!


Thread: Merchants & Marauders:: Rules:: Fleeing Where?

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by Keimpe



I just bought this game.

One simple question.


When you flee, where do you flee to?

For example: An NPC is after you (bounty) so comes to your sea-zone. He succesfully scouts, so combats begins.

When i succesfully flee, do i stay in the same sea-zone?, because the rules also state, that the NPC can scout at the beginning of my turn.

Thanks in advance!

Thread: Merchants & Marauders:: Rules:: scounting and brigdetown

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by detrytus

I`ve got 2 questions after my last game so please help. Thanks in advance!

1. When You want to check if rumour is true You must (sometims of course) roll for scouting. This scounting costs me one action or its "free"?
Or maybe Im spending one action to do that but Im scounting merchant ship together?

2. If Brigdetown is my home port should I roll dice as everybody to enter it? Its quite unfair comparing to other locations.

Thread: Merchants & Marauders:: Rules:: Quick Combat question

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by Neophitz

I'm sure this has been addressed already but I can not find it.

1. During combat, do both captains get to fire cannons assuming they both role success or does only the captain with the most success get to fire?

2. During "crew combat" what happens if both crew are eliminated at the same time or is it impossible for this to happen? If it is impossible could someone please explain.

Thank You,

Neophitz

Thread: Merchants & Marauders:: Rules:: Claiming bounty on sunk ship?

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by Neophitz

I have seen on some of the instructional videos that you must board and defeat a ship without sinking it. Is this the correct way to play or is it a variant?

Thanks.,

Neophitz

Thread: Merchants & Marauders:: Rules:: Selling your ship

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by djay1976

Can you sell your ship. Let say i am at my home with a fregate. Can i sell it for 10$ and then use that money for the Winning glory point ?

Thanks

JA

Thread: Merchants & Marauders:: Rules:: Discarding a failed Specialist

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by DeweyDecimated

If I attempt to hire a Specialist, fail the Leadership roll and don't have the 2 gold to hire him, do I have to discard the Specialist card?

Thread: Merchants & Marauders:: Rules:: scout/port action for rumors

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by Lightship

Greetings,

Quick question, which I admit I haven't been able to parse out from reading the rules: when you are making an Influence or Scouting roll to resolve a Rumor, does that take up an entire action by itself?

The rules say (page 9): "Rumors typically require you to got to a specific port or Sea-Zone and roll either Influence or Scouting during a "port" or "scout" action." So, is the roll to resolve the rumor incidental to the rest of that action?

(1) If you resolve the rumor with a Scouting roll on a Scout action, can you also be Scouting a ship/merchant in that same action? If so, is that a second roll as part of the same action? Or does resolving the rumor consume the entire action?

(2) If you resolve a rumor with an Influence roll during a Port action, can you then perform all the rest of the usual Port activities? Or does resolving the Rumor require a Port action of its own? and if so can it then be followed by a second port action in the same port?

From my reading around, it appears that the answers are (1) No; the Scouting role to resolve the Rumor takes the whole action -- as would make thematic sense; and (2) Yes; the Influence roll to resolve the Rumor would be one of the Port activities within a normal Port action -- as also makes thematic sense and seems to fit better with some of the card outcomes, though it is sort of asymmetric with (1). Anyway, I am grateful for whatever the expert opinion can tell me; thanks.

Thread: Merchants & Marauders:: Rules:: Simultaneous crew losses

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by Lightship

Another quickie question: if both crews are reduced to zero in the same round during Crew Combat, does one of the captains survive?

I found the rules a little contradictory here (page 14):

"Captains who lose all the "Crew" lose the battle, die, and the winner may plunder the ship

Note If both Captains lose their last "Crew" the same round, the battle is won by the Captain who made the most successes. Resolve ties by adding up numbers on the dice that did not come up as successes."

Suppose that both crews go to zero on the same round, and one of the combat rolls had more successes, resolving the tie. If I interpret both of these rules literally, the captain with more successes "wins" but also "dies"; does he/she then plunder the loser and sail on as a ghost? (How cool would that be?) And, if he/she "dies" and so does not "survive", does he/she get the glory point for being a winner? No, it seems from Page 3, where Defeating is defined as both surviving and winning.

If on the other hand the winner player also dies and doesn't get to continue in the game, then why is it meaningful to say that they won? What effect does the winning have, if he/she loses everything and doesn't get a Glory Point? how is that different from just losing the tie when both crews are killed?

Thread: Merchants & Marauders:: Rules:: Pirate and at war

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by negmon

I couldn't find an answer for this. Say All I have is a Spanish bounty. And Spain is at war with the Dutch, does the Dutch ship still hunt me out? Also I should add what if I am Dutch?

I assume the answer is yes, but thought I would ask.

Thread: Merchants & Marauders:: Rules:: misprint in german rulebook

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by Fexx

Hi,

When buying goods at a reduced price and have to show them to another player, it says in the English version that the player "may not disclose what they are in any way".

Unfortunately they translated this with "Er darf [..] sagen, was er will", that is "he may disclose whatever he wants".

This is not a major misprint and probably most players don't announce which cards were shown to him anyway, but I thought I'd share.

Greets,
Fex

Thread: Merchants & Marauders:: Rules:: A rookie question should be easy to answer.

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by The Simmo

Hello, quick question
Player A is in a port and is a pirate, Player B is also a pirate but is in open water a couple of spaces away.

The English Frigate, does it sail towards the Pirate in the port, knowing that it wont be able to attack or head towards the open space Pirate.

Thread: Merchants & Marauders:: Rules:: Timing of NPC Scouting

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by rockhpi

Does the NPC scout for you prior to you drawing the event card? I assume yes, because the rules say "immediately if a player starts his turn in the same sea-zone."

So the true turn order would be:

1 - Enemy NPCs in the same hex scout for you (if applicable).

2 - Draw event cards

3 - Carry out 3 actions


Correct?

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