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Reply: Merchants & Marauders:: Rules:: Re: Port actions

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by Woelf

Randor20 wrote:

urweak wrote:

Although, I did figure out that we were playing the event cards wrong by pulling one per person, per turn. Instead of 1 per person, per round. It seemed strange that we had multiple storms at once and the game ended before anyone could get more then 2-3 GP's. Should make things a lot more interesting.


Not sure if you are still getting this wrong (like it seems to me from the bold part)? It is never 1 event card per person. You draw 1 event card every time you get to the starting players turn (draw it just before his turn starts). That card then applies to all players for that round.
The rules as written are a little confusing about turn vs. rounds, but the way it's meant to work is:

1) Draw New Event Card
2) Player 1 takes all of their actions
3) Player 2 takes all of their actions
4) Player 3 takes all of their actions
5) Player 4 takes all of their actions
6) Place NPC ship (from Step 1, if applicable)

Repeat 1-6 for the next round.

And remember that any new NPC-ships are first placed at the end of that turn (like it says on the card, but easy to miss). I always place the new admiral card in that seazone to remind people a new ship is comming there at the end of the round (though not something that is in the rules). Also so we don't forget to place the ship :).
What works even better is to place the actual mini in the space where it will appear, but set it on its side instead of upright. Then there's no confusion about where that ship will be, but players near it will still know that it's not quite active yet.

Granted, if the ship is already on the board and you draw a new one that replaces it you'll have to use the card to show where it's going.

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