Quantcast
Channel: Z-Man Games | BoardGameGeek
Viewing all articles
Browse latest Browse all 373145

Reply: Merchants & Marauders:: Reviews:: Re: A critical look at M&M

$
0
0

by CrankyPants

Played 3 player this weekend in 1.5 hrs including set up and take down.

Passing the turn after sell/buy goods can speed it up and having player 1 draw and prep the event while player 3 is taking their turn both help with down time -- as does knowing the rules well enough to not need to look stuff up all the time.

djedi gamer wrote:

Another critical look...

No decisions to make.

These are all decisions you should make regarding of situation:
1. If your ship is broken - sail into nearest port and repeir it.
2. If your ship's well - (pirates) search for nearest merchant.
3. If you are in the port - (Merchants) just buy your cargo.
4. If you are in the port - try to get a rumor.
5. don't sail to distant zones directly (uless you are merchant with 3 cargo in demand) - you'll probably get couple of VP through the way.
6. Don't try to flee - you'll probably get killed.
7. Don't try to stash your gold. Risk to hold it and try to buy the bigger ship.
8. Get mission if suitable and you are near it.
9. As pirate always keep at leat two special weapons.
...

The game needs more interaction between players, as cards players can play anytime to disturb other players, send enemy ships and storms to them etc. Without it, it's only a "rolling dices" game.


Every point you make is never automatic. Some of those things are true sometimes but are never automatic. Most of them are more often the wrong decision than right.

We also found that buying a bigger ship is rarely a winning move early on, get your 50gp, stash it and buy a ship late game for a VP kicker



Viewing all articles
Browse latest Browse all 373145

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>