Merchants & Marauders: Seas of Glory

2015 · Expansion for Base-game

Merchants & Marauders: Seas of Glory

An expansion that returns players to the Golden Age Caribbean to pursue careers as merchants or pirates. It introduces eleven modular scenarios and five variants that can be combined to alter the campaign experience. New mechanics include changing winds, smuggling, and crew satisfaction, along with additional challenges and rules that modify navigation, trade, and combat. Players integrate the modules into the base game to create varied objectives and emergent interactions on each playthrough.

Players
2–4 best 4
Playing time
180 min
Age
13+
Complexity
3.4 / 5
8.8 on Ludoyafrom $46.70TransportationNauticalVariable Player PowersAction PointsPick-up and Deliver

On Ludoya's tables

Full stats in Ludoya
2
Plays logged
2
Players
26
In collections
1
On wishlists

8.8/10

from 9 Ludoya reviews

  • FazerGD9.0

    +

  • kesulin9.0

    Ampliación por modulos que complican el juego base con nuevas reglas, nuevos cargamentos, etc. algunos modulos quizás complican demasiado el juego para jugadores ocasionales. Algunos son muy recomendables incluso para ellos. Buena ampliación, pudiendo añadir lo que creas conveniente en cada partida.

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can I visit or raid a Location without moving onto it first?

Yes. If you are at sea in the Location’s Sea-Zone, you may spend an action to visit or raid it; no separate movement is needed, and a Location Raid requires no Scouting roll. Your ship must have no destroyed hit-locations to attempt the raid (p. 8).

How does bombardment work when I raid a Location?

Roll one die at a time for each functioning Cannon, discarding one Location card of your choice for every success; you may stop before any roll. Special Weapons do not affect bombardment, and remaining Hit Icons can damage your ship—possibly twice if the Escape Icons meet or exceed your Maneuverability (p. 8).

Can I sell Contraband at any port, and does it take up Cargo space?

Contraband can only be sold at the port listed on its card, for 10 Gold, during the “Sell Goods” activity. It occupies the separate Contraband space when acquired as Contraband, and each two Contraband sold are worth 1 Glory Point; a single card does not count as half a point (pp. 6–7).

What happens if a Naval ship finds me carrying Contraband?

A Naval ship scouts for any non-pirate player carrying Contraband, but does not hunt that player. If found, you may either resist and fight the NPC, gaining a Bounty as usual, or discard all your Contraband to avoid the battle (p. 7).

How does the wind give me extra movement?

At the beginning of each turn, spin the Weather Spinner before drawing the Event Card. You may take one free Move action in the wind direction each turn, while your first move against the wind costs two actions; later movement against the wind that turn costs one action normally (p. 7).

When do I lose or gain Loyalty, and are the effects cumulative?

You lose one Loyalty step when an Event Card with an NPC Captain is drawn, when declaring an intent to Stash, or when starting and ending a turn in the same port. You gain one step when earning a Glory Point or paying for an increase as a port activity, and all effects on your current step and the steps below it are cumulative (p. 10).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.