# Merchants & Marauders: Seas of Glory

Merchants & Marauders: Seas of Glory is a board game for 2–4 players. It plays in 180 minutes and is meant for ages 13 and up. Ludoya players call it best with 4. It is rated 8.8 out of 10 by 9 Ludoya reviewers. The cheapest copy in stock is $46.70 (United States).

- **Players:** 2–4 (best with 4)
- **Playing time:** 180 minutes
- **Minimum age:** 13+
- **Complexity:** 3.4 out of 5
- **Year published:** 2015
- **Categories:** Expansion for Base-game, Transportation, Nautical, Fighting, Adventure, Pirates
- **Mechanics:** Variable Player Powers, Action Points, Pick-up and Deliver, Race, Dice Rolling, Area Movement
- **Ludoya rating:** 8.8 out of 10, from 9 reviews
- **Owned by:** 26 Ludoya players
- **Plays logged on Ludoya:** 2
- **Unique players:** 2

**Designers:** Christian Marcussen

**Artists:** Chris Quilliams, Ben Nelson

**Publishers:** Z-Man Games

## Where to buy in United States

| Shop | Price | Link |
| --- | --- | --- |
| Alphaspel | 350 kr | https://alphaspel.se/491-bradspel/48652-merchants-marauders-seas-of-glory |

## Rules questions

### 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).

## Links

- [This page](https://www.ludoya.com/games/merchants-and-marauders-seas-of-glory)
- [Merchants & Marauders: Seas of Glory in the Ludoya app](https://app.ludoya.com/g/merchants-and-marauders-seas-of-glory)
- [BoardGameGeek entry](https://boardgamegeek.com/boardgame/161167)

_Data from Ludoya, updated 2026-09-26. Ratings, ownership and play counts are Ludoya's own._
