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Thread: Merchants & Marauders:: Variants:: 8 player expanded game board!

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by Jacon

Have you ever wondered what an 8 player version of Merchants & Marauders would look like? Have you ever thought that the standard game board gets a little crowded at times? Well I did, and decided to do something about it. I took a map picture of the Caribbean, Gulf of Mexico and surrounding area (From Google maps online).
 
(geek image#1813509 pending)
I worked to follow the original sea-zone lines as much as was practical; making modest changes around Cuba and panama for example, and adding more as needed. Some editing was needed to cover all the words on the map, and I had to move some port markers to accommodate the differences in map precision from the game original with satellite mapping. I had some fun making up additional ports and sea-zone bonuses while trying to stay historically believable (used MS Publisher software). I then scanned, duplicated, and cut out plenty of markers for merchants, commodities, and ship-mods so that there would be a uniform appearance across the new board. I also bought more boats and painted a grey player, hot pink, lavender, and orange (we play with a lot of ladies-trust me the girly colors are necessary). I got wood blocks about the right size for the ship stat markers and painted them also. I scanned and color copied the player board to have enough to go around.
 
(geek image#1813511 pending)
Before you all start whining about “downtime” between turns on an 8 player game let me say something. My gaming group is 100% family relations. My wife has 4 grown sisters who are all married and living within the same town (except one who can drive here in about one hour). Her parents also live here, and her two brothers. There are 8 adults in the family who play this game and more are being taught and grand-kids are showing up, and growing up and will be taught to play when they are old enough. Our family events require games that support more than four players. In addition, “down-time” is not wasted time in our gaming events. We are family, but we don’t get a lot of time to visit each other because we all have kids to raise and jobs to work etc. “Down-time” in a game is time to visit, catch up on family news, discuss current events, compare parenting tips, eat snacks, and have a good time! We have given up some games because they don’t have any downtime at all and are just not compatible with a family that includes babies (who need diaper changing) and kids (who need a glass of water as they try to go to sleep{again, [and again]}). Some of you know what I’m talking about.
So, I have pictures on my 8-player Merchant & Marauder board with my personal extras! I like flags to mark “Mission Card Locations,” with matching folded banners to wrap the card itself. I had a little more fun and wrote a faction into the game. I am not ready to release that information at this time since it hasn’t been adequately play-tested yet. But, it gives all players a way to expand their interaction with all NPC ships and a little bit between each other. Plus it added some more thematic color to the game. Here is a teaser—when I explained the faction to my wife she said it was like the Mafia but I thought if was like the Star Trek’s alien race of Ferengi (except, of course, that winning still requires glory as opposed to latinum). : )
Hope you like the look, and gain some ideas for your own game clubs. (maybe we can get an official 8 player variant someday!) Talk to you later, I’m sailing with the tide (there be adventures ahead)!arrrh

Thread: Merchants & Marauders:: Variants:: Custom card creator?

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by jeffmal

Anyone have a custom card creation program/template that they would be willing to share? I'm primarily interested in creating additional custom captains (I have seen the ones that have already been posted), but would not mind toying with other cards as well. Thanks!

Thread: Merchants & Marauders:: Variants:: Alternative turn order

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by Ingbert

Hi geeks and Merry Christmas,

so far, I played M&M just once, but I really liked the game,
purchased my own copy and am close to having finished painting
the ships (photos to be uploaded in the next days)

Despite my lack of game experience, I fear that merchants are able
to play completely save from being attacked by pirates using the following
turn order:

Turn 1:

(1) Port action
(2) nothing
(3) nothing

Turn 2:

(1) Move to sea zone
(2) Move to adjacent sea zone
(3) Move to port

Repeat

I don't know, whether this is an issue (it might simply be a too slow style of play),
but I'd still like to suggest a simple change in order to avoid this:

Instead of having 3 actions in a row per turn, the players do one action alternately
until they have their 3 actions completed and a new event card comes into play.
The only exception is, that a player, who moves into a sea zone that contains the ship
of another player, the former may immediately start a scouting action (if he still has
at least one action remaining in that turn).

I see two potential benefits:

(1) You decrease downtime
(2) You prevent the save merchant strategy (potentially leading to more PvP-combats

Problems that might arise:

(1) It's more complex to keep track of what has happened (though I am sure that this ain't a problem for experienced players)
(2) This scenario might require a ruling, that forces a player to move out of a port after a certain amount of time
(in order to allow pirates to wait in the respective sea zone).

I am not entirely sure about (2), but maybe it makes sense to include a rule, that allows players to stay in a port only for
3 consecutive actions.

Due to my lack in experience, I don't know whether these changes are actually good. They benefit pirate players.
If they already do have an advantage on the board, the suggested rules are probably a bad idea.
On the other hand, a game that is about pirates etc. should not allow for a completely save strategy I feel.
Also, alternate actions (1 by 1) seem more realistic (even though that is a minor concern).

What do you think? Are pirates already better off? Or do these rules add something to the game?

Cheers!

Thread: Merchants & Marauders:: Variants:: Ingbert's Solo Variant

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by Ingbert

Hello y’all Marauders!

After having painted my ships, I played a couple of games solo using modified rules. I found these to be really fun and challenging (up to now, I didn’t manage to win a single game…) and thought, I should share them with you.
They are basically a combination of the solo rules provided by [user=GreyLord]GreyLord[/user] in this thread and the advanced glory point rules provided by [user=Ghetty]Ghetty[/user] in this thread. So they are the giants whose shoulders I stand on, and they deserve huge credit!

----------------------
INGBERT’S SOLO VARIANT
----------------------

1) Unless stated otherwise, the rules of the main version of the game apply.

2) The game ends when either of the following conditions are met:
a) You declare victory by reaching 12 glory points
b) You lose because your captain dies
c) You lose because there is no more event card that can be drawn

3) At the beginning of the game, you choose a captain. Do this randomly or pick a specific one, just as you like. If this captain dies, the game ends immediately.

4) When declaring victory by reaching 12 glory points, at least 1 glory points must be obtained from each of the following six categories:

- Merchant Raids & Selling Cargo in demand: max. 6 glory points
- Buy/Claim a Frigate, Galleon or Man O'War: max. 1 glory point
- Completing Missions: max. 3 glory points
- Proving rumors to be true: max. 3 glory points
- Defeating NPCs: max. 3 glory points
- Stashing Gold: max. 4 glory points ***

*** Use the following table, to determine the glory points obtained from stashed Gold:
9 Gold and less: 0 glory points
10 Gold - 34 Gold: 1 glory point
35 Gold - 74 Gold: 2 glory points
75 Gold - 114 Gold: 3 Glory points
115 Gold and more: 4 Glory points

Remember: If in any of these categories, you did not receive at least a glory point, you cannot declare victory! Also, both Merchant Raids and Selling Cargo in demand count for the same category!

5) At the beginning of the game, shuffle all event cards. Throughout the game, after every 2 actions you take, draw one event card and follow its instructions.

6) The following glory cards are removed from the game:
(As my copy of the game is in German, I do not know the exact names of the cards. It would be awesome, if you could tell me the names, so that I can substitute them here)

- A Ship with History (2x)
- Mutiny (2x)
- False Accusastions (1x)
- Jinx/Hoodoo (1x)
- Drink Up, Boys! (1x)
- A Victim with Connections (1x)
- Fast Learner (1x)
- Screwed (1x)

7) The following glory cards are changed:
- Theft: Play while in a port. You receive 5 Gold. (1x)
- Escort: Play only when you have no bounty. Before a fight with an NPC-pirate starts, you may play Escort and move any NPC-non-pirate to your sea zone. There will be no fight. (2x)
- Pinned on: Play only when you received a bounty this turn. If you succeed in an influence roll, you lose the bounty. (1x)

8) The manoeuvrability of a Galleon is reduced to 1.

9) The captain Thomas Nelson is changed in the following way:

Thomas Nelson
(Port Royal)
Special Ability: Can discard a glory card in order to receive an already played glory card (that he can use right away)
Skills: 3/1/2/4

10) NPC-scouting

As soon as you begin an action (not a turn) in the same sea zone as an NPC who wants to hunt you, he tries to scout you.

11) Modified Combat Rules:

NPC will try to board your ship if:

EITHER

Their Crew is at 1 or higher and yours is at 0

OR

Their Seamanship is equal to or greater than yours AND
Their Crew is at 1 or higher AND
The sum of their Crew and Leadership is greater than the sum of your Crew and Leadership

OR

Their Cannons are at 0 AND
Their Crew is at 1 or higher
--------------------------------
NPC will try to flee if:

Their Crew is at 0 AND
Their Cannons are at 0
--------------------------------
NPC will try to shoot in any other case.
--------------------------------
NPCs will distribute skull-hits on their ship based on the following priority, as long as the category has at least 1 left:
1) Cargo
2) Crew
3) Masts
4) Cannons
5) Hull
____________________________________________________________________________________________

This is it for the moment. I am pretty sure though, that there will be changes and additions
that further improve the game experience.

I will play once or twice more this afternoon and report on how it was. Still need to learn and reduce dumb mistakes, before I can post serious experiences.


Thread: Merchants & Marauders:: Variants:: Has anybody come up with a Monkey island Variant?

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by M0ebius

I just thought it would be really fun to have a Monkey Island variant theme, with MI missions and characters...

Id love to play as Guybrush!

Has anybody attempted this yet?

Thread: Merchants & Marauders:: Variants:: Variant to shorten a game turn (inspired by christian's beta variant thread) and port battles!

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by Myoman

This is a seven-pronged variant that I thought of after reading the simple variant Christian mentioned on his thread. It's more complicated of course, but I think it may be a fun variant.

1. For each port action you take, you may perform only two things (for example, selling goods and a searching for a rumor, completing a mission and purchasing upgrades, etc.) In this manner, players can still enjoy watching people take their turn but it not take up too much time.

2. When drawing an event card with no NPC ship movement, all NPC ships move if they are in an adjacent sea space to a target ship (i.e. wanted pirate etc.) All ships within the same sea space as a target ship will search for that ship.

3. NPC non-pirate ships will no longer target a pirate ship that is not wanted by them. They will still attack if the player is affiliated with a warring country.

4. NPC ships can now go into a port! They will go into a port of a target ship if it is in a port of the same sea space and the event card triggers movement (this includes the new rules from #2). NPC ships will leave a port if the targeted ship leaves the port and is in the same sea space. Otherwise, it will move into a sea space from the port if an event card activates its movement (east, west, south, etc.)

5. If an NPC ship arrives in a port with a targeted ship, it can search for the crew on land. The ship rolls to search. If successful, the targeted player makes an influence roll. Highest roll wins. If the searching ship wins, combat begins. If the defending player wins, they escape and no combat happens. The next action the defender must take is to move out of the port.

6. Combat is resolved by a boarding battle, using standard rules, (i.e. rolls to leadership), with the following changes:
1. After the second combat roll, the defending player may declare an escape.
2. The escape is successful if the player rolls higher (unlike a sea battle, where the attacker must not roll any skulls).
3. If the escape is successful the combat ends. The next action the defender must take is to move out of the port.
4. If a combatant's crew runs out, they are defeated and the ship is destroyed/confiscated as per normal sea battle rules.

7. Players may make port attacks! This counts as a type of port action. If attacking another player, use the above rules. If attacking an NPC ship, the player only has to succeed at a search roll.

Thread: Merchants & Marauders:: Variants:: Returning the Balance to the Force

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by Tretiak

As much as I enjoy this game, the slow pace of piracy versus the easiness of commerce keeps bugging me. This is my shot at balancing the sides without complicating the rules or adding too much content. It might unintentionally incorporate older ideas and only addresses players who think that the Cutthroat Variant is still not enough.

The Rant or "You've heard this a hundred times before":

Although a Galleon with Maneuverability of 1 and a ship’s ability to scout during another player’s turn is nice, I don’t think it is enough to even the odds. Of course, piracy is a risky business and it should be that way. But choosing a trading strategy is still too easy and choosing a pirate career is still a very uncertain endeavor. To explain even further, trading is a very sure and often cheap investment and requires no skill whatsoever. A good is generally bought for about 2 Gold per piece and can yield up to 6 in very specific ports. This means that a merchant would often turn in a profit or will least fully recover his investment. On the other side, special munitions always cost 3 Gold each and using them in a Merchant Raid may still result in an escaped merchant or a destroyed ship stat. Furthermore while a trading run always turns out some profit, a failed raid leaves a captain with a damaged ship and a hole in his budget. Also most often than not a big part of the loot is spent on repairs and munitions. As I have noticed, this pushes players to start trading first no matter what skills their captain has. It is better to start with more funds at your disposal in order to have enough saved for a refit and resupply in case of failure. This postpones the appearance of pirates on the map. and gives enough time for merchants to upgrade to Galleons and start stashing their gold. Meanwhile the would-be-pirates are still struggling to keep their Sloops afloat and still save enough gold for a Frigate. Not fun.

As such I propose these changes up for scrutiny. They only require minimal reference but I think they can have a big impact and can keep a healthy pirate population in the Caribbean

Modified Cutthroat Variant:

[BGCOLOR=#FFFF99]You only get 1 action less if you perform an Off-Turn Scouting[/BGCOLOR] (instead of 2).
[BGCOLOR=#FFFF99]You may perform up to three Off-Turn Scouting actions, each on different player ships. Each action is subtracted from your next turn.[/BGCOLOR]

You are not allowed to scout for the same ship twice during the same Round.
While handy, scouting during another player’s turn eats up 66% of your actions and I don’t think that’s fair at all because a failed scouting attempt is most likely a failed round. If it would only cost you 1 action then you would still be able to move and scout for something else or move into a port and do whatever. Starting your turn in a sea zone with only one action rarely transforms into something great. Disallowing to scout twice for the same ship during one round reinforces the main Scout Action rule.

Modified Prices and starting Gold:

[BGCOLOR=#FFFF99]Captains starting with a Flute also start with 5 gold[/BGCOLOR] (instead of 10).
[BGCOLOR=#FFFF99]Captains starting with a Sloop also start with 8 gold[/BGCOLOR] (instead of 10).
[BGCOLOR=#FFFF99]Purchasing a Galleon now costs 50 gold[/BGCOLOR] (instead of 35 but it still trades in for 10).
[BGCOLOR=#FFFF99]Special Weapons now cost 2 gold per token[/BGCOLOR] (instead of 3 but they are still sold at 1 per token).

To reduce the initial purchasing power of merchants and make them really feel like they just started a trading business, their funds are diminished to reduce their initial versatility. On the other hand, Special Weapons are made cheaper because they are too pricey for being necessary consumables. Still, this decision would unfairly help captains starting with a sloop as they could now purchase all three Weapons plus the available Ship Mod during their first round. That is why limiting their initial funds to 8 reverts to the original choice of 2 Weapons + Ship Mod or 3 Weapons. As a bonus, purchasing 3 weapons also allows a captain to try and acquire a rumor.
Even nerfed, Galleons are way too good because they still have a battle advantage of 3 (very relevant) stat points against Frigates. In order to allow time for Frigate captains to strengthen their ship, the merchants are now stalled for a while by needing a bit more gold for their dream Galleon.

Fluctuating Market Supply:

[BGCOLOR=#FFFF99]When drawing Cargo Cards during a Port Action, you cannot discard goods in demand for new ones from the deck.[/BGCOLOR]
They still cannot be bought though.

Allowing to change goods in demand with goods from the deck literally means that you usually get to see more than six cards. This can be easily fixed and reduces the chances of purchasing 3 matching goods during a single Port Action which, let’s face it, is a free Glory Point.

Active Governors:

[BGCOLOR=#FFFF99]There are always 4 available missions[/BGCOLOR] (instead of 2).
You can mark their location with some extra tokens to keep the map clear. The four Mission Cards stay in a face-up stack and can be consulted at any time by any player.

Two missions usually provide a slim chance that a captain might take one and also incorporate it in his plan. The idea of cycling Mission Cards is okay but requires some sort of time counters and it can get quite fiddly. If four missions are available from the get go then captains have more options.

Not so fast!:

[BGCOLOR=#FFFF99]Stashed gold contributes 1 Glory Point for every 20 stashed Gold[/BGCOLOR] (instead of 10).
[BGCOLOR=#FFFF99]You can only get up to 3 Glory Points this way[/BGCOLOR] (instead of 5).

Merchants getting to 5 Glory through trade and then finishing the game with one big stash deposit is a common observable pattern. And it is also very anticlimactic. Hopefully limiting this avenue of getting Glory Points would redirect Merchant players to seek other more exciting sources for the second half of the Glory track.

Well, that's it. What do you think?

Thread: Merchants & Marauders:: Variants:: Ambush Action

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by robochase6000

Only played 1.75 games so far, but I was pretty discouraged by a complete lack of player interaction. We had 2 pirate players and 1 merchant player. The pirates could never catch the merchant player due to them port hopping to adjacent sea spaces constantly.

So here's where the Ambush Action comes in -

"When out at sea, you can use 2 of your action points as an Ambush Action. Until the start of your next turn, if any player moves into your sea zone, you roll for scouting and engage that player in combat if successful."

Just an idea I had - what do you think? It seems like fun in my head, but then, I haven't played the game enough to know for sure

It could lead to some bullying maybe, but hopefully it's tempered a bit by it's higher action cost. I could also see some added limitation, where you're only allowed to ambush the first ship that passes through or something like that, instead of potentially being able to engage all three players.

Thread: Merchants & Marauders:: Variants:: Mission Variant

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by randystu5417

I have noticed that the mission part of the game doesn't get used that much. Some of the missions are just too hard to do at first or not popular to do. So I have made this variant to mix it up some.

Mission Variant for Merchants and Marauders

Purpose: To implement missions in a more fun and effective manner.

How to:

Use 3 missions instead of 2.

Use one of the die's that came with the game. Set the die to the number 1 for the first turn of the game. Then each turn (round of players getting a turn), reset the die to number 2. Next turn, set the die to number 3, and next turn set the die to number 4.

Then on the next turn, since there is no 5 on the die, it is a skull and crossbones, remove the 3 cards, place them in the discard pile, and draw 3 more missions and set them up. Then repeat the process with the die.

This gives the players to the chance to actively try and obtain a mission, but if the missions are not popular it replaces them with new missions.

The die is the time limit of missions being available. It is enough time to get all the way across the board with a delay of 1 maybe 2 turns due to interference of situations that could occur.

Thread: Merchants & Marauders:: Variants:: Ship Mods & Markets

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by Rafael Ramus

Here at home we currently have two variants for buying ship mods and I always forget to share them with the geek. I was reading a thread about this, so I just thought it was the time to do it.

Mods and Business:

Don't place any mod in any port at the beginning of the game. Whenever you enter a port, you may take a look at two mods at random (use a cup or bag) and purchase ONE of them. Place the other mod face down on the port under your ship as a reminder that you have already bought a mod in this port - return it to the cup as you leave the region.

If you don't like any of the mods you've drawn, return them to the cup; if you just decided to sleep in port AND you haven't bought any mod the previous turns, you may pay 1 gold coin on the same port to take a look at another couple of mods - and so on.

Obs.: When playing with the expansion, you may want to allow player to look at 3 mods instead of 2.

Mod Markets:

If you get to a port and there is another player "sleeping" there, you may look at mods as per the rule above; however, the sleeping player may decide to bid for the opportunity to chose from said mods - doing this costs 1 gold. If the sleeping player already bought a mod the previous turn, he must pay 1 additional gold to participate in the bidding (total 2 gold before any bidding is done).

Each player may increase the bid by 1 gold or give up. The winner can now buy one of the mods or simply return them to the cup!

Thread: Merchants & Marauders:: Variants:: Crew combat in port

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by Tim_Walker

Hi there!

Sometimes players after getting a lot of gold (for example, after successfully plundering the treasure galleon), sit at port up to 5 or more turns for avoiding danger from other players attack.

In films, we can see that pirates are landing and attacks merchants or each other on the port.

So what if you can spend one additional action during the port action to scout another player's crew (-1 die penalty if attacked player's nationality is the same as port's nationality, min.1), and begin crew battle if success? If you will win the battle, you will get 2 bounties - 1 for attacked merchant's nation (if he is a pirate - no bounty) and 1 for port's nation.

Also, like at Cutthroat variant - after this scouting, you will get 2 actions penalty on the next turn.

What do you think about this variant?

Thread: Merchants & Marauders:: Variants:: Simultaneous Turn Resolution

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by blondlostime

I've played this game a lot and just love it.

I'm just wondering whether anyone has ever tried a kind of simultaneous turn resolution variant? The game board has directional names in each sea zone, so theoretically, each player could write down their "orders" on a piece of paper and then everyone reveal them at the same time. What would happen?

I would like to know any of your thoughts on this.

Mostly the one drawback is the downtime in the game and I wonder if this would reduce that or not or make it more thematic. I sold my copy of Pirate's Cove but the one thing I liked about that game was the bluffing aspect and wondering where your opponent might go.

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Thread: Merchants & Marauders:: Variants:: Flipping ports

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by Sadorhael

Those of you remembering Sid Meier's Pirates! will remember that one late game goal of the game was to convert ports to your nation. I am looking for a variant of M&M that can do the same. Has anyone made something like this? I am thinking this in combination with privateer rules (Letter of Marque for a nation). If this doesn't exist, I will most likely make some rules myself.

Thread: Merchants & Marauders:: Variants:: Solo Variant

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by grahamj

Has anyone tried a solo variant like the one they did for Runebound?
I'm trying the game using 15 Glory Point Value to see how it goes. The way it works is like this.

At start of turn roll 1d20 and if the result is 15 or more, place a glory marker for the AI on the first Glory space track. If the roll fails, simply add a Glory token to the side so that the next time you roll 1d20, add the # Glory tokens to the die roll (remove Glory token if die roll is successful)

You can make the game easier or harder by increasing or decreasing the 15 Glory Point Value.

Thread: Merchants & Marauders:: Variants:: Privateers Mini Expansion

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by Valgar

The unofficial Privateers Mini Expansion allows players to include more vessels on the seas of the Caribbean!

Privateer Sheet


Brief Overview: Players will select a random Captain, a random ship, and a destination for the Privateer to travel to. The Privateer journeys to and from that destination throughout the game. However, depending on the type of Privateer chosen (Merchant or Swashbuckler) depends on how they interact with the M&M world around them.

To incorporate this mini expansion, players will need the official Seas of Glory expansion and as many spare ship models as they want Privateers on the Caribbean.

The Privateer Dashboard PDF size is A5 and should be printed 'Actual Size'. The Privateer Rules PDF size is A4.

Any feedback greatly appreciated!

Privateer Mini Expansion Link

Version 1.0

Thread: Merchants & Marauders:: Variants:: Port Action Variant

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by dwestburg

The biggest complaint about M&M seems to be the amount of downtime between player turns based on the amount of things that can be done with a Port Action.

I was thinking of using a variant so that when a player chooses a Port Action they can only choose from one of the following:
Market Actions - Sell Goods/Buy Goods/Stash Gold
Shipyard Actions - Repair/Modify/Buy & Sell Ship
Pub Actions - Recruit/Rumor/Mission

This obviously wouldn't shorten the overall game time, but should shorten the amount of time a player has to wait for their next turn.

Does anyone see any major issues with splitting up the Port Action this way?

The only thing I could think of is that a new Event might come into play if a player wanted to do everything that the standard rules allow in a Port Action.

Thread: Merchants & Marauders:: Variants:: Unofficial Expansion: Colors of War

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by Bforrey

I have been working for many months on an unofficial expansion I have tentatively named "Colors of War". I tried to mimic the format of Seas of Glory, so it is completely modular and includes both Modules and Variants that you can pick and choose.

Like Seas of Glory, this unofficial expansion is for gamers who like more and more and more. I understand there is an elegance to the streamlined design of the core game and many people will not like extra rules and complexity. This is not for everybody. I developed it for my own use and for my small gaming group, but unfortunately, my friend and most enthusiastic game tester died after a brief fight with cancer in January. I have resumed work on the project without the main person who supported the effort, but I hope that others might find it useful in some way.

So, my point in writing this is to see if there is interest in another such expansion for Merchants and Marauders. And, if so, are there fellow gamers who would be willing to play test these unofficial modular variant rules and provide me with feedback based on critical playing experience?

Thread: Merchants & Marauders:: Variants:: Attacking ships leaving port.

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by DonErrico

When a player captain leaves a port and enters the surrounding sea zone, containing an enemy player waiting to attack, the attacking player must throw two successful scouting rolls to spot the ship. If not spotted, the exiting ship continues as normal. The ship that tried to spot is minus one action on their next turn. This would simulate the fact that when a captain would leave a port, known or expected of being watched the captain would leave taking advantage of poor weather, foggy conditions, etc. to mask their exit. The penalty would simulate the attacker's loss of time trying to locate the exiting ship and would give the exiting ship time to escape.

Thread: Merchants & Marauders:: Variants:: Mission lifetime timer

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by Enkidu_of_Abydos


I'm thinking about limiting the duration / lifetime of missions in M&M (which can be forever according to the rules as far as I know), for two reasons.

1. The gameplay reason - mission stagnacy : if you for example have two missions in play which are both aimed at merchants (they can't be claimed if you have a bounty, or need a high influence which pirates usually don't have) and you have three players who all happen to be pirates, the two missions can sit there unclaimed for a long while, with no one able to draw new missions.

2. The thematic / realism reason : if someone (let's say a powerful noble) is looking for some mercenaries to do some dirty work for them, and none of the players volunteer for a long time, it's logical for that job to "go off the market" after a while, because either someone else will claim it (some random mercenary for hire), or the person offering it may give up after a long time of unsuccessful searching for help, or the problem may simply solve itself...

So the way I'm proposing to solve this is simple, I would just use the mission tokens which are provided in the expansion for another purpose :


You get six tokens numbered 1,1,2,2,3,3. So I would introduce a house rule as follows :

At the beginning of each round except the first one, before the Event card is drawn, put a #1 mission token on each mission card in play that doesn't have one.
If a mission card in play already has a number token on it replace it with a token with the number greater by one.
If a mission card in play already has the #3 token on it remove it from play and draw a new mission card.
When a mission is claimed it's number token (if any) is discarded and a new mission card is drawn.


So the effect of this would be to give each mission a lifetime of 4 rounds, and if it's not yet claimed after 4 rounds it's discarded. The neccessary upkeep (work involved in making this work) is minimal.

Do you think 4 rounds is too long or too short or just right ? Or do you believe missions should be allowed to lie unclaimed forever ?
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