Hello!
Not sure if there are many boardgamers here, but I just got a new boardgame and can really recommend it: Merchants and Marauders.
Set in the Caribbean, you captain a ship to haul goods and perform missions. You start out as non-pirate and while it is possible to win that way, becoming a pirate gives different options which may or may not give a tactical advantage.
The gameplay is a bit a mix of Firefly and Black Fleet. As in Firefly, each captain (randomly assigned) has some special ability which influences your tactic. Whereas in Firefly each member of the crew also has abilities, in Black Fleet the crew is just a number that indicates strength in some battles. The missions, which require you to go to place X and meet some requirements or move stuff from A to B, in Merchants and Marauders are shorter than those in Firefly and have less requirements. In addition, you will most likely do far less missions than in Firefly. As in Black Fleet, you move cargo, but the missions and non-player captains (ships that are not controlled by a player but whose moves are based on event cards/rules) throw in some variety in the mix.
There is a bit of a random factor, first in the captain you start with and second in the dice rolls which are used for battle. However, you can estimate your chances and have some ability to increase them (not as much as e.g. in Firefly) for some aspects, but the randomness does not block the game and does no seem to make it frustrating. (so far, the only game I know that has no random factor at all is Agricola in family version, in expert version it adds a small random factor in some cards you get). I have the feeling it has less long-term planning aspects than Firefly, partly as the missions are shorter and the board is much smaller.
Once you get the rules, it feels a bit like a fast simplified Firefly, which I mean in a good way (fast still means 1-2 hours or so). It requires less tablespace (Firefly is HUGE) and is faster to setup. The publisher's website has some FAQs that clarify some aspects of the rules.
Not sure if there are many boardgamers here, but I just got a new boardgame and can really recommend it: Merchants and Marauders.
Set in the Caribbean, you captain a ship to haul goods and perform missions. You start out as non-pirate and while it is possible to win that way, becoming a pirate gives different options which may or may not give a tactical advantage.
The gameplay is a bit a mix of Firefly and Black Fleet. As in Firefly, each captain (randomly assigned) has some special ability which influences your tactic. Whereas in Firefly each member of the crew also has abilities, in Black Fleet the crew is just a number that indicates strength in some battles. The missions, which require you to go to place X and meet some requirements or move stuff from A to B, in Merchants and Marauders are shorter than those in Firefly and have less requirements. In addition, you will most likely do far less missions than in Firefly. As in Black Fleet, you move cargo, but the missions and non-player captains (ships that are not controlled by a player but whose moves are based on event cards/rules) throw in some variety in the mix.
There is a bit of a random factor, first in the captain you start with and second in the dice rolls which are used for battle. However, you can estimate your chances and have some ability to increase them (not as much as e.g. in Firefly) for some aspects, but the randomness does not block the game and does no seem to make it frustrating. (so far, the only game I know that has no random factor at all is Agricola in family version, in expert version it adds a small random factor in some cards you get). I have the feeling it has less long-term planning aspects than Firefly, partly as the missions are shorter and the board is much smaller.
Once you get the rules, it feels a bit like a fast simplified Firefly, which I mean in a good way (fast still means 1-2 hours or so). It requires less tablespace (Firefly is HUGE) and is faster to setup. The publisher's website has some FAQs that clarify some aspects of the rules.
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