Merchants & Marauders

Merchants & Marauders

Publisher: Z-Man Games
Games
Current Retail Price: $65.00
Not in stock

Please note that this item may not be shipped using USPS Media mail.

If you dress up for National Talk Like a Pirate Day (and find the words "ar" and "booty" slipping into your vocabulary on any other day of the year), wear an eyepatch for fashion purposes, or refer to entering a coworker's cubicle as "boarding," please stop.

Also, play this game.

Only when playing Merchants & Marauders will the behaviors listed above actually translate to positive attributes and not cause people to talk about interventions and therapy. Well, the last part might not be true.

Each player begins the game as a captain with a modest ship, a small crew, and some unique skill (like navigation or popularity). Captains belong to one of four 17th century European nations—England, France, Holland or Spain. Everyone begins as a merchant, and can choose to become a pirate or privateer, or remain a merchant, by their own choices at sea or in port. The winner is decided by victory points.

This game has some of the coolest peripheral elements ever. In port, captains are allowed to listen for rumors (which, sadly, involves drawing a card and not hanging out in a Port Royale tavern) and venture out to verify or disprove the suggestion; rumors revolve around gold and rich people, usually. Players build better ships, improve their weapons, and can start international wars or attack random ships at will. If your captain dies, you can get a new one.

Novitiates of the board gaming world may find Merchants & Marauders a bit overwhelming, but veterans will love the balancing of resources and strategies necessary to dominate the South Seas. Also, pretending to be a pirate without getting weird looks is pretty cool. If you want the weird looks, you could always play in full costume at your local crowded coffee shop.

  • 2-4 Players
  • 60-90 Minutes
  • Ages 12+

Review by C. Hollis Crossman
C. Hollis Crossman used to be a child. Now he is a husband and father, teaches adult Sunday school in his Presbyterian congregation, and likes weird stuff. He might be a mythical creature, but he's definitely not a centaur. Read more of his reviews here.

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Review by C. Hollis Crossman
C. Hollis Crossman used to be a child. Now he's a husband and father who loves church, good food, and weird stuff. He might be a mythical creature, but he's definitely not a centaur. Read more of his reviews here.
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Customer Reviews
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  Best Pirate Game Out There
Joseph of Oregon, 8/21/2013
This is currently my ultimate pirate game. If you play Monopoly and Life, this rule book will feel like a full broadside to your brain, but if you've played some "hobby games," you will be sure to enjoy this.

As the title suggests, you can choose to play it "safe" sailing around the Caribbean buying and selling indigo and spices, peacefully sailing past the Dutch and Spanish frigates, or, if you aren't patient, you can start raiding the (almost) helpless merchant vessels. But as soon as you gobble up that English merchant, you have a bounty on your head, and anyone who takes you down will get money, fame, and glory. Not only can the other players attack you, but there are non-player ships roaming the sea, looking for the likes of you.

Players start with a small ship, either a merchant flute, or a more maneuverable sloop, ideal for raiding merchant shipping. You each get to choose a unique captain which will give a focus to your strategy as well.

Not only can you trade and raid, but you can pick up missions which will give you glory and money, and you can pick up rumors in port and find out if they are true, also giving you glory, money, or maybe a specialized crew member for your ship.

You can upgrade your ship, or try to board and capture the massive Man-o-wars that are hunting you.

The pieces are top quality in this game (the box weighs 8lbs!), with around 30 great ship miniatures, great pirate money, a treasure chest for each player to stow their gold, and a massive, beautiful board.
A couple of cautions: the rules are pretty tough to read through (took me a couple of hours to get going), and game play is a little long (2-4 hours), and there can be some waiting during other peoples turn.
Great game. Lots of fun. But not for the faint-of-heart.