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Merchants of Muziris
10m - 30m
2 - 4 Players
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
36.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
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Thunkd
Merchants of Muziris is a game where cards are both produce that can be used to fill orders as well as potential actions that you might take. The game has variable length/endgame conditions. Of the four options, the monkey game (ending when a player gets 20 coins) seems far too short. The other game lengths seem much more reaonable: play through the deck twice, a single player completes six orders, all players complete a total threshold of orders (# of players x 5). You start the game with two produce cards. There's a public offering of 4 cards. There's three actions that are in every game and a couple additional actions that are added (random each game) such that there's two more actions than the number of players. On a player's turn they put their action marker on a card and do that action. The start player gets an extra action marker and gets two actions before anyone else gets their turn. Start player rotates clockwise each round (but there's an obnoxious produce card that can change who start player will be). The action that no one took that round gets a coin on it for the next round. The three actions that are in every game are 1) Take a produce card from the market and add it to your hand 2) Discard a card (either from the market or your hand) to do the ability of that produce type (as detailed on the card) 3) Complete an order All the produce cards of one type are the same. They have an ability (which sometimes you may use but the action spot that allows that is hotly contested, so you'll probably only get to do that in rounds that you are start player). They also have a chart showing how many points they are worth if you submit them as an order. The chart shows payoffs if you submit one, two or three of the cards in an order. The payouts for different produce types vary and how many are in the deck varies as well. Some produce types will give you 0 coins for 1, 3 coins for 2, and 5 coins for three. Or it might be 1/2/3, 2/3/6 or something else. When completing an order, you keep one of the cards in a face up tableau to show you've completed it and the rest go into the discard pile (and can get reshuffled into the game when the deck runs out). The public offering of cards doesn't refill until the end of the round, so it's entirely possible that by your turn there might not be any left. And sometimes as the last player, the only actions left to you suck. But that's typically made up by the fact that the turns when you are the start player and get two up front actions are pretty cool. The types of things that the produce cards allow you to do as actions in the game are take cards from the public offering, taken cards blindly from the draw deck, complete an order, refill the public offering, take a completed order card back into your hand, get coins, etc. When the end game is triggered, whoever has the most VP's (coins) wins... though each game option has some special scoring bonus based on what you've done in the game. The game has an odd rhythm with the start player getting double actions. A lot of the game is trying to maximize that turn and hoping that you get decent options on your "off" turns. Because of start player, the cool options are often snarfed up before later players have a chance to do them. So you have to prioritize things like completing orders or getting the cool actions available on produce cards (if there are any). I like that the game is variable game to game and enjoyed the challenge of figuring out how to make do as best I could. If we play the monkey game again I'd probably double it to at least 40 coins.
blakstar
Very nice little game from John Clowdus. Among my favorite Small Box Games already. The game feels very balanced. Reminds me a little of the also excellent Catouche Dynasties, but this one is even smoother. CD is a bit more dynamic and cutthroat maybe, feeling more like a tableau builder with set collection as a scoring mechanism, whereas MoM feels more like a multi-use set collection game. Good stuff.
Thermoptic
Play this game with my girlfriend once each day at the breakfast table just because its so simple and fast to play. Its like Jaipur but faster. Jaipur is a great 2-player game but has so much tokens, long setup and takes up space, Merchants of Muziris has a super fast setup, no tokens.. just place the four cards on the table and start playing. Really fun!