Merchants and Marauders: Seas of Glory
Expansion of: Merchants and MaraudersSeas of Glory plunges you back into Merchants & Marauders where you can live the life of an influential merchant or a dreaded pirate in the Caribbean during the Golden Age of Piracy.
180m
2 - 4 Players
Ages 13+
alexs34
1. Module 1. Rumors, missions, events, & captains Everything's good. I think the flags for our own home ports is unnecessary, but they're fine. I use the gray and brown flag for more than what is recommended. Basically, one flag goes on the board for where the next ship will show up, and the other flag goes on the ship captain card. That way, when the number of npc captains gets really high, I can still tell which captain will come out. I don’t like the art for the new captains. I suppose they’re just people who worked on the game. The mission number tokens are great. 2. Module 2. New special weapons I like it! 3. Module 3. New ship mods If you are playing with the Crew Loyalty module, then the plank is a necessity. The other mods are good. 4. Ship mod market optional rule I like this rule more than the normal mod market. 5. Module 4. NPC upgrades. I suspect that the intention was to make the NPC ships more powerful due to all the new toys that the player ships can potentially get. But I thought it was a pain to use. I won’t use it again. 6. Module 5. Ships The brig is ok, not great. I really like the low maneuverability galleon. The original galleon is just too good. Even if you don't use the brig, I think that the LMG is a necessity. 7. Module 6. Treasure galleon It doesn’t seem that interesting. I won’t use it again, except in a game with a lot of players. In a two player game, definitely not. 8. Module 7. Contraband I like it! 9. Module 8. Wind and Weather I hate the storm. It doesn’t make the game more interesting. The wind isn’t too interesting either. This module simply adds bad luck to the game. I won’t use it again. 10. Module 9. Locations I like it! At first, I thought that this would unnecessarily complicate the game due to having more to read on the board. The board is already quite large and my vision isn't that great, so I thought that I would struggle with these things. However, the reality isn't so bad. I can see the Locations adequately enough, and the quick reference sheet tells me what I need to know. I think that this part of the expansion really is the part that makes the game. 11. Module 10. Favors I like it! This part of the expansion reduces bad luck. 12. Module 11. Loyalty track I don’t like it. It seems to add nothing to the game, except more stuff you have to remember. I won't use it again. 13. Variant 1. Flexible turns This is good, especially if you have more than 2 players. I tried it with 4 players and it was great. I tried it with 2 players, neither of whom was a pirate, and it was pointless. 14. Variant 2. Captains Captains Captains Choosing a captain is preferable to just playing the single one that is given to you due to the base rules. 15. Variant 3. Give me glory or give me death I didn’t like it. 16. Variant 4. It’s a hard life It’s ok but it seems to make the game unnecessarily hard. It seems that this just adds bad luck to the game. 17. Variant 5. Cutthroat variant It’s ok but I didn’t take advantage of it yet.
arucuan
More seafaring goodness...a smorgasboard of variants. (Added custom-made alternate captains to replace rather anachronistic-looking new cards.)
Auzette
Overloaded with details, this is no longer feasible for casual gamers. It is an investment and a glorious one at that. The optional rules are a mixed bag, and could overload play in the fiddliness department. That said, still excellent.