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+
BlackmaskGamer
probably the best expansion on the boardgame market.will probably play it with all the modules.also the suggested variations are great.for me the captains variation and the gold-victory point are the best.expecially more gold for vicotry points moves players to do more mission and rumors.this way it is way more fun. suggested expansion: -pls move the boring captains from the game and give us the captains of the piracy golden era.who would not like to play teach,rackham,every,vane and so many more. -i wpuld like something like a story cards/missions for the game like in firefly so it would keep it more historic and epic. then this game would be a true gem
Chris Barnard
Some nice variants and a needed fix for galleon manoeuvrability. Not a fan of the art on the captain cards. It looks like it's been cheaply photo-shopped. The wind is perhaps a bit too random in an already random game.
Burnham
Fantastic expansion! New cards for every deck (except Glory), new special weapon tokens, new ship mods, and a new ship type are all greatly appreciated. There's also: NPC upgrades (to make NPC ships a little more powerful and also to give them a little variability) The Treasure Galleon, Contraband, Location Tokens, Wind, and a Storm all make the game more flavorful and give more options. The Favors are greatly appreciated- you can use them to get (non-combat) rerolls, redrawing cards, etc. I always like to have several on hand to make the NPCs reroll their Scouting rolls against me. And then there's the Loyalty Track (which I haven't used yet) which makes the game more difficult (along with the NPC upgrades). It certainly seems fun (and thematic) and I really look forward to adding it to the game after I stop sucking at it so much. There's also markers to place on the board which don't affect the gameplay at all but they: reduce the clutter on the board, they mark where people's home ports are, and mark where incoming NPC ships are going to be placed. And then there's new reference cards for the Galleons so they now have Maneuver 1 instead of 2. Oh yeah, then there's 5 variants that you can use (they can all be used by themselves or mixed in any combination (including all together). There isn't a single bad module in the entire expansion. And they all work well together and it doesn't feel overwhelming. With the exception of the two modules that make the game more difficult (though once I learn how to not suck so much at the game, I'll add them too), there isn't a single module that I won't use every single time I play the game from now on! Assuming you like the base game, there isn't anybody that shouldn't get this expansion!