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You'll be a marauder, I'll be a merchant

Amoena aka a girl likes games
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Our friend Ossi visited us after I hinted him that we have not just one, but six new board games he still hasn't played with us. And that the new games include cool things like ghosts, monsters, investigators, pirates... Who could resist? Ossi is not exactly a board game enthusiast, but he always agrees to play with us, and lately he has seemed to be pretty excited by the games we have played. I guess he's slowly becoming brainwashed!

This Friday we decided to play Merchants & Marauders even though it was slightly against our regular policy; Ossi is our only gaming buddy, so we want him to have the best possible gaming experience with us. Usually that means no games we haven't test played yet, as we usually miss a thing or two with the first play, or play something completely wrong. That might be too disappointing for a non-gamer. Luckily my boyfriend had some time to read the rules in advance, so it was easier for him to explain the rules to me and Ossi. The learning process was definitely not as bad as I had feared, and Ossi didn't seem to mind it either.

Before I babble something about the actual game play, I want to say couple words about the game itself. First of all: pretty. I really like the graphics of this game, everything supports the theme so greatly. And I was happy to see there were three female captains in the captain deck, and they were all hotter than Vasquez:



There was basically only one thing I didn't like: the cheapish vessels. I think they're too light and too plastic-y, and two of them were actually broken. Amoena is not impressed. Besides, they remind me of the horrible toys I got from the dentist when I was a kid! I think I would have liked them more if they were some kind of a rubber material, kinda like the pieces in Ghost Stories. They just need some weight. Strangely the vessels look decent in pictures:



I think there are enough good reviews written about Merchants & Marauders, but there are couple things I would like to highlight myself. This game is basically a dice rolling game. And at the same time, it's not a dice rolling game. I think it's brilliant! My boyfriend is into dice rolling, but I find it confusing. I struggle counting how many dice I need to roll and when. I guess it has something to do with the fact that I'm really, really terrible at math. But in this game you can choose to be a pirate who needs to roll dice all the time, or you can become a merchant and you hardly have to roll dice at all - only when someone else is attacking you. So guess what role I like to play? You guessed it right, I want to be the non-rolling merchant.

And trading seems to be a successful strategy. In our first game I was basically the only merchant, and I was the first one with the chance of winning. The boys noticed this and begged me not to end the game. They wanted to go on with their pirating career. I didn't win that particular game - but only because I wanted to do them a favor. In our second game, the one I played together with my boyfriend, I didn't have to please anyone, so I ended the game as soon as I had enough gold stashed in order to win.

And that, I think, needs some house rules. I don't like the way the game can be ended so suddenly and so easily. I think there are other aspects as well that need a little bit fixing, but this is the thing I think we'll focus on first. I just wonder... Does the need of house rules make a bad game? Should a game be perfectly playable without house rules too? What is your opinion about this?
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Subscribe sub options Thu Mar 31, 2011 4:45 pm
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Anthony
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Merchants have the initial advantage because people get the buy and sell strategy easily. The pirates catch up quickly though as they learn the value of merchant raids, special weapons, and bounty management. Our games are not house ruled and pirates now win 50% of the time. Its amazing how many people initially think galleons are better pirating ships than frigates and end up making pirating hard on themselves.


I personally love the ships but agree they are light, I kinda wish they were made out of the material from Twilight Imperium 3.

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  • Posted Thu Mar 31, 2011 4:54 pm
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Jeff Kayati
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Whether or not a game is bad because of a house rule is so dependent on the rule. As an example, for every game I've played of M&M I've use my house rule that you draw two captains at the start of the game and pick which one you begin with.

Now this isn't because I think the game is broken and needs fixed, but rather to allow every player a better chance of getting a captain capable of being a merchant or a marauder as they would prefer.

Personally, I don't think M&M needs any adjustment at all. Most of the "house rules" I've seen posted on BGG are to fix a perceived problem that usually goes away after a few more plays.

All that said, if you've got a house rule that allows you to enjoy the game more, and so play more ofter, go for it. It's your game and your time afterall.
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  • Posted Thu Mar 31, 2011 5:01 pm
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Amoena aka a girl likes games
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Yoren wrote:
Merchants have the initial advantage because people get the buy and sell strategy easily. The pirates catch up quickly though as they learn the value of merchant raids, special weapons, and bounty management. Our games are not house ruled and pirates now win 50% of the time. Its amazing how many people initially think galleons are better pirating ships than frigates and end up making pirating hard on themselves.


Yes. Special weapons. The ones we thought were only available via rumor cards in our first game...Just an example of things we missed because we were too excited to get into the playing

I really like the idea of pirating. It was one of the reasons why I wanted the game. I just didn't realize how much dice rolling it required! I think it's probably something you get better at if you practice enough, but I still tend to avoid it when possible :/ I think I'm a dice coward. Is there a microbadge for that?
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  • Posted Thu Mar 31, 2011 5:05 pm
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Amoena aka a girl likes games
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jkayati wrote:
Whether or not a game is bad because of a house rule is so dependent on the rule. As an example, for every game I've played of M&M I've use my house rule that you draw two captains at the start of the game and pick which one you begin with.

Now this isn't because I think the game is broken and needs fixed, but rather to allow every player a better chance of getting a captain capable of being a merchant or a marauder as they would prefer.

Personally, I don't think M&M needs any adjustment at all. Most of the "house rules" I've seen posted on BGG are to fix a perceived problem that usually goes away after a few more plays.

All that said, if you've got a house rule that allows you to enjoy the game more, and so play more ofter, go for it. It's your game and your time afterall.


I wonder if the house rules ever collide? I mostly play with my boyfriend, the house rules are easy to manage. But what happens when there are several people who prefer different house rules? Is it back to basic rules then?

I don't know why, but I often feel that playing with house rules are like cheating, even when they make the game harder. I'm just so used to play by the rules that I find house rules strangely uncomfortable. I feel that I'm not supposed to do so or maybe adding house rules is insulting to the game designer or whatever. We add them when they're needed... but at the same time I wish they weren't. I would rather play without.

If any of this makes any sense.
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  • Posted Thu Mar 31, 2011 5:12 pm
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Nigel Buckle
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Amoena wrote:
I don't know why, but I often feel that playing with house rules are like cheating, even when they make the game harder. I'm just so used to play by the rules that I find house rules strangely uncomfortable. I feel that I'm not supposed to do so or maybe adding house rules is insulting to the game designer or whatever. We add them when they're needed... but at the same time I wish they weren't. I would rather play without.

If any of this makes any sense.


As a designer I have no problem if someone wants to change my game with house-rules. You bought the game, it's yours to do with what you like!

If you prefer to play a different way and the change makes the game better for YOU go for it.

Saying that, if you play the game with people outside your normal playgroup then you have to check before the game starts that you're all using the same rules! Otherwise the experience will be confusing when the differences occur during the game.
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  • Posted Thu Mar 31, 2011 5:26 pm
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Doug Herring
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In regards for the need for house rules I wonder if people are simply not giving the game a chance. Here is why I say that.

I play in a pretty darn large meet up group plus another group (comprised in part of a sub set of the meet up folks) and my family. I have played M&M a bunch of times. Not one time did we use house rules and everyone had fun. Also, there was a mix of winners between Merchants and Pirates.

I think the pirate road is a little harder at the start but it all seems to equalize over the course of a few games.

I am sure the house rules present some "improved" game mechanics but I do not think you NEED them to get the full enjoyment from the game. Even the Sloop debate has not become an issue.

Anyway, once you have a few plays under your belt then think about the desire to use a house rule. We have simply had no need.
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  • Edited Thu Mar 31, 2011 5:51 pm
  • Posted Thu Mar 31, 2011 5:50 pm
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Bryce K. Nielsen
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I thought you said you weren't going to be doing any other game-like reviews?

-shnar
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  • Posted Thu Mar 31, 2011 5:51 pm
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Amoena aka a girl likes games
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shnar wrote:
I thought you said you weren't going to be doing any other game-like reviews?

-shnar


As a girl... I'm allowed to change my mind
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  • Posted Thu Mar 31, 2011 6:04 pm
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Bryce K. Nielsen
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Amoena wrote:
shnar wrote:
I thought you said you weren't going to be doing any other game-like reviews?

-shnar


As a girl... I'm allowed to change my mind


And as a boy... I'm allowed to forget that simple fact

-shnar
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  • Posted Thu Mar 31, 2011 7:39 pm
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David Wiens
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I haven't played the game yet, but I think the apparent unbalance in favor of the merchants is because the pirate players are hesitant to attack a merchant player in the first couple of games. Someone with more experience is welcome to correct me, but it seems like if the pirates try to leave the merchants alone until they're almost at the point of victory, the merchant player will run away with it.

A lot of people like to compare this to other adventure games, but I think M&M is supposed to be much more interactive than say, Runebound.
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  • Posted Thu Mar 31, 2011 7:45 pm
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Warren Bruhn
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The game definately does not "need" any house rules. M&M plays very well with the standard rules. I think the various paths to winning are probably well balanced, even though pirates have won all of our local games. (People worried that merchants were unstoppable due to port hopping, but that loses the merchant too much time.) There are a few people who like to make the galleon cost a little more, but I don't think this is really necessary, since many pirate types acquire their frigates in a dramatic battle against an NPC rather than paying for the frigate.

However, using house rules can vary the experience. You might want to play some quick games to only 8 glory, or you might want to play longer games to 12 or more glory. You might want to play some games in which a player can only get 4 glory from stashed gold instead of 5. You might want to play some games in which players are required to get 1 or 2 glory from missions and rumors. You might want to use some of the new captains being posted on BGG, or use some new ship type such as my suggested Brigantines and East Indiamen (in the variants section on BGG). All this would just be to add variety to your games, as in playing games with different scenarios. None of this is necessary to balance an already very good game.

By the way, this is a good game to use to overcome your fear of dice. The dice system is really pretty easy in this game. You are probably not a gambler type?

The plastic used for the ships is a bit rigid and brittle for this application. A softer more flexible plastic would lead to less breakage. Maybe the next print run will do that.
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  • Edited Thu Mar 31, 2011 7:53 pm
  • Posted Thu Mar 31, 2011 7:47 pm
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What are some games Amonea that you play where you HAVE imposed house rules, what are the rules and how do you think it makes it better?
 
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  • Posted Thu Mar 31, 2011 8:03 pm
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Amoena aka a girl likes games
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clockwirk wrote:
I haven't played the game yet, but I think the apparent unbalance in favor of the merchants is because the pirate players are hesitant to attack a merchant player in the first couple of games.


My boyfriend attacked me in our second game... which was so unfair because I didn't even know it was possible! I hadn't read the rules so I didn't know to beware him. Luckily it was in the beginning of the game, and the robbing actually benefited me more than him. I got more money than I had, a better captain and an intact boat. But I was still shocked that he did that to me...
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  • Posted Thu Mar 31, 2011 8:04 pm
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Amoena aka a girl likes games
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Warren Bruhn wrote:
By the way, this is a good game to use to overcome your fear of dice. The dice system is really pretty easy in this game. You are probably not a gambler type?


it seemed simple... but I hate that the dice rolling seem to go on and on and on and on. It makes me bored. I would like to roll dice once and then like... die if I must. But please, please don't make me roll again.

Dice. They don't have the luxury of hating me. I hate them.

I don't mind dice rolling so much in Earth Reborn because it seems to end sooner rather later. But this "rolling 'till you sink".. bleh.

But I probably change my mind about dice rolling too. I tend to change my mind quite often. I just need some time to get used to it

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  • Edited Thu Mar 31, 2011 8:10 pm
  • Posted Thu Mar 31, 2011 8:10 pm
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Tuttle757 wrote:
What are some games Amonea that you play where you HAVE imposed house rules, what are the rules and how do you think it makes it better?


We have some house rules for Ticket to Ride Nordic Countries that I have especially requested. In the original rules it's possible to use bunch of locomotive cards to substitute a certain colored locomotive. I didn't like that, so we made a rule that nothing else can be substituted except the route to Murmansk. It makes the game harder, but it also makes it simpler for my stupid girly brains to process. And then no bonus points because they're were just too unfair in two player game.

And we have house rules for Arkham Horror by Richard Launius. I believe they're listed here on bgg as well. We used those ones that make the game easier for us. We're supposed to get rid of them once we learn how to play better!

And in Thurn und Taxis we don't use particular helper because it makes the game just too easy.

I think we mostly have house rules to make the games harder... or then easier. None of them really seem to make the game any better

PS; It's "Amoena". It's a Latin word and it means something

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  • Edited Thu Mar 31, 2011 8:26 pm
  • Posted Thu Mar 31, 2011 8:22 pm
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Amoena aka a girl likes games
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I spam in my own blog post. How lovely.
 
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  • Edited Thu Mar 31, 2011 8:29 pm
  • Posted Thu Mar 31, 2011 8:26 pm
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Liz Burton
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jkayati wrote:
Whether or not a game is bad because of a house rule is so dependent on the rule. As an example, for every game I've played of M&M I've use my house rule that you draw two captains at the start of the game and pick which one you begin with.


We use that house rule as well. As I've only played 2-player games, it's not like we're likely to run out of captains at the end even with this rule (probably wouldn't in a 4-player game either).

Amoena wrote:
We have some house rules for Ticket to Ride Nordic Countries ... It makes the game harder, but it also makes it simpler for my stupid girly brains to process.


Um...ouch. Also, as a girl, I don't want that to become a new category.
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  • Posted Thu Mar 31, 2011 9:55 pm
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There isn't anything wrong with house rules. Just because some of us doesn't think they are needed doesn't make it wrong to play them. Anything that makes it more fun for you and those you play with is by according to my defintion the right way to play.

The only tricky time is as you identified when playing with other people. I tend to play standard rules whe I play with other people or if we are not to agree on the alterations up front. I do play with a lot of groups (though almost all of them are family as we are each the oldest of large families most of whom are married) so thats sometimes very important for me to do. Thankfully, as the rules guy for most of our games I don't usually have to worry about multiple interpretations.

M&M has a ton of luck in it. I find that it balances out normally but every now and again you can have it turn on you bad. I once lost 2 captains and lost 10-1 in the span of a 45 min game to my wife, but really most of the time we are within a point of each other when one of us wins.
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  • Posted Thu Mar 31, 2011 10:55 pm
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Amoena wrote:
clockwirk wrote:
I haven't played the game yet, but I think the apparent unbalance in favor of the merchants is because the pirate players are hesitant to attack a merchant player in the first couple of games.


My boyfriend attacked me in our second game... which was so unfair because I didn't even know it was possible! I hadn't read the rules so I didn't know to beware him. Luckily it was in the beginning of the game, and the robbing actually benefited me more than him. I got more money than I had, a better captain and an intact boat. But I was still shocked that he did that to me...


It totally depends on my wife's mood whether I attack her. Its become pretty much her favorite game so sometimes she asks for it just because shes had a rough day like when our son is teething or has an ear infection...I can tell you 100% that theres not a chance I'm attacking her when its a day like that!

Thankfully, those days aren't that common so usually I get to be my piratey self
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  • Posted Thu Mar 31, 2011 10:58 pm
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Anthony
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Amoena wrote:

PS; It's "Amoena". It's a Latin word and it means something



'Charming' for those that are wondering.


Now you are no longer the only one that spammed your blog.
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  • Posted Thu Mar 31, 2011 11:01 pm
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David Bush
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There was basically only one thing I didn't like: the cheapish vessels. I think they're too light and too plastic-y, and two of them were actually broken.

Odd that I cannot quote the first post of a blog thread by clicking a quote link.

Anyway, many dealers will send you replacements at no charge and with no questions asked.
 
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  • Posted Fri Apr 1, 2011 2:40 am
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Amoena wrote:


PS; It's "Amoena". It's a Latin word and it means something



Heh, when you google makes sure it is Amoena + Latin otherwise you might get a different answer
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  • Posted Fri Apr 1, 2011 4:39 am
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Amoena aka a girl likes games
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twixter wrote:
Quote:
There was basically only one thing I didn't like: the cheapish vessels. I think they're too light and too plastic-y, and two of them were actually broken.

Odd that I cannot quote the first post of a blog thread by clicking a quote link.

Anyway, many dealers will send you replacements at no charge and with no questions asked.


My boyfriend contacted them and we're getting free replacements for the broken ships. Yay!
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  • Posted Fri Apr 8, 2011 5:24 pm
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Bryce K. Nielsen
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I just have to say I picked up this game because of this blog specifically. I've seen the game, and while Pirate games interest me, the back of the box never made it look exciting enough to buy. But reading this blog gave me enough taste to try it out, and boy was it a major hit with my gaming group.

Everyone LOVED it! We've only played it once but it will definitely hit the table again soon. There so much going on, abstracted perfectly in the game to make it feel like you really are a captain of a ship with many options that change all the time. For those that are familiar with computer games, it plays a lot like Sid Meyer's Pirates! and that's one of our favorite games.

So keep sharing your stories, might get me to pick up a few more games

-shnar
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  • Posted Sun Aug 28, 2011 12:00 am
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