geek
Recently Viewed
Hot Games
Dominion
Agricola
Titan
Axis & Allies Anniversary Edition
Battlestar Galactica
Pirate King
Race for the Galaxy
Le Havre
Pandemic
Settlers of Catan, The
Space Alert
Puerto Rico
Conflict of Heroes: Awakening the Bear! - Russia 1941-1942
Red November
Ghost Stories
Playing Gods: The Board Game of Divine Domination
Power Grid
Arkham Horror
Twilight Struggle
Carcassonne
Androids and Belt Bums
Through the Ages: A Story of Civilization
Municipium
Race for the Galaxy: The Gathering Storm
Stone Age
Munchkin Quest
War of the Ring
Carcassonne - The Catapult
Last Night on Earth: The Zombie Game
Formula D
Wasabi!
Neuland
Risk
Tigris & Euphrates
Ticket to Ride
Apples to Apples
Descent: Journeys in the Dark
A Touch of Evil, The Supernatural Game
BattleLore
World of WarCraft Miniatures Game
Scrabble
Chicago Express
Galaxy Trucker
Caylus
Age of Empires III: The Age of Discovery
Kingsburg
StarCraft: The Board Game
Twilight Imperium 3rd Edition
Pictionary
Monsterpocalypse
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
3 Posts
New Thread | Printer Friendly | Subscribe | Bookmark
Your Tags: Login to Add Tags | View 
Popular Tags: [View All]
Ender Wiggins
flag
Avatar
Quote:
Variant 6: Some cards are much stronger than other ones, and this is intentional. However, the Merchant can make problem, since it is very powerful if kept in hand till the last turn and used to win the game. That's why we have now rules that the third free action given by the Merchant cannot be used to win the game.

Source: http://www.faidutti.com/index.php?Module=mesjeux&id=326&fich...
Ender Wiggins
flag
Avatar
Using the Merchant to gain a third action in your last turn to win the game ... what a great idea, I hadn't thought of that!

The Merchant doesn't seem to be a strong card to play early, because of its penalty of increasing your tokens on the board. See for example the game pictured, where the Black player used the Merchant multiple times, but as a result had lots of game tokens on the board, and increasing the chances of Black's cards getting sent back to his hand (which happened, and Black lost convincingly).


I actually like the idea of saving the Merchant to the end of the game to be able to get rid of three cards to win the game; it adds another surprising element to the game end, and as a result you can't assume that a player with three cards can't yet win in his next turn. One could always lose the Merchant if another player is allowed to take a random card from your hand, so it isn't without risk either. I'm not sure that the above variant is an improvement.
Giles Pritchard
flag
Avatar
060708
I like using the Merchant when there aren't enough cards on the board to replace tokens! Plus I think it's generally a good idea to try to never play a card more than once unless you have to! Using it too often can devastating! - As Black discovered by the sound of it!

Cheers!

Giles.

BTW - I don't mind the game either way- though I don't really use this variant, because it has not been a regularly used tactic. If there was some guy in our group who constantly did this I might vote for it to force him play differently! ;)
 
Front Page | Welcome | Contact | Privacy Policy | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.