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Merchants and Marauders expansion advice
- MacDirk Diggler
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beenn some discussion in some other threads already, and if I didn't suck at search..... I gave search a shot though
I am wanting to break out my MnM this weekend and was wanting folks to chime in with their favorite additions from the expansion pack. Which ones should be avoided? How many plays do you have with any of he expansions? Don't make me go to TOS for answers, in F:ATties I trust.
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Mod 1. New Rumors, Mission, Events and Captain - No brainer add them in. Note: I removed 1 of each countries Galleons out the deck.
Mod 2. New Special Weapons - Optional. Overall, I don't think they're worth buying unless you have a special plan. Caltropes maybe useful against the Treasure Galleon.
Mod 3. New Ship Mods - I love the Crow's Nest +1 Scouting if pirating. The rest aren't worth it. I don't use the plank because I don't play with Loyalty track.
Mod 4. NPC Upgrade - I use them but I'd say they're optional. They don't add much to game
Mod 5. Ships. Add them in. I'm not sure people will ever actually buy the Brig because it does give them 1 Glory point but why not make it option. I like the nerfed galleons with one less maneuverability.
Mod 6. Treasure Galleon. In the 4 games I've played with the expansion, nobody has gone after the Treasure Galleon but it's Fraking worth it for the one game when somebody does. It's also fun to watch the money pile up on the Treasure Galleon.
Mod 7. Contraband - Love it. Contraband is the the best part of the expansion. I love playing a smuggler and delivering porn to the Spanish Priests in Havana. Note: Contraband will actually speed up the game because you can get glory points contraband.
Mod 8 Wind and Weather. I didn't play with wind and weather the 1st time but I think it's great now. It makes the game a little more tactical from a movement stand point. Note: The wind Spinner sucks but Engineer Al bought me an 8 side weather dice at WBC to replace the spinner.
Mod 9. Location Tokens. I like them but for the your first game with expansion you might want to leave them out. It's taken a couple games with them for people to actually start using the location tokens. They can be helpful in the right situation.
Module 10. Favors. Favors are nice. I didn't use them the first couple plays but I like them. Uba used the favor track pretty effectively in the game we played last month.
Mod 11. Loyalty Track. Too much crap to remember. I don't think I'll ever use it.
Variant 1. Flexible Turns - Hell yeah. It's worth it to watch Al sell shit right before Uba can and get them pissed off at each other.
Variant 2. No. I deal 3 captains. Pick 1.
Variant 3. Maybe, I have used it yet but maybe with 2 players and playing.
Variant 4. No
Variant 5. Yes, this is Ameritrash
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This is because you can discard special weapons to draw/re-draw in Merchant Raids. It lets you stay out at sea much longer when you're all tooled up.
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- ChristopherMD
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Mod 8 Wind and Weather. Note: The wind Spinner sucks but Engineer Al bought me an 8 side weather dice at WBC to replace the spinner.
These are sold as Compass Dice if anyone else, like me, goes looking for one.
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charlest wrote: .
This is because you can discard special weapons to draw/re-draw in Merchant Raids. It lets you stay out at sea much longer when you're all tooled up.
Good point. 9 out 10 times specials are discarded for re-redrawns on Merchant raids
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- MacDirk Diggler
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