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The Guild Of Merchant Explorers box art

The Guild Of Merchant Explorers

Players

1-4

Time

?-?

Age

14+

Weight

2.04

Rating

7.74

Fit

Teach 2.3

Teaching signal

Replay 4.1

High replayability

Interaction 3.9

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The Guild of Merchant Explorers has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to others' strategies and turns. However, the game does not emphasize cooperation as much.

Replay value

The Guild of Merchant Explorers offers a high level of variability with its gameboard, expansions, and strategic depth. The game adapts well to different player counts and provides a consistent and engaging experience. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, it has a strong replayability score of 8.12.

Luck profile

The Guild of Merchant Explorers has a moderate level of luck involved in the gameplay. Random elements, such as dice rolls or card draws, have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, the Guild of Merchant Explorers strikes a good balance between luck and strategy.

Overview

In The Guild of Merchant Explorers, each player starts with one city on their personal map board. Shuffle the deck of terrain cards, then reveal most of these cards one by one. Based on the terrain revealed, each player places on their board cubes that are connected to their starting city or other cubes. You want to complete areas on your board, cross the seas to new land, and establish new cities on the board. You can explore capsized ships for treasure — which gives you special placement capabilities — and create linked connections between locations to score bonus points. Common objectives can be completed by all players, with those who complete it first scoring more points. At the end of a round, all cubes are removed from each board, leaving only the cities behind, so if you don't establish new cities, you'll be stuck in the same places. The Guild of Merchant Explorers contains multiple copies of four different maps, and the game is designed so that you can play remotely with one or more copies.

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