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Mercatores box art

Mercatores

Players

2-4

Time

15-45

Age

10+

Weight

2

Rating

6.31

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but limited emphasis on cooperation.

Replay value

Mercatores has a high replayability score due to its high variability, strategic depth, and adaptability to different player counts. The game offers different experiences each time it is played, with expansions available to add new content. Players have room to improve their strategy over time, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

Mercatores has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

New geographical discoveries opened new possibilities and demands. The Old Continent craves New World goods like tobacco, corn, cotton, cocoa and coffee. In Mercatores players take to role of the merchants and try to make the most profit of the new market. The wealthiest player wins the game. Mercatores consists of two phases: invest phase and profit phase. In the invest phase, players take turns, which consists of two mandatory actions: First, player must trade with the market in the middle of the table by exchanging card in hand for two or three cards in the market. Second, player must play a card. Player can play cards in three different ways: play any number of a single good, play two cards of different goods or play a special card. After that player passes the turn to another player. When any player plays the thirteenth card in front of them, that player gets the captain card and other player can play one more round. After that, the game goes into the profit phase. Players take turns selling their goods and using the special cards, like warehouses or ports. When all players resolve all their cards, the game ends and the player with the most points wins.

Media

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Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

1
Krzysztof Matusik

Artists

2
Sandra Guja Krzysztof Matusik

Publishers

2
Hornet Games Tailor Games

Linked items

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