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Merchant Of Venus box art

Merchant Of Venus

Players

1-6

Time

?-?

Age

12+

Weight

2.84

Rating

7.14

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The Merchant of Venus has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to each other's strategies and turns. However, there is less emphasis on cooperation as players mainly compete against each other.

Replay value

The Merchant of Venus has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic depth, and good scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, further enhancing replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

The final luck score for Merchant of Venus is 7, indicating a moderate level of luck in the game. 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

Merchant of Venus makes players take on the roles of space traders chasing wealth and fortune. Each player moves their ship through interconnected systems on a fixed map, discovering new alien worlds to trade with. As players start to make money delivering commodities, their earnings can be used to purchase equipment and construct their own infrastructure. The player who first acquires enough total value in cash and port/factory deeds wins the game. The game uses a basic roll-and-move mechanism for movement, but modifies it with engine ship upgrades that let the players skip certain spaces during movement. When players reach cities and spaceports, they can buy and sell commodities. Different species are randomly distributed throughout the universe at the start of the game, and players will only uncover which species lives where through exploration in the course of the game - the layout of which species lives where works to offset the rigidity of the fixed map by making different routes through the map profitable each game. The prices a player receives for selling their cargo is determined by the species that lives in the system, and what commodities a port offers for purchase is determined by a unique and dynamic supply-and-demand mechanism. With their money, players can replace their spaceships with better models, or build factories (which create better commodities) and spaceports (which speed up trading). They can also buy upgrades for their ships (like shields, lasers, or engines). Variations included in the rulebook allow for interplayer combat and solo play, and the exact target wealth players have to acquire in order to win is decided on before each play.

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

1
Richard Hamblen

Artists

3
Charles Kibler George I. Parrish, Jr. Regina De Simone

Publishers

1
The Avalon Hill Game Co