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Merchants Of Magick: A Set A Watch Tale box art

Merchants Of Magick: A Set A Watch Tale

Players

1-8

Time

45-60

Age

10+

Weight

2.33

Rating

7.50

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of interaction with a good balance between direct confrontation and strategic depth. Players need to pay attention to others' actions frequently, but cooperation is not a major focus in the game.

Replay value

Merchants of Magick: A Set a Watch Tale has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. The game offers different experiences each time it is played, with the potential for new tactics and strategies to be discovered. The presence of expansions adds new content and gameplay elements, enhancing the 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. Overall, this game provides a fresh and engaging experience with high replayability.

Luck profile

The final luck score for Merchants of Magick: A Set a Watch Tale is 7, indicating a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome, allowing for some strategic decisions to influence the 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

In Merchants of Magick, which takes place in the "Set a Watch" universe, you are the owner of a magic item shoppe, crafting items and research­ing spells to sell to the Adventurers of the Watch. Each round, four polyhedral dice are rolled, then you select two of them to craft items or research enchantments for your shoppe. As you craft items and research spells, you start stocking items and earn potions that let you manipulate the dice. Adventurers travel from shoppe to shoppe, so you need to stock the exact items on the order cards in front of you. If you have an item an Adventurer needs, you earn coin — but if you wait too long to fulfill an order, Adventurers will become impatient and visit your competitor next door! After ten rounds, the player who has earned the most coin wins.

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