Merchants & Marauders

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Merchants & Marauders

Overview

Merchants & Marauders is a pirate-themed game set in the Caribbean where players choose between the life of an honest merchant or a ruthless pirate. Players sail between ports, buy and sell cargo, complete missions, pursue rumors, fight naval battles, and raid merchant ships. The first player to reach 10 Glory Points wins. Glory is earned through combat victories, profitable trades, plundering, completing missions, buying powerful ships, and stashing gold.

Components

Setup

  1. Place the board. Set up demand tokens at each port. Place merchant tokens in their starting positions.
  2. Each player draws 2 captain cards and chooses 1. Take the corresponding starting ship and home port.
  3. Place glory cubes on the glory track at 0. Deal starting cargo and gold per captain card.
  4. Prepare event, rumor, and mission card decks. Place NPC ships as indicated.

Turn Structure

Each turn:

  1. Event Phase: Draw an event card. Resolve its effects (may activate NPCs, change game state).
  2. Action Phase: The active player takes 3 actions (may repeat actions).

Actions

Players choose 3 actions per turn from:

Action Description
Move Sail to an adjacent sea-zone
Scout Search for merchant ships in your sea-zone
Port actions (in port only):  
- Buy/Sell cargo Trade cargo cards at port prices; selling 3+ in-demand goods = 1 Glory
- Buy ship Purchase a new ship (frigate or galleon = 1 Glory, once per captain)
- Buy ship modifications Upgrade your ship with special abilities
- Buy special weapons Acquire tactical combat items
- Recruit crew Hire additional crew members
- Stash gold Store gold in your home port (10 gold stashed = 1 Glory, up to 5 Glory)
- Claim missions/rumors Take mission or rumor cards

Merchant Raids

Combat

Combat can be Naval Combat (ship-to-ship) or Crew Combat (boarding):

Bounties

Scoring / Victory Conditions

First to 10 Glory Points wins. Glory sources:

Stashed gold points are secret until declared. When a player reaches 10 (including stash), they declare it; the round finishes so all players get equal turns. Ties: most glory on the track (excluding stash) wins, then most stash.

Special Rules & Edge Cases

Player Reference

Turn: Event card -> 3 actions (move, scout, port actions)

Glory sources: Combat victory (1), sell 3+ in-demand (1), plunder 12+ gold (1), mission (1), rumor (1), buy frigate/galleon (1), stash 10 gold (1), glory cards

Combat: Naval (cannons + seamanship) or Crew (boarding + leadership)

Win: First to 10 Glory Points (including stash); finish the round