Tabletop Simulator

Tabletop Simulator

Merchants and Pirates - Trade and Treachery
4 Comments
Oakbox  [author] May 23 @ 4:25pm 
zylvanbane,

On forcing conversion of currency to VP. Do you have a suggestion on a 'maximum account balance' that would be feasible? I have thought about this in the past but couldn't come up with a cleanly defensible number.

On play-through online, I did see that the meeples on the starting track should actually start from position 5, I am going to adjust the board to reflect that. There needs to be an incentive to run away from a battle you have a low chance of winning and a penalty for losing that fight.
Oakbox  [author] May 23 @ 4:24pm 
zylvanbane, First off, "THANK YOU!", for the feedback.

Damage to ships is immediately repaired after each battle. There are a couple of hazard cards that create damage that lasts until you enter a port, but that is the only lasting form of damage. Will update the rules to make that more clear.

"A player got spices from sailing, rolled into port and got enough money to buy all his upgrades, then no one could stop him, because he was at war with the rest of us."
Was the mechanic that makes sailing away from a fight not work? My player group doesn't have murder hobos, so we have not seen all of the consequences of the ruleset, there.
zylvanbane Dec 23, 2024 @ 10:08pm 
I like the concept of this game, but I have a few suggestions. First, the rules are unclear on ship damage (repairing). Second, the upgrade mechanic for cannons can be a bit broken. A player got spices from sailing, rolled into port and got enough money to buy all his upgrades, then no one could stop him, because he was at war with the rest of us. Lastly, there needs to be more consistency on gaining VP's, such as banking a certain threshold from trading, combat, etc. It has promise. I hope to see further development with it.
zylvanbane Dec 23, 2024 @ 6:44pm 
do ships repair damage after combat is resolved?