The Guild of Merchant Explorers

2022 · Fantasy

The Guild of Merchant Explorers

Players begin with a single city on a personal map and reveal a shared deck of terrain cards to drive play. Based on the revealed terrain, players place cubes that must connect to their existing network, aiming to complete areas, cross seas, and found new cities before cubes are cleared at the end of the round. Players can explore capsized ships for treasure tokens that grant special placement abilities and build linked connections between locations to score bonuses. Shared objectives offer additional scoring, with higher rewards for the first player to achieve them. The components include multiple maps and support play with separate copies for remote or simultaneous games.

Players
1–4 best 2
Playing time
45 min
Age
14+
Complexity
2.1 / 5
7.5 on Ludoyafrom $39.99AdventureExplorationSolo / Solitaire GameLine DrawingNetwork and Route Building

On Ludoya's tables

Full stats in Ludoya
516
Plays logged
390
Players
45m 27s
Average play
104
In collections
32
On wishlists

7.5/10

from 48 Ludoya reviews

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

If I discover a village during an explore action, can I immediately explore from that new village (even during the same action)?

Yes — discovered villages immediately act as starting spaces and you may explore from a village you discovered as part of the same explore action (see pages 5–7, and the investigate example on page 6).

Do my explorers stay on the map between eras, or do I remove them?

Remove all of your explorers at the end of each era and return them to your supply; villages, trading posts, treasure tokens, and discovery towers remain where they are (page 5).

Can I place explorers on the capital space, and does the capital count as a village for goals?

You cannot place explorers onto the capital space, but the capital always functions as a starting point like a village for explore actions and it does not count as a village for goals (pages 4–5).

When I connect two cities do I score immediately, and can the same city score more than once?

You immediately complete and score a trade route when you connect two cities with an unbroken chain (multiply the city values and take the coins), then place a trading post on one city; a city with a trading post can never be used to score another trade route, and if one placement connects three cities resolve the trade routes one at a time (page 7).

How do investigate cards work when an era card is revealed — do I draw and keep them, and when can I use them?

The first time an era card is revealed each player draws 2 investigate cards, chooses 1 to place in that era's slot and takes its action (discard the other); in later reveals you use the investigate card you placed for that era, and in Era IV you may use any of your investigate cards (page 6).

When I explore a ruin and draw a treasure card, do I resolve it now or at the end of the game?

When you first explore a ruin place a treasure token and draw a treasure card: resolve any immediate effects right away; treasure cards without immediate effects are kept face-down and scored at game end, and revisiting a ruin with a token does not draw another card (pages 7 and 10).

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