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Merchants & Marauders» Forums » Rules

Subject: Missions -- replacing undesirable Missions on the board rss

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Conall K
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Question about Missions. Suppose the 2 Mission cards on the board are not desirable to any player (ie. no one is interested in claiming either Mission). Is there a mechanism for replacing the available Missions, other than actually claiming a Mission?
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Jim Parkin
United States
Stow
Ohio
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Claiming and then abandon/discard it. When you claim one, another is immediately drawn and populated on the board.
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Scott Schelter
Canada
Bracebridge
Ontario
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I don't think there is an official mechanism. We play a variant. When missions go up in the board, we put a 6-sides die on it. Each time every player has had a turn, we roll the die down one pip. If no one claims the mission before it rolls down from 1 to zero, we replace the mission.
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Brad103
United States
Skaneateles
New York
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What is been doing lately is, whenever a war/peace event is drawn, I replace both missions with new missions. I read on here (forgot where exactly) about people using the war/peace events to represent the passage of time for other things like this. It keeps things a bit more random so you never know how long a mission will be available for.

I always felt missions were ignored often in this game. Unless it happened to start (and end) somewhere near by, it was rarely worth it to go out of your way to do one. So having them change more often helps, no matter what method you use.
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Dave Dawn
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Monroe
Michigan
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Welcome to the best board game site on the internet!

We have used the d6 count down and we play with a variant where we put out missions equal to the number of players. Sometimes we combine the two.
 
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