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Subject: [update] CONTEST and PRE-ORDER notification. rss

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Christian Marcussen
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Win a copy of Merchants & Marauders

During the course of the game players can pick up rumors and claim jobs offered by various in-game personalities. While the game already features a large amount of both, we would like more – that’s where you come in.

Post your suggestions for jobs and rumors in this thread.

Before coming with suggestions be sure to read the contest rules at our website www.bloodlinegames.com, and see some examples of some jobs and rumors already in the game.

Contest ends December 20th!

Pre-order notification
If you want to know the very second we are ready to take pre-orders then sign up for our pre-order notification mailing list. This you will also find at our website.

Good luck with the contest! arrrh
 
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Christian Marcussen
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Re: CONTEST - Win Merchants & Marauders!
Just chiming in to say that there have been som really good entries - a few will definately make it into the game.

Keep the suggestions coming in

Remember you may submit as many entries as you like...
 
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Christian Marcussen
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Re: CONTEST - Win Merchants & Marauders!
Sounds good - fire away! arrrh
 
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Paul Schoenherr
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Job

"Voodoo Witch"

Pay: 10 Gold
Req: No Spanish Bounty
Location: Cartagena

The Spanish inqusition want
to capture a troublesome
voodoo doctor in Havana.

Go to Havana and roll a
successful influence
check to find her and capture
her. If the roll fails she
escapes and the job fails.
 
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za nouge
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Suggested Rumor:

"Ship Graveyard"

A trecherous maze of reefs off the coasts of Petite Goave are said to have claimed many ships, and their cargoes.

Go to the Petite Goave Sea-Zone, play this card and roll a Don't Hit the Reef roll. If you fail, take XX damage.

If successful you find valuable goods in the wrecks littering the reefs. Gain 15 gold and draw 2 cargo cards.



...Sorry, the die roll types and rewards are made-up and approximated respectively, because I haven't read the rules closely. Good luck with the game launch!
 
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Caleb Edwards
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Suggested Rumour

"Oak Island"

You hear rumours of a buried pirate treasure off the coast of Nova Scotia that puts everything else to shame.

Go to Nassau and wait one turn (travel time) [your ship doesn't count as "in" the Nassau sea zone for this turn]. At the beginning of your next turn roll a "scout" test. If you succeed gain 40 treasure and 3 cargo (You sail back into Nassau a rich man). If you fail, you still return to Nassau, but you must take a "mutiny" test.
 
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Stephan Rasmussen
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Rescue Job

Pay: 20 + 2dice gold
Req: At least one bounty
Location: Santo Domingo


The crew of "the Sea Serpent" wants you to rescue their imprisoned captain. Go to the Port of Santo Domingo and defeat the 3 "crew" defending him.

When you have rescued the captain you collect your pay but also gain one spanish bounty.
 
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Stephan Rasmussen
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job
"Find Runaway boy"

Pay: 15 gold + free upgrade
Req: Influence check
Location: Caracas- Cartagena

The merchant Emilio Sanchez needs you to find his son who has run away and is believed to be serving as a cabin boy on a ship near Caracas.

Go to the sea zone of Caracas and roll a scouting check to see if you find the boy and then return to Cartagena to claim your reward and a free upgrade of choice to your ship!
 
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Stephan Rasmussen
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Rumor

"Sick Tribe in need of medicine"

An indian tribe on an island in the Nassau sea zone is rumored to be in desperate need of some medicine for the flu.

Go to a port of your choice except the one you are in when aqcuring this rumor and pay 5 gold for medicine and then go to the Nassau sea zone and roll a scouting check to see if the rumor is true.

If the rumor is true you are rewarded with 20 gold and draw 3 cargo cards
 
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Paul Schoenherr
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Some pretty good ones. I guess I better keep posting to keep up . A fun contest btw thumbsup

Rumor

"The talkative noble daughter"

Much to the discomfort of her father,
the noble Edith Fleur d'Monique has
a thing for sailor types.

Go to Basse-Terre and roll an
influence roll. If you fail
discard the card.

If successful you manage to impress
miss d'Monique who in turns speaks
too openly about different matters.
Draw 2 Rumor cards and keep one.
The rumor you keep is automatically
true and do not require any of the
rolls stated by the card.
 
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Mika R.
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Job: "Supporting a Political Agenda"

Pay: 40 Gold
Req: Influence check, no British Bounties
Location: At least two non-British ports

A British governor William Wythe wants you to help him in his campaign to strengthen trade relations with the ports of other nationalities. He needs you to transport his campaign assistants to three ports (any French, Dutch or Spanish will do). A part of your crew has to be ordered to stay on site and help the assistants out.

Visit a port of any other nationality and make an influence roll. If you succeed, move one Crew cube next to the port on the game board, else you have to try at another port. You cannot recruit men during this docking. After deploying crew in three ports, you receive payment and may go and collect the crew back, if you want.
 
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Paul Schoenherr
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Rumor

"The Coward"

Rumor has it that the cowardly but
influential Captain J.P. Harmond
is sailing to Old Providence.

Go there and roll a Scouting roll.
If you fail discard the card.

If successful you find and engage Captain
J.P. Harmond in his Flute. Harmond gives
up without a fight and will give you all
on board for his life: 10+1d6 Gold and
4 Cargo Cards. This gives you an English
Bounty. Kill him and find an extra 2d6 Gold
but gain two English Bounties in all.
 
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michael humphreys
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"The Emancipator"

PAY - 15(?) gold per freed slave
REQ - no initial Cargo, Inf
LOC - Ships --> Trinidad

An wealthy yet anonymous man will meet you in Trinidad and pay you for each shipbound slave you free and bring to him (for later transport back to Africa)
 
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michael humphreys
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JOB

"The Naturalist"

PAY - 7(?) gold per set of specimens (a cube)
REQ - No English bounty, no Cargo, Inf
LOC - St. John

The well known English naturalist, Mr. Robert Erasmus, seeks transport amongst the islands of the Carib. He has been commissioned by the Royal Society to collect unique animal and plant specimens.

For each visited zone (except St. John and Caribbean Sea) place a wooden cube (his specimens) in your Cargo Hold. Each Cargo spot holds 2 cubes. Return to St. John with your ecstatic Mr. Erasmus for payment.

No English ship with Scout nor Blockade you with Erasmus on board.
 
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michael humphreys
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RUMOR

"Caribbean Blessing"

It is told that a perfect wind and current are working together to propel the few lucky ships to discover its secrets.

In any zone adjacent to the Caribbean Sea, make a Scouting Roll. If successful you can move 2 zones instead of one that turn. You must end your movement within one of these zones. You can continue to do this, with a successful Scouting Roll, each turn until you acquire a new Rumor, leave these zones, or are damaged in battle.
 
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Paul Schoenherr
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Rumor

Forgiveness

For a sizable donation, the
church will forgive sinners.

Go to the Caracas Sea-Zone
and choose a 'port' maneuver.
Roll an influence roll. If you
fail discard this card (and your
port maneuver is wasted)

If successfull you can immediatelty
pay 5 Gold to remove a Spanish
Bounty Counter, and enter
Caracas.
 
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Michael Adler
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Seems like an interesting game.

I'll give it a shot when I have read the rules in detail. Nice site.
 
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Mika R.
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Rumor

"Scattered Cargo in Dangerous Waters"

A norse-looking sailor claims some merchant ships sunk on Trinidad coastline and their plentiful cargo has drifted ashore of some skerries. But the waters are dangerous around there. He looks like trouble but wants to join you for this job. If you accept him, -1 to your Leadership until you have resolved this card. If you don't, -1 to scouting for the skerries.

Go to Trinidad and roll scouting check. Success: you find three skerries with cargo but they are surrounded by treacherous waters. Roll Navigation for each skerry. If failed, remove 1 cube from you Hull and skip to another skerry. Each skerry holds 1d3 (use 1d6) cargo cards. Take what you want and discard before checking the next skerry. After finish the sailor disappears with 1 random cargo card.
 
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Christian Marcussen
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wow! You guys are really good at this. Keep it up!

10 days to go arrrh

----------------------------
Christian Marcussen
www.bloodlinegames.com
 
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Mika R.
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Job: "Spanish Merchant in Distress"

Pay: 15 Gold, remove 1 Spanish Bounty
Req: Influence check
Location: San Juan

A Spanish merchant has a supply ship in distress. Make Scouting check +1 in San Juan. Success: you find a strayed Flute. To help, move 2 cubes from your Masts to Job Card and escort him to Caracas port for reward.

Receive 1 Cargo from the Flute (2 remains). If other players scout in your Sea Zone, they may attack the Flute. Do Navigation roll, you can attack players (or NPC Pirate) first to protect the flute. Add +1 to your cannons due to Flute support (you cannot attack otherwise during the job). Flute has Speed=1 first, but after repair Speed=2. You can attack the flute normally if you want.

EDIT: shortened the text a bit...
 
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Christian Marcussen
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Hi Mikka

Great suggestions.cool I think however they may be a bit too long. I'm not sure though.

_______________________
Christian Marcussen
www.bloodlinegames.com
 
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Michael Adler
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Ok, I thought of something.

Rebelling slaves

Rumor has it that slaves have rebelled at sea and are drifting around in the sea-zone of st. john.

go there are and roll a scouting roll. If you fail discard this card.

If you succeed you find the ship and engage it. You win the initiative and the slave flute doesot shoot back. There are 3 slaves on board with leadership 2. If you win you gain 10+1d6 Gold and 4 cargo cards.
 
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michael humphreys
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JOB

"Yo Ho Ho and a Bottle of Scum"

PAY - 20(?) Gold
REQ - Inf
LOC - San Juan

A South American Run importer has recently been getting complaints of impure and watered-down Rum from his supply. He suspects his distributor in San Juan.

Go to San Juan and Buy Goods. If you get any Rum cards, make a Scouting Roll. (You can make any number of Buy Goods attempts.) If successful you have discover the weak Rum and the culprit. Go to the Importer in Caracas with the evidence for your reward (He will still buy the Rum at full price).


 
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michael humphreys
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JOB

"The Fix"

Pay - 3X(?) the Tobacco Price
Req - 3 Cargo Spaces
Loc - Havana

Local market conditions have made it very difficult for your wealthy Uncle (in your home port) to get his much beloved Cuban Cigars. He asks you to go to Havana in your fine ship and return with at least 3 Cargo loads (cards) of Cigars (Tobacco). He will pay you 3X(?) the asking price, and put you back into his will.
 
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michael humphreys
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RUMOR

"Parrots make any Pirate look better"

You hear tell of the most beautiful parrot for sale in the markets of Curacao. Go there and make a Scouting Roll. If successful, you found it. Make an offer to the owner between 1 and 6 Gold. Roll a 1d6. If you roll higher than your offer, you've insulted the owner and he refuses to sell "Jolly" to you. If equal or under, he accepts your offer. Keep this Card beside your board as your new parrot. Your Leadership is now 2 higher.
 
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