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Set up:
Place one coin in every port. These are Cursed Coins.
Place a brown frigate without a nationality marker in the Carribean Sea.
Your mission:
Somewhere, deep in the Carribean Sea, exists the Island of Lost Souls. On this island lurk the
souls of those who died during centuries of colonization. A terror from the depths of the sea is
risen: Cursed pirates try to collect coins which are marked by the innocent blood of those poor
souls. Once brought to the Island of Lost Souls these coins will free the souls. It is clear as
carribean water: This wouldn't be a benefit neither for merchants nor marauders!
The players need to cooperate to bring their achieved Glory to the Island of Lost Souls which
represents their struggle to calm the souls...
The souls are calm: You win the game when the "Calm the Souls"-track reaches or supercedes
five points per player.
Cursed Ships
NSC-CS-Verhalten
• The scouting skill of Cursed ships is 2 or 1 die per 5 gold aboard the ship they are scouting
for. (Compare the scouting skill of naval ships!)
• After the first round of combat roll a die. If the result is a success the Cursed ship tries to
board her opponent, otherwise she will shoot. A Cursed ship without cannons will always
try to board, a Cursed ship will never try to board with 0 Crew. Cursed will never flee.
• Hit locations for cursed: Each "skulls and bones" rolled on a to-hit die is assigned to cargo
first. If cargo is destroyed it is assigned to crew instead. If both are destroyed it is assigned
to the location with the most hit-location cubes left (In case of a tie, choose Masts –
Cannons in this order). "Skulls and bones" will never be assigned to hull if any other target
is possible.
• If you defeat a Cursed ship you may remove one Cursed Coin (frigate) or two Cursed Coins
(Man o'War) from the Cursed Coins-track. You gain a glory point and a glory card as usual.
If you plunder a Cursed ship you may choose to keep it as usual, but there is no cargo or
gold aboard.
Defeated Cursed ships which should still be in play according to the Cursed Coins-track are
placed in the Carribean sea at the end of the turn.
• If you are defeated by a Cursed ship place one Cursed Coin on the Cursed Coins-Track per
every 10 gold coins aboard your ship.
Merchants & Marauders and all associated properties are copyright Z-Man Games, Inc. and their respective
rights holders.
BoardGameGeek.com and the creator(s) of this variant rulebook are in no way associated with Z-Man
Games, Inc.
The Combat rules are inspired by the Solo Variant for Merchants & Marauders v0.3 (Beta)
by Shacky22, which themselves are Based on the solo variant by BGG user GreyLord
Cursed Coins-Track:
The Revenant: Place a brown Frigate (cursed) without a nationality token in the
0 Carribean Sea. She has Seamanship 2, Scout 2 / 5Gold, Leadership 2 and moves
according to the leftmost move-symbol on every event card.
See our real nature! After each round of combat (crew combat or naval combat) against
3 the Cursed roll a die for each Cursed crew already lost. If you roll a success, restore
that crew.
4 The winds will guide us! The brown frigate has Seamanship 4.
Lurking souls: After a successful scouting check to find the island of souls and before
5 taking any action there you must succeed a crew combat against some Cursed:
Leadership 1, Crew 2. See our real nature! influences this combat.
The flying Dutchman: Place a brown Man o'War (cursed) without a nationality token in
6 the Carribean Sea. She has Seamanship 2, Scout 2 / 5Gold, Leadership 3 and moves
according to the rightmost move-symbol on every event card.
Harvester of Souls: Place an additional Cursed Coin on the Cursed Coin Track
7 whenever a non-cursed ship (PC / NPC) is sunken or defeated in crew combat.
Rising souls: After a successful scouting check to find the island of souls and before
8 taking any action there you must succeed a crew combat against Cursed: Leadership 2,
Crew 3. See our real nature! influences this combat.
Davy Jones is in command: The brown Man o'War has Seamanship 3 and Leadership
9 4.
Find the last coins! The hunt priority for cursed ships is now 1.) Cursed Coin, 2.)
10 wealthy ship, 3.) glorious ship
Storm of souls: Storm: PC who aren't in a port at the end of their turn, take 2 random
12 hits to their ship, minus one for every success made in a Seamanship roll.
Revenge, at last! The souls of too many victims of colonization are unleashed and wipe
13 out any sign of their oppressors. The game is lost.
Calm the Souls
1 2 3 4 5
(1 Player wins)
6 7 8 9 10
(2 Player win)
11 12 13 14 15
(3 Player win)
16 17 18 19 20
(4 Player win)
My intentions:
At first I beg your pardon for my poor english – I'm no native speaker!
As my wife and I aren't especially good in playing competitive games I wanted to design a variant
of this really great game which keeps the tension of merchant raids and pirate assaults. Probably
with a little bit more naval combat and greater emphasis on missions and rumors (those seemed to
be a little bit too unattractive in later games)... If this variant would be thematic – great!
I couldn't believe nobody has taken the "Cursed Coins"-theme into consideration so far (or, at least,
I didn't read about that at BGG), so I gave it a try.
This variant as is has its roots in the great pirates of the carribean-movies (as you might have
guessed already ;-P ). The combat rules were inspired by the Solo Variant for Merchants &
Marauders v0.3 (Beta) by Shacky22, which are based on the solo variant by BGG user GreyLord.
As I find more time I might optimize the layout of the tracks – it's a plain functional variant so far.
I've playtested this variant two times with two ships so far. Both games resulted in a narrow victory,
but each of them needed a lot of risk taking (for example attacking Davy Jones with a half-
destroyed galleon to clear the path for my comrade or scouting for the Island of Lost Souls with
only one scouting die). The stories which were told by both games were really climatic.
My experiences: Cursed ships are really nasty foes, but it is worth attacking them sometimes to
open a gap for other players. Especially their "regeneration"-ability per the "See our real nature!"-
Event on the Cursed-Coins-track is tough...
On the other hand this is an other option for merchants, who might opt to go for a heavily armed
ship later in the game to choose a "Ghostbusters"-carreer; a great opportunity for those who (in our
games) kept usually browsing cargo decks.
As you can not gain glory points from stashed gold in this variant missions and rumors get an
additional thrill as well – in the second game I managed to complete a total of 10 of them! This as
well as the Cursed Coins-track adds a lot toward the narrative elements, I think.
Please feel free to tweak my ideas and tinker with the rules - I would appreciate your comments and
input very much!