original German edition
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Toward the end of the Middle Ages, the rise of rich merchant families helped open the cities of Europe to trade and commerce. Beginning with their homes in small villages, players open branches in nearby cities. Once branches are established, players use their income to increase their wealth or to increase their presence in the cities where they have branches. Players then can use their wealth to further develop their trading empire into new cities and regions. In the end, it is the player who has developed the largest trade empire and earned the most money in the process that wins the game.
Average Rating: 4 in 8 reviews
Every choice causes pain. Wonderful pain. Do I take the fast route for more money, or the cheaper route that takes an extra turn? Do I take income or expand a city? Do I expand my empire or try to take posession of cities?
Tight, tense, tactical and strategic.
I love El Grande and always will. This one is a great contender for the throne though.
Downside for me: Picking my actions is pure torture.
Many reviews seem to want to equate Medieval Merchant with [page scan/se=0040/sf=category/fi=stockall.asc/ml=20]El Grande. I don't think this is really a good comparison, and I feel that MM is the superior game. Where El Grande relies on the semi-randomness of cards to change the situation on the board, MM is pure tactics and strategy. Once you make the decision to play a piece in MM, there is no turning back--no bailing out of a bad move by playing a card.
Every turn you must evaluate your situation and try to anticipate the next move of your opponent. You can never achieve all of your goals, so you must choose which moves to make and when.
I have a large collection of games, and this is the best for pure tactics--and it is not hard to learn or long to play. Possibly the perfect game!
Medieval Merchant is an interesting game. I won't go through all the mechanics because they have been described more than adequately by others. I only would like to say that this is a good game, not great, but the kind that plays fairly fast (60-90 minutes; usually closer to 60 after everyone gains a bit of experience), the mechanics are straightforward and the game (from my perspective) is attractive to look at. The board might not strike everyone's fancy; it looks like a block-printed map with old style script, but I think it gives the game a bit of atmosphere. I would classify MM as an 'El Grande' light - it is a game about territorial occupation, but this is accomplished in a different way than El Grande. I also feel that the game has received some bad press, but that MM is much better than some of the reviews. Again, good but not great, but with good replay value and some possibilities exist for a little 'tweaking.'
Business games normaly are drab, but Medieval Merchant has a quality of combat between the players! The players must constantly move (attack) into another player's city or risk being cut off. We played with (3) three players and the game came down to the last turn before a winner was determined. If you like business games with stiff competition, buy this game! The quality of the game pieces is high -- they look like little Monopoly houses.
I love this game--it requires constant re-evaluation of your position and some pretty good wheeling and dealing with your opponents. The only problem is that some strategies seem to work far better than others. The only way to thwart such strategies is to have one player 'attack' an opponent to kill the lead. And this usually will undermine your position too. But it is enjoyable either way.
My feeling is if you like El Grande, you'll love this. It's all about gaining influence and contol by opening branches (kind of like dropping Caballeros) in different cities. The decisions to take the slow cheap routes or the fast expensive routes to cities and the decisions whether to gain more influence or take income from cities creates a dynamic turn.
The blocking, thwarting, and undermining players is of course appreciated.
The board reminded me a little of Dutchland Reiser or Elfenland with all of the routes but used much differently (and if I may say so) more interestingly than those games because once you get to a city, the battle for economic and political domination begins.
Well worth it.
My first impression of the game involved just another game to build cities. As a group of four, we were given one city to start and a town. We soon learned influence points make or break your score, achieved with town and city control.
Trier, the starting German city, in my case, proved a particularly difficult area to move from. Two other players controlled the middle of the board, and one player attempted to grab Strausberg as I was leaving Trier. Branches of guilds in each city caused particular concern when deciding where to place the little guild houses. Because we used the introductory placement, all cities were immediately placed on the board, and I suspect the game would have even more zip when players had to draw numbers and place their cities accordingly.
The spirit of the game soon became evident. You could accomplish one of the following in each turn:
- add a branch or receive income
- open a new branch in another city
- assign influence points or use one of your two escort orders to place two branches or take double income.
To me it was exciting to figure out the dilemma of running around the edge of the board and placing guild houses in different cities. It became a war of nerves to outguess your opponent about placement. Cologne (Koln) was particularly hard fought over for some player to have control. I stayed out of that city and tried to build in as many regions as possible with at least one guild house.
The game adds a nice dimension with each player for a four-player game receiving six guilders basic income each turn. That amount, along with your accumulated savings, allows you to pay for roads to reach other city regions. One of these roads near the top of the board cost me too much--56 guilders. I noticed some players spent almost all of their income to control certain cities and roads each turn. My objective was to move and move fast through regions, because that helped accumulate influence points.
At game's end, you total all your influence points and receive one influence point for 20 guilders of income still possessed. The game scores ended up 53-48-38-29. That shows all players were trying to reach the peak of their capability. The question throughout the game was: Do you expand or collect money? The ending became a little rough, because two players controlled the last placement of the last town to finish the game. You knew the end was coming.
I would rate the game high for dogged player determination and fun to thwart other players by moving into their regions. I also like that the player who first places a guild house and controls the city (with absolute majority) takes final ownership of the city. Goldsieber and Rio Grande Games have found another winner for the gaming public.
I was enormously disappointed in this, because it seems to be a lot less about buying and selling in a medieval setting, and a lot more about arranging your wooden bits into a row before your opponents can arrange theirs into a row ...
I expected something a bit more along the lines of Union Pacific or Princes of Florence, but what I got was more like Tic-Tac-Toe. This goes back on the shelf, and probably will get sold on eBay in a year, unplayed again.
Frequent builders earn the most guilders in this absorbing race to control territory and earn influence points. Simply starting a business in a town itself earns a point. You will aim to control cities, which are worth from two to eight points. These values also indicate the total number of branches that can be opened in a particular city. The city and its points are yours as soon as you occupy more than half the available spaces. Sometimes, you will choose not to add a branch to a city, instead earning income for businesses already there. Guilders are needed to pay the tolls on roads leading to new markets, which will help you to fulfill your Medieval Manifest Destiny.
Two Escort Letters can be used on a turn to double actions or income. This terrific game, with its clearly written rules and attractive components, plays well even with just two people.
At Essen there is so much to choose from that you often don't think about which games you must play. It seems so easy. In a hall teeming with people who want to play games, you feel you are bound to be able to find someone who'd like to play something. On this occasion, when I stumbled into five more people, who felt the same way, we made our destination the Goldsieber stand, where, after standing around long enough looking like a bunch of lemons, we achieved our aim: some poor soul moved out the way and we were in. Fortunately, we also managed to grab hold of Ulrich Bauer who is with Goldseiber and he was able to demonstrate the game.
It looked exciting. Loads of markers (looking rather like wooden Monopoly style houses) and a large board. Six players would not normally be my favourite way of learning a game, but heh! this is Essen.
Each player takes the role of a medieval house of merchants, whose aim is to expand their empire across Germany. Starting from a central point, players can expand by several mechanisms, with speed the governing desirable factor, though this comes with a downside of cost. The balance, however, favours speed, since routes can become blocked and the victory points are biased towards map coverage rather than cash.
The map shows a picture of Germany with white connecting lines linking the cities. Each city has a number from 2 to 8, which represents the number of positions that can be filled with each player's houses. (I was right -- the markers are houses.). The number also represents the relative importance of each city, with the high numbers being very important. The map is non-symmetrical -- so you need to note which are the key cities to occupy. Fortunately, Ulrich pointed out that the important ones run north-east to south-west and it is a pretty good idea to occupy some part of each of these four key cities, as this will allow you jumping off points to all the others.
The map also has 20 villages dotted around, which provide slower, but cheaper access to cities.
The game is seeded with a number of cities that begin on the board and each turn players bring one more of these on the board from their hand to signify trade markets opening up. These city tiles will have been distributed to ensure an even mix of high and low value cities for each player to choose from.
The victory points are distributed in four ways:
- Controlling a city
- Owning a village
- Having a presence in one of the areas of the map
The most important of these is controlling a city which is worth about 50% of the victory points. This is achieved by getting a majority of houses in the cities. For example in the cities worth 2, you need both positions whereas in the cities worth 5, you only need capture 3 positions. If you get half of the positions in a city, then a tie-breaker of who had the first presence in a city is used, but you only get half of the victory points. In play it is often the first person that starts a city will win it, so you need to watch what other players do to see which ones you should challenge early on and which ones should be left alone.
Villages only have one space on them, so are immediately won, but they also serve another purpose: when the last one is captured, the game ends. The game can also end if the cities are all determined.
The map also shows large zones which are the regions of Germany. You only have to place a single house down in a zone to score the points.
So how do you play? The main idea in the design is to allow choice. For each city where you have a presence you can place a single house or you can collect the income. This is the number of free positions in a city, multiplied by a factor that rises with the number of players. The choices make you consider whether to expand your presence in a city, hopefully with the aim of capturing the city, but with the downside that the income from the city reduces. In the games that I have played, players initially collect the income when it is large, but as soon as competition arrives you have to fight back or lose control of the city.
There are no victory points for coming second in a city.
In addition to this decision, you are allowed one expansion of your existing route into a new city or village that is connected to your existing cities and where you have no presence. The problem is the cost. Long distances are expensive and links into cities are expensive, but you must expand or lose out on vital connections. Often you will not have enough money to afford the route you want and then must choose whether to save your money or go for a cheaper route.
Each player also receives three bonus tokens. These represent concessions from the King(?) and can be played once on a turn and are then surrendered. There are three choices. The first is to expand twice in the same city, which can turn a losing situation in a winning one; the second is to expand twice into new cities, even from the one you have just played; the third is to receive a bigger cash haul by doubling the value of all of your cities, with a minimum of 48 income. The timing of these bonuses is critical. Played early, your network of cities can expand at a vast rate. Played later you can snatch control of a city from a rival, while the doubling of income can allow you all the cash you need for one or more turns. These are interesting strategic options, but not so challenging as to cause you to puzzle over what to do. It is important to play them for good value and not waste them on petty issues when options are limited as the game draws to a close.
The game is good. It is a solid business game, though more like the railway games than a trading game, with merchants involved. Indeed the prototype on display at Essen showed a picture of Europe with links to major cities. It feels like a cross between Alan Moon's Airlines and a railway game. It is satisfying to see your network expand and there are sufficient ploys in the game to give a satisfactory replay value. The presentation is well up with Goldsieber standards -- in fact it is a measure of the quality of games from Germany that we expect them to be polished in appearance. This one certainly meets that standard. The most satisfying aspect to the game was that with 6 players, all new to the game we finished in 90 minutes.
I have tried this with two players and while it works, it's nowhere near as much fun. I'd recommend 4 upwards as being good and even with 6 players there's not much down time as each player's turn is pretty quick.
Needless to say, I like business games and this one was destined as another export from Germany. Recommended.