Back to Games
Merchant of Venus: The Variant Mini Expansion box art

Expansion for Merchant of Venus

Merchant of Venus: The Variant Mini Expansion

Kritiku rating

Not rated

How good an addition this is to Merchant of Venus

Your rating

Sign in to rate this expansion

Published
1990
Reach
Niche (via base game)
Players
1–6
Play time
180 min
Weight
Not enough ratings yet
Ratings
0

How it plays

No rules summary yet for this game.

Main mechanics

  • Trading & negotiation
  • Dice rolling
  • Route building
  • Trading & negotiation: Deals between players move the game forward.
  • Dice rolling: Dice create swing and force you to adapt.
  • Route building: You connect points on a map and defend the connection.
Full publisher description

Merchant of Venus provides a nice, solid base upon which to build variants. In addition to providing a simple movement system for combining speed, navigation and carrying capacity, it provides a balanced economic model with which to play. These two aspects combine to be very handy when you're modelling such expensive pastimes as war, politics or civilization. During the development of Merchant of Venus many alternative rules were tried and discarded. The variant here presents some of the best of these alternate rules, and the counters to implement them. These rules add quite a bit of versimilitude and fun to the game, but they also add some complexity, unbalance the play a bit, distract the players from the commercial aspects, and/or increase the playing time. That's why they weren't included in the original game. Generally, each variant rule can be used by itself, or it can be freely combined with the other rules. The variant rules are: - Fast Set-up: Shortens setup time by mixing in the bonus markers with the goods markers and placing them only on culture discovery, makes bonus markers appear more early. - The Lost ? Box: Make the asteroid in the Multi-Generations Ship a ? box. Variable Nova Balls: Change the firepower of Nova Balls according to blast attack rolls of the players. Own Species Bonus: Allow multiple items to be traded in a city matching the players species. Customized Spaceships: Ships work differently depending on the player species. Haggling: Adds a bartering system depending on presence, availability and luck to trading of items. Extra Forts: Additional fort markers for the merchants. Agents, Bases 2nd Ships: Rules for the new agent, base and 2nd ship counters Mercenaries: Rules for the new mercenary markers.

How this expansion changes the base game

ComplexityNo change
Much lighterNo changeMuch heavier
DepthNo change
Much shallowerNo changeMuch deeper
SkillNo change
Much more luckNo changeMuch more skill
InteractionNo change
Much lessNo changeMuch more
Table ExpNo change
Much worseNo changeMuch better
Integration / RefinementNot rated yet
Makes it worseNo changeEssential
  • Community rating
  • Your rating

Base vs with this expansion

See how this expansion changes the base game across the six criteria. The farther a line reaches from the centre, the higher that criterion scores.

ComplexityDepthSkillInteractionTable ExpProduction

No ratings yet — be the first to shape this game's profile.