Merchant of Venus makes players take on the roles of space traders chasing wealth and fortune. Each player moves their ship through interconnected systems on a fixed map, discovering new alien worlds to trade with. As players start to make money delivering commodities, their earnings can be used to purchase equipment and construct their own infrastructure. The player who first acquires enough total value in cash and port/factory deeds wins the game.
The game uses a basic roll-and-move mechanism for movement, but modifies it with engine ship upgrades that let the players skip certain spaces during movement. When players reach cities and spaceports, they can buy and sell commodities. Different species are randomly distributed throughout the universe at the start of the game, and players will only uncover which species lives where through exploration in the course of the game - the layout of which species lives where works to offset the rigidity of the fixed map by making different routes through the map profitable each game.
The prices a player receives for selling their cargo is determined by the species that lives in the system, and what commodities a port offers for purchase is determined by a unique and dynamic supply-and-demand mechanism. With their money, players can replace their spaceships with better models, or build factories (which create better commodities) and spaceports (which speed up trading). They can also buy upgrades for their ships (like shields, lasers, or engines).
Variations included in the rulebook allow for interplayer combat and solo play, and the exact target wealth players have to acquire in order to win is decided on before each play.
- Remains the number one game
- Has a unique, quirky sense of humor and edge
- Enduringly popular with the speaker and others
- Offers a satisfying and enduring gameplay experience
- Can have long playtimes (e.g., 3 hours)
- Trading and Exploration
- Space
- Other pick up and deliver games
- Other games in space
Mechanics (from transcript analysis)
- economic — Focuses on buying, selling, and trading goods to achieve a monetary goal.
- exploration — Initially, market locations and trade opportunities are unknown.
- Pick-Up and Deliver — Players buy goods in one location and sell them in another to earn money.
- roll and move — Movement is determined by dice rolls, with potential for rerolls or skipping spaces.
- Route Building — Players create trade routes for efficient delivery of goods.
- Variable player powers — Players can upgrade their ships with different drives (e.g., yellow drive) for enhanced movement.
Video topics + discussion points
Quotes (from this video)
- Bomb Busters is a blast to explore.
- My family adores this game.
- We have had so much fun exploring this game, having delightful moments that we laugh about to this day.
- Merchant of Venus is a pick up and deliver game in space.
- Merchant of Venus has that just weird quirky sense of humor, just that edge that that little bit of a pointy edge that makes it unique.
- I recently crossed my 100th play of Merchant of Venus off the list.
- Still number one.
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Quotes (from this video)
- Everyone is here is in line to say hello to me. Hello everyone, your wishes are granted. I am here.
- There's an energy, I can feel a palpable energy, but no one is racing, scrambling. I've seen no checking into the boards, even though people are wearing hockey jerseys. They're not checking people.
- For the first time in my life, I'm proud of you, Eric.
- The best flicking game ever. Hear that? Came up with that on my own, off the noggin.
- This is the single coolest thing I've ever seen in my life.
- So, this is an opportunity to see some of the stuff that All Play has that is coming up, and then some of All Play's partners as well.
- The unspoken rules are unwritten rules are you get free games when you come to my house. You get free snacks.
- Tons of happy gamers, tons and tons of happy gamers here at Dice Tower East and what I can only assume is a cult gathering.
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- Ghost Lift debuts at number 72 on the list.
- This one's a little tricky to find right now.
- Um and the ghosts are adorable.
- Um I think uh this is a blast.
- Ghost lift is a fun one to check out.
- Wandering Galaxy debuts at number 71.
- It is a crossroads of the Jerry Hawthorne design philosophy.
- But I also like in Wandering Galaxy the uh the deck building um that that you get personally for your character to achieve uh tasks.
- Um, Wandering Galaxy is a blast as you take different roles on the ship uh and explore around, make decisions as a crew, and just have a darn good adventure with that Jerry Hawthorne aesthetic mixed in there as well.
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- Every summer top 100.
- Merchant of Venus going to be number one.
- This is sort of what you get to hear. back to the drawing board.
- I hate to spoil it, but when all said and done, Merchant of Venus going to be number one.
References (from this video)
- Good game
- Modernized version is slightly better
- Not too complicated
- Likely out of print
- Not a personal favorite
- Trading and delivery
- Space
Mechanics (from transcript analysis)
- Pick-Up and Deliver — you cruise around and you deliver goods and pick up goods and it's a pickup delivery game
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Quotes (from this video)
- this is definitely one i think folks can skip
- this is basically dune but in the twilight imperium universe
- really neat deck building stuff
- it's gone away it's it's a you know they've sunsetted the game now
- i think i ended up liking the more modern version a little bit better
- this one I felt kind of muddied the waters a little bit
References (from this video)
- Fantastic story behind its rights and potential reprint.
- The rights situation caused a delay in its reprint.
- Fantasy Flight's reprint was not associated with the original designer.
- Magic Realm
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Quotes (from this video)
- It's the longest running weekly live stream uh on YouTube.
- I felt like garbage, I still got this stupid cough that just will not go away.
- After the Empire, it's a game where you really feel like you're in charge.
- The complexity is part of the appeal.
- It's like a cute woodland creature war.
- Every game feels like a different experience because of the factions.
- Everdell, it's just so pretty to look at on the table.
- I love the feeling of building up my little city.
References (from this video)
- Milestone plays are celebrated
- Can be taught and played spontaneously
- Component sorting can be tricky (Fantasy Flight version)
Mechanics (from transcript analysis)
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Quotes (from this video)
- This is Food Chain Magnate.
- Eric, your clue is Sanguin Anger.
- That's Blood Rage.
- Holy Knights from the Occidental Domain.
- Paladins of the West Kingdom.
- Stratosphere Squad.
- Sky Team.
- The Big One with the giant lion on the front.
- Twilight Imperium four. Fourth edition.
- Maritime Metropolis
- Underwater Cities.
- Fraudster Doctor
- Quacks. Quacks of Quedlinburg
- Art Curator
- The Gallerist
- Blue.
- Azul.
- Battles of Suns, Monarchical Violence.
- Imperial Assault.
- The Bleached Fortress.
- White Castle.
- Sand Bank Sovereignty.
- Dune Dune Imperium.
- This is the seeding round.
- So, much like the famous game title recall, Oh. right? The this is the seeding round.
- This game is broken. You win this game every time if you lose all your battles. Winning battles is the worst thing you can do, apparently.
- One star review, Royalty free clip art, complete absence of graphic design, lowest possible grade components, and then priced above most ultra premium titles.
- That is Food Chain Magnet.
- No ducks, false advertising.
- 70 collector's box plus crown expansion, first Kickstarter promo.
- Watching paint dry or play this game about watching paint dry. Tough decision.
- I love this one. I'm here to berate the designer of the game. I haven't even played the game, and it's already driving me to tears and make me want to flip the table. Who designed the pieces? Who? Zero stars for that junk.
- This is like Sudoku, but worse and colorful.
- Azul is way better than those.
- The deck building is dull, the resource conversion is dull. It's just a mishmash of stuff.
- Too old. Don't believe anyone who says that it's still relevant.
- El Grande.
- When I buy a core box, I expect to be able to play the game by itself and don't have to buy an expansion for it to be actually playable.
- It's mostly about brewing coffee for rerolls.
- It's a blowout.
- Reading one star reviews is Oh. It's It's kind of a guilty pleasure, isn't it?
- Remember to check out dicetower east.com if you want to register to play games with us
References (from this video)
- Array
- Space trading in a galactic market
- Economy-driven, competitive negotiation
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Quotes (from this video)
- It's a solo game.
- My favorite game of all time, my number one still.
- I played my hundth game of Merchant of Venus this week.
- The biggest difference between a deluxe I like and I don't like is ease of setup.
References (from this video)
- sense of exploration and discovery
- satisfying chaining of movements
- upgradable ships and drives expand play
- drives and shields enable longer explorations
- bonus cup adds variability and keeps game fresh
- captured sense of spacefaring commerce
- roll-and-move can be punishing and feel random
- navigation spots and RNG can derail plans
- game length is long (2+ hours at 4 players)
- cultures/demands require searching 14 markers, which is tedious
- component usability could be improved (culture markers/standees)
- in two-edition box, some versions add complexity
- Trade, exploration, and spacefaring commerce
- Galaxy-spanning trade network with alien cultures
- Open-world, modular encounters via culture tiles
- Zaya: Legends of Drift System
- Embers of a Forsaken Star expansion
- Arkham Horror: The Card Game
Mechanics (from transcript analysis)
- bartering bonuses — Trade bonuses when first contacting a culture
- bonus cup — Restock and draw passenger/demand tokens, adding variability
- culture tiles and demand — Flip culture tiles to reveal demands and buy/sell goods
- End Game Bonuses — Trade bonuses when first contacting a culture
- green line cost — Crossing a green line costs extra movement points
- hazard spaces — Landing on hazard spaces costs credits; risk management
- Movement Points — Crossing a green line costs extra movement points
- navigation tokens/spots — Place a rolled die on the navigation track to influence travel direction
- Pick up and deliver — Move goods between planets for credits; central objective
- Pick-Up and Deliver — Move goods between planets for credits; central objective
- roll-and-move (speed dice) — Movement determined by ship class via dice; can be frustrating due to RNG
- Roll/Spin to Move — Movement determined by ship class via dice; can be frustrating due to RNG
- ship upgrades and drives — Upgrade ships, increase cargo, drives to bypass hazards; shields absorb damage
- space ports and discounts — Trading at space ports can grant discounts
Video topics + discussion points
Quotes (from this video)
- sense of exploration you get when you are first traversing around a galaxy discovering all the alien cultures
- bleeding roll and move
- the game stays fresh all the way through through the use of the bonus cup
- we can't really recommend Merchant of Venus
- two versions of this game in the second edition box
- I would much prefer to play Zaya Legends of Drift System
- pain in the bum bum
- the culture markers are a real pain in the bum
References (from this video)
- adds interesting race-based powers
- fun thematic flavor with TARDIS-like movement themes
- may feel overwhelming for new players
- trade routes, resource management, upgrades
- space trading universe
- classic sci-fi trading
- Cosmic Encounter (race-based powers)
Mechanics (from transcript analysis)
- races with upgrade options and drives — pilots choose drives (red, yellow, blue) to skip spaces; upgrades influence movement and action economy
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Quotes (from this video)
- This is definitely a cozy game. There's no pressure here.
- The only way to find out is by playing.
- The sky's the limit.
- Will you make it in time?
References (from this video)
- Two games in one box: classic edition and updated standard edition
- Solitaire mode offers a distinct and substantial experience
- Very large, double-sided board with clear delineation between modes
- Comprehensive component set and thoughtful setup flow
- Good instructional potential for players new to the system
- Setup can be time-consuming due to multiple components and variants
- High complexity may be intimidating for new players without guidance
- Requires careful organization to keep classic vs standard elements straight
- Space exploration and interstellar commerce
- A fictional galaxy where players explore, trade, and interact with alien cultures
- Rule-driven simulation with dynamic markets and strategic planning
- Merchant of Venus (classic edition)
- Merchant of Venus (standard edition)
Mechanics (from transcript analysis)
- Market Pricing/Manipulation — Prices fluctuate by system, demand, and game state
- Market variability — Prices fluctuate by system, demand, and game state
- Mission and passenger system — Complete mission tokens and transport passengers for rewards
- Movement/Routes — Navigate a networked map, landing on planets and ports to perform actions
- Ship upgardes and combat readiness — Upgrade lasers and shields, influencing combat checks and defense
- Solo challenge framework — A structured solo track with five distinct challenges guiding play
- trade — Buy and sell goods across planets and space ports to exploit price differences
- Trading — Buy and sell goods across planets and space ports to exploit price differences
Video topics + discussion points
Quotes (from this video)
- this is a game of space exploration and Interstellar trade
- the board is double-sided and massive
- we're going to be playing the standard game and learn the solitaire game as well
- the basic premises of the game is that we have 30 turns
- there's two games in one, classic and standard, in this box
- the solitaire game plays very differently to the multiplayer game
- we won't need this rule book for the standard game because we've got the setup here