Welcome ashore! Merchants Cove is a highly asymmetrical eurogame where each player assumes the role of a different fantasy merchant with a unique shop. The merchants contend to sell their goods to the arriving adventurers at the cove’s piers—the most famous markets in the Five Realms. Each player uses their own set of role-specific components and gameplay mechanisms to produce their goods, increase their shop’s efficiency, and—most importantly—get rich!
Though the merchants work independently in their specialized shops, they compete against each other to attract customers, influence the demands for goods, and secure sponsorships from the four faction halls. To get an edge, merchants can employ local townsfolk to work in their shops as staff. Or if they dare to cut corners, they can gain leverage from the corrupt lair of rogues—but at what cost? After three days of selling at the markets, the wealthiest merchant shall be declared the winner!
—description from the publisher
- vibrant components
- variety of factions and strategies
- complex teaching curve
- large time investment to play
- merchant competition and negotiation
- fantasy market in a coastal town where players run competing stalls
Mechanics (from transcript analysis)
- dice drafting — players select dice values to activate actions at market stalls
- worker-placement-style actions — players place resources/dice to perform marketplace actions
Video topics + discussion points
Quotes (from this video)
- If this was just a job if i was just doing this for money well first of all the channel would be a lot different
- it's been a real problem you know i mentioned that these playing with friends videos have been taking a lot longer to make
- these update vlogs are about me being transparent about stuff
- two cameras that work
- i'm tinkering around hitting a bunch of things with a hammer to see if things get better
References (from this video)
- Strong asymmetry with four distinct merchant types offering varied gameplay
- Rich action economy driven by time and phase order
- Multiple interaction vectors via Townsfolk, sponsorships, and portals
- Dynamic production and market flow that rewards planning and adaptation
- Incorporation of rogues and corruption adds strategic tension
- Complex setup with many components and clear rule depth
- Steep learning curve for new players
- Potential for downtime or analysis paralysis due to intricate interactions
- Asymmetric merchant factions, time as a resource, and adventurer-driven market dynamics
- Fantasy coastal trading with four merchant types and their shops operating in Merchants Cove
- Four distinct factions interact within a shared harbor setting, each with unique actions and progression
Mechanics (from transcript analysis)
- asymmetric faction mechanics — Four merchant types (Alchemist, Captain, Chronomancer, Blacksmith) each have distinct boards, actions, and progression.
- Final scoring and tiebreakers — Score combines adventurer symbols, lair/holes, rogues penalties, and corruption counts; ties broken by goods and corruption.
- Ichor, pots, and potions system — Alchemist uses a decanter and pots with ichor/inventory management to craft wares; mishaps can trigger corruption.
- Loading ships and adventurers — Adventurers are drawn and loaded into ships; rogues and corruption mechanics add risk during loading.
- Market phase with bays and sponsorships — Wares are sold across three bays; sponsorships at round ends grant gold based on color demand.
- Phased round structure — Three days per game, with rounds consisting of Arrival, Production, Market, and Cleanup phases.
- Portal and chronomancer time manipulation — Time machines and portal tiles create dynamic action spaces that change over time.
- Rogues and corruption — Rogue cards and corruption add hidden information and strategic penalties; can influence loading and actions.
- Sponsorships and end-of-market scoring — Sponsorship colors influence gold gains at Market's end based on presence in faction halls.
- Time-based action economy — Actions cost time; timepieces and the order of activation drive pacing and determine available actions.
- Townsfolk cards and staff bonuses — Recruit and activate Townsfolk cards; staff boards provide bonuses that modify actions.
Video topics + discussion points
Quotes (from this video)
- It's a game for one to four players
- highly asymmetrical game in the sense that there are four different roles and each role plays quite differently.
- Each merchant type plays differently and players perform their unique actions which mainly cost time.
- The color of each customer is linked to the color of ware they wish to buy.
- The game lasts for three days
- That's a thing I like in games
References (from this video)
- Deep, puzzle-like optimization across differing roles
- Beautiful components and theme
- Complex setup and long playtime at higher player counts
- Trading, strategy, asymmetry
- Asymmetrical merchant guilds in a cove-based economy
- Character-driven economic puzzle with modular roles
- Dwellings of Everhold
- Gaia Project
Mechanics (from transcript analysis)
- asymmetric roles — Each player controls a unique character with distinct actions.
- Worker/action placement — Characters perform actions; interactions come from shared market and space control.
Video topics + discussion points
Quotes (from this video)
- it's our list let it be
- we're here today with a very exciting video so exciting jeff can't even open his eyes
- this is the most immersive experience
- it's a brain burning game
- I freaking love Role Player Adventures
References (from this video)
- Unique asymmetrical role mechanics
- Interesting puzzle within each role
- Diverse gameplay styles within single game
- Great theme integration
- Replayability with different merchant roles
- Significant setup and teardown overhead
- Complex ruleset
- Merchant trading, Asymmetrical roles
- Medieval marketplace
- Individual merchant pursuits
- Potion Explosion
Mechanics (from transcript analysis)
- Asymmetrical roles — Each player is a different merchant type (Alchemist, Blacksmith, Oracle, Innkeeper, Captain)
- card drafting — Attract merchants with specific goods
- Individual mechanics — Each role uses different mechanics (dice, marbles, action selection, rolling)
- player interaction — Limited player interaction through merchant selection
- Product building — Build inventory of colored goods
Video topics + discussion points
Quotes (from this video)
- Lord of the Rings a confrontation is an amazing two-player only game and it's essentially like Stratego
- Dominant species is a area control game where you are playing as different classes of animals
- Mansions of Madness second edition this I think Will Always Forever ever be one of my favorite games
- an acrony is a worker placement game with a unique twist
- Obsession is like Downton Abbey Bridgerton the board game
- I love polyaminos I love polyamino towels I think they're amazing and they're cats
- Shores of Tripoli is a two-player card event based war game
- root everybody plays a different faction of some type of Woodland creature
- dwellings of Elder Veil is a hand management worker placement game
- kanban ev is a car building game you are working in a car factory
- we just like love this game it comes with us when we travel
- Rise of Fenris is still one of the best board gaming experiences I've ever had
- Unmatched is a head-to-head battle game where you are playing as a character
- the Simplicity of it it gives so much depth but it's so easy to play
- Twilight's struggle is a game I'm still continuing to explore
- I don't drink wine but I love viticulture
- Wonderland's War gives me everything that I enjoy in board games
- Scout is a small box card game I love it
- Star Wars Imperial assault this is the highest campaign game currently on my list
References (from this video)
- Rich variety of factions with distinct playstyles
- High thematic flavor and collector-friendly components
- Encourages strategic planning and long-term engine-building
- Heavy setup and teardown can be daunting
- Storage and organization become a challenge due to the box contents
- Not ideal for players seeking rapid, light, or purely competitive games
- asymmetrical strategy and engine-building centered on wealth production
- a bustling coastal town with merchants crafting, trading, and selling goods to visitors
- immersive euro with strong flavor through faction uniqueness
- Hadrian's Wall
Mechanics (from transcript analysis)
- asymmetrical_factions — each player controls a distinct faction with tailored abilities, boards, and victory paths.
- dice_and_money_control — factions use dice and money mechanics to generate resources and run risk-reward actions.
- factional_interaction_and_counters — players can interfere with others via faction-specific abilities and dynamic market effects.
- large_scale_puzzle_and_pieces — the game features a substantial component footprint and a dense setup that demands organization.
- market_influence_and_purchase — players influence which buyers appear to purchase goods, shaping market demand.
Video topics + discussion points
Quotes (from this video)
- it's super super cute
- it's fun to build up your little mushroom too and then you get to knock them down
- the art in this game is maybe some of the best I've ever seen
- if you are a fan of Stardew Valley this is a no-brainer
- we've played it and lost at the very end
- this board game is based on the Stardew Valley video game
- it's very tactile
- I freaking love it
- this is a family style game
- it's a big box game
- easy to learn may be hard to master
- there's depth of strategy for sure
- there's so many different factions and characters
- the biggest downfall is the setup and tear down
- the otter expansion is coming
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's an experience
- it's incredibly mean in Cutthroat
- I would never stop playing it on BGA
- this is the best game one of the best games ever in my opinion
- it's crazy chaos I love this game
- it's not overly light racing game
- I love this game I wish so badly was on BGA
- it's an engine builder
References (from this video)
- Highlighted as a favorite project for painting among the showcased minis.
Mechanics (from transcript analysis)
- bluffing/interaction — player interaction and negotiation around market actions.
- set_collection — collecting items/resources to fulfill merchant objectives.
Video topics + discussion points
Quotes (from this video)
- painting has provided me with a way to calm myself down
- it's the only thing that i've been able to identify that i can have a singular focus on the thing i'm doing
- i'm never going to be the person that can showcase things or you know do commissions
- it's tough for me to talk about
- painting is my therapy