In The Guild of Merchant Explorers, each player starts with one city on their personal map board.
Shuffle the deck of terrain cards, then reveal most of these cards one by one. Based on the terrain revealed, each player places on their board cubes that are connected to their starting city or other cubes. You want to complete areas on your board, cross the seas to new land, and establish new cities on the board. You can explore capsized ships for treasure — which gives you special placement capabilities — and create linked connections between locations to score bonus points. Common objectives can be completed by all players, with those who complete it first scoring more points.
At the end of a round, all cubes are removed from each board, leaving only the cities behind, so if you don't establish new cities, you'll be stuck in the same places.
The Guild of Merchant Explorers contains multiple copies of four different maps, and the game is designed so that you can play remotely with one or more copies.
- DNA shared with Trails of Tukana; scalable paths to points
- Fiddly maps can become cluttered; setup feels precise
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- "I find these styles of games quite frustrating because whatever you do somebody else on their terms ends up undoing"
- "I can't seem to understand why these games are so popular"
- "Massively impressed with this one"
- "an absolute joy to play"
- "I adore this game"
References (from this video)
- Fluid and accessible flow of play
- Deck naturally shifts from game to game, offering variety
- Some players may wish for deeper engine-building
- Deck randomness can influence pacing
- Exploration and accumulation of victory points
- Explorers charting new kingdoms for treasures
- Simple, elegant deck-driven exploration with evolving play
- Civolution (for its engine/epic feel and evolving play)
Mechanics (from transcript analysis)
- Deck-driven exploration — Draw and use cards to determine where explorers go and what they do
- Set collection / treasure chasing — Treasure points and exploration outcomes drive scoring
Video topics + discussion points
Quotes (from this video)
- The visually most pleasing board game, Euro game of all time.
- I can't stop thinking about this game and want to play it again and again.
- The box is actually part of the game.
- It's the best character building in board games, period.
- The historic flavor, the politics, the negotiation, the backstabbing makes this an amazing game experience.
References (from this video)
- excellent solitaire mode
- works well with any player count
- potentially less interaction in some play modes
- trade routes, exploration, and map advancement
- Maritime exploration and guild-based exploration narrative
- solitaire-friendly exploration with map-building
- Quartermaster General
- Firefly: Deck-Building Game
Mechanics (from transcript analysis)
- set collection / route optimization — collecting routes and resources to score efficiently
- solitaire-ready play — designed to be playable solo and with any player count
Video topics + discussion points
Quotes (from this video)
- this is raw literally
- the whole concept of this show was like hey why don't we just turn on mics
- one reason why that game excels so well is because of the Solitaire nature and it works with any player count
- Quartermaster General is really good with five
- we were asked the Gen Con... Connor from Inside Up Games looked at me and goes what topic would get you excited
References (from this video)
- Fun to play four times; good group dynamic
- Might not be loved by all players
- Trade routes, discovery, engine-building
- Merchant exploration / adventure
- Strategic / exploratory
Mechanics (from transcript analysis)
- Exploration / route building — Players explore and establish routes with potential for branching paths
Video topics + discussion points
Quotes (from this video)
- it's a euro style game that plays up to six
- it's fully simultaneous
- Concordia Venus ... brings in team play and that lets you play two on two which is a four player game and it also lets you play two versus two which is a six player game
- not a euro game really it's more of a deduction style game where it's one versus many
- I started to work on that video and I'm hoping to make it happen
- Miniatures don't do anything for me
References (from this video)
- solo mode closely mirrors the main game feel
- strong engine-building through investigate cards
- high replayability via maps and eras
- colors muted making terrain hard to distinguish
- solo mode can feel less interactive for some players
- monetary goals through exploration efficiency
- map exploration and village-building across eras
- multiplayer solitaire feel with minimal direct interaction
- Elysium
Mechanics (from transcript analysis)
- exploration cubes on a shared map — place explorer cubes to explore terrain and unlock villages.
- investigate deck (engine-building) — when an error card is pulled, draw two investigate cards enabling unique actions.
- treasure and goal cards — draw treasure cards for immediate or end-game scoring and goals.
- village-building and era progression — build villages to extend reach; end-of-era resets, affecting strategy.
Video topics + discussion points
Quotes (from this video)
- I thought that it was actually a really mechanically sound game
- it's one that I think I'd like to kind of come back to every now and then
- I really really like this game
- the test cards are mandatory like if you don't complete the entire test card by the end of the game then you just Auto lose
- it's a tough game to play
- I love this game I find it to be quite addicting
References (from this video)
- innovative engine-building with customization
- solo and multiple-player modes
- quick play for a heavy Euro feel
- rule complexity can be a learning hurdle
- board setup can feel involved
- exploration, trade, and discovery
- world exploration with map-building and treasure hunting
- engine-building with map-driven scoring
- Tapestry
- Carcassonne
Mechanics (from transcript analysis)
- customizable engine via investigation cards — each player keeps two potential investigation cards to shape their engine
- terrain card & map-building — draw terrain cards to place on a shared map and build trade routes
Video topics + discussion points
Quotes (from this video)
- it's basically discussing our top 10 games that were new to us in 2022
- this is like a podcast today
- Weather Machine ... would have made this list if it came out this year
- it's a pure Euro for sure through and through
- hirelings ... game changer for the two-player Root
References (from this video)
- quick setup
- teaches easily
- plays well at two players
- depth without heaviness
- exploration, trade, lightweight strategy
- medieval/commercial exploration
- elegant, approachable
- Mind MGMT
Mechanics (from transcript analysis)
- Route optimization and set collection — Players connect routes and collect bonuses to maximize points.
- Tile-laying / map exploration — Players lay explorer tiles to uncover routes and bonuses.
Video topics + discussion points
Quotes (from this video)
- we should probably own this
- it's a steal
- it's mind MGMT
- it's a cultural Milestone you have to watch the whole thing like a marathon
- this is Lord of the Rings in a box
- it's a good two-player game
- just buy the base game
- it's our Channel we can do whatever we want
- Ticket to Ride is a great game but you don't think about Ticket to Ride afterwards
- it's definitely an event worth experiencing
- it's that good
- we love you buddy keep buying new games