Merchants of Magick: A Set a Watch Tale cover
2021BGG rank #3,800

Merchants of Magick: A Set a Watch Tale

by Clarence Simpson · Rock Manor Games

Browsing is free. Ask BoardGameBrain about this game when rules coverage is ready.

Players1–8
Time45–60m
ComplexityMedium-Light
Age10+

About the game

What is Merchants of Magick: A Set a Watch Tale?

In Merchants of Magick, which takes place in the "Set a Watch" universe, you are the owner of a magic item shoppe, crafting items and research­ing spells to sell to the Adventurers of the Watch. Each round, four polyhedral dice are rolled, then you select two of them to craft items or research enchantments for your shoppe. As you craft items and research spells, you start stocking items and earn potions that let you manipulate the dice. Adventurers travel from shoppe to shoppe, so you need to stock the exact items on the order cards in front of you. If you have an item an Adventurer needs, you earn coin — but if you wait too long to fulfill an order, Adventurers will become impatient and visit your competitor next door! After ten rounds, the player who has earned the most coin wins.

How it plays

Mechanics

BingoContractsDice RollingPaper-and-PencilSolo / Solitaire Game

On the shelf

Categories

DiceFantasyIndustry / Manufacturing

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in Merchants of Magick: A Set a Watch Tale?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?