Merchant of Venus board game
Merchant of Venus board game

Merchant of Venus

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.



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User Ratings & Reviews

  • Best "space trading game" I know. Handles the concept of supply and demand at various locations in a very elegant way. I sold my copy many years ago.
  • Nice game, but played it once in ten years. Way too much set up time, but one of the better AH titles. I was happy to sell it for $105 on ebay.
  • --Mar2009-- Thanks to Richard for the explanation! The game is, admittedly, "just" a pickup-and-deliver romp. But amidst the fog of tiny late 80's counters, there's a pretty cool game hiding in plain sight. Very enthusiastic about playing again.--May2009-- After a few games, I'm still quite enthusiastic. And, fortunately for me, my eldest is also quite happy to play. I'm not quite sure what the allure is, but the combination of exploration, route-planning, and modest push-one's-luck is cool.
  • I had high hopes given the designer's pedigree (Gunslinger, specifically) and I was not disappointed. The complexity is really quite manageable, especially for an 80's Avalon Hill game. I hate pick up and deliver games generally, but this one is so charming and fun. That said, the luck is non-trivial, and the game can drag if you play with too many (4 seems to be the upper limit) and/or if you can't get some early good routes. The quick start-up variant is most highly recommended. And solitaire works very well.

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