I think deep down we all just want to run in circles as fast as we can. It’s ingrained in us. From a young age, we’re trained to run around an oval. Growing up, whether it was NASCAR, baseball, or track cycling we watched others compete in circles as well. So, when I first watched a playthrough of Merchants of the Dark Road and saw these wooden wagons circling the board. All I could think was: Hell Yeah!
While its circular nature drew me in, a lot is going on to make the board gamer in me sit up like when I see the waiter coming with my meal. There’s buying and selling with market manipulation, there’s managing your inventory straight from an RPG game, there are stacks of flavour cards drawing you into the world of Lumi, and best of all, there’s a follow-the-leader mechanic.
Have no fear though, as despite the awe-inspiring amount of mechanics in place. They managed to blend them into a board game that’s more than the sum of its systems. And there are a lot of systems!

What a turn looks like
Each turn starts with a choice, and it’s not an easy choice. You have three dice to select from. These dice have different abilities but also determine how far you can move around the board. One die allows you to craft a free item, another gives you a lantern letting you use illuminated dice, and the last one gives you money or allows you to manipulate the market.
This decision will torment you throughout the game. As often you’ll want to use the die to craft a free item, but then it won’t have the movement you want.
After you’ve chosen your die, you’ll move your wagon from district to district around the town. Stopping between two buildings but only activating one. Another tough choice. Fortunately, there’s a usual order you’ll want to follow.
This starts with getting items – done through the store, the die ability, or exploring the ruins. Then, you’ll need to sell these newly acquired items.
You’re a merchant after all, what are you going to do with a magic staff?
Anyway, this is when you need to decide between money and prestige. If you want money, you’ll want to price gouge some naïve adventurers in the tavern. But if you want prestige, you’ll have to venture out onto the dark roads of Lumi and deliver items to the outlying towns.
The interesting thing about deciding what you need to do is that at some point you’ll need to do both. It’s not enough to stack one or the other – you’ll need both to win. As whatever you have the least of at the end of the game represents your final score.

Follow me if you dare
The climax of the game is venturing onto the dark roads beyond the town and delivering goods and travellers to the outlying towns. I mean it’s in the title, it has got to be the climax, right?
Like all other actions within Merchants of the Dark Road, this one starts with a choice. This time you’re deciding between using the perilous unlit path. Or, if you have enough lanterns, create a shortcut by lighting a new path in the darkness.
Funnily enough, the shortcut, despite being more expensive and lit up like a Christmas tree, is equally as dangerous as the perilous path. Only the rewards are greater.
Once you’ve decided on a route and a town you’re going to visit, you’ll need to let the rest of the table know. As they now have the option to take part in your caravan. Depending on the route you choose, these moochers may have first dibs on the rewards of the journey. They also get to deliver to a town near your destination.
If you’re the freeloader in this situation it’s a fantastic way to deliver goods without expending turns or resources. But as a leader, it’s painful watching everyone benefit from your hard work.
As such you need to always keep an eye on where everyone is headed. Because piggybacking on a delivery can be the difference between winning and losing.

Diversify your bonds
There’s a lot you can do, but it’s what you should do in Merchants of the Dark Road which will give you pause. With only 13 turns throughout the game, there’s not enough time to do everything.
Thankfully, deed cards provide you with the direction you should head, as these objectives give you victory points upon completion.
To help complete deeds you’ll sometimes get access to the incredibly rare illuminated dice, allowing you to activate three districts at once. You can also acquire familiars who provide you with abilities at the cost of blazing quartz.
Even with all these efficiencies, you must constantly weigh up when to deliver to the outskirts. There are significant rewards for delivering, meaning you shouldn’t delay until you have the perfect caravan. But going without a full caravan might mean you miss out on points in the long run.
So, you need to decide when is enough, enough.
Along with everything else, Merchants of the Dark Road creates such interesting decision space. No matter what type of gamer you are, there’s something in here for you.
For the euro-gamers, you’ll love figuring out the efficiency problem, for the storytellers, you’ll dive into the wonderfully detailed world of Lumi, for the social gamers, you’ll be guessing where everyone is going, and for the dice chuckers well… there’s plenty of dice to chuck.
Merchants of the Dark Road ticks every box in the board game buzzword bingo. Creating what I like to call: comfortable crunchiness. Where allows your mind to tick over at a steady pace like The Lost Ruins of Arnak. But because there’s more going on in the Merchants of the Dark Road, you fall deeper into its comfiness, until you no longer want to move.

Enhanced by great components
Andrew Bosley knocked it out of the park when he did the art for Everdell. But here, it’s even better. The dark and moody colours paint the picture of this town lost in the winter. Yet it uses this motif of light in the dark to capture the hope you’re bringing to the residents.
This excellent artwork is matched by the components, one of which I need to give a special shoutout. This is the magnetic market wheel, which while it doesn’t add much to the game, is just straight-up cool.
When reviewing Escape Plan I explained that great components are a multiplier. Unfortunately, Escape Plan‘s gameplay didn’t match the quality of the components, and that dissonance brought down my impression of the game. The opposite is true here. I love the gameplay, and the deluxe edition takes that love to another level.
However, to answer the question posited in my headline. Merchants of the Dark Road, can not be the best game of 2022. Because I received this board game in late December 2021. Therefore, while Merchants of the Dark Road isn’t the best game in 2022, for me, it is the best game I played in 2021.
Merchants of the Dark Road
Players: 1-4
Playing Time: 60-120 min
Designer: Brian Suhre
Publisher: Elf Creek Games
Merchants of the Dark Road lives in my mind rent-free! The cyclical nature of picking up and delivering goods, the moody yet adventurous theme, everything about this game speaks to me.
Pros
- Beautiful production of a board game, with art that brings the theme to life
- Love the decisions to get items and prep for a trip to a nearby town
- Piggybacking on an opponent’s journey across the frozen wasteland
- Many bonuses and different ways to power up your capabilities
Cons
- Finding time to play more
- There can be a lot going on, not good if you’re new to board games
- Can get stuck without anything to deliver in final rounds and end up not doing anything
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David, I hope Chester is recovering well. I *almost* backed this game on KS — so close. I’m hoping someone in our gaming group got it……it does look intriguing and fun, and when you have a game you love, having upgraded bits and arts is the cat’s…..er, dog’s howl? Wish you lived closer so we could play!
Thanks for the concern about Chester. He’s a bit tender but otherwise hes alright. just old haha.
In other news I learnt the rules of Lisboa the other day and it was fantastic. But then I’m like NONE of my friends or family would want to learn so many rules… Then I thought, where’s Anton when you need him. 😛 Which is the most pimped out game in your collection? Anachrony?
I agree — Lisboa is amazing, but it certainly does requires strategic thinking several moves ahead as well as some tactical decisions. The artwork in that game is unbelievable. I was trying to think about my most pimped out game — I think you got it right! It is Anachrony. I *love* the metal cubes, the resin tokens, and of course the minis are stupendous. I went for the Infinity Box (already had the Leader Box). 2nd is probably Brass: Birmingham — love the poker chips. However, Perseverance will be here soon, and that is also awesome with dual layer boards, dino minis, etc.
That Brass Birmingham is such a beautiful looking game. Somehow they nailed the look, and it just exudes elegance. I’m jealous about your Anachrony… As I’m still waiting on Mind Clash to start selling it in Australia again. Maybe I’ll pick it up whenever they hit Kickstarter again.
Also would love to hear your thoughts on Perserverance when it comes. It looked like too much game for me to handle when the campaign was on. But I do love dinosaurs. Haha
Brass is not only a gorgeous game, the game play is really interesting and fun. It’s one of my top games. (I actually had a cousin who worked on the game which makes me just a little more proud…..). MindClash has said they are aiming for a product restocking any time now, depending on the shipping situation around the world so hopefully you’ll be able to get it down under soon! I’ve played Perseverance online and really enjoyed it, so I can’t wait to get those lovely dinos and dice into my hands. I’ve mostly played episode 1, so I need to get more episode 2’s under my belt.
From the kickstarter I remember liking the look of episode 2 more. So looking forward to your report. What are your feelings on Brass as a two-player game? I don’t think I’ve played it yet outside of two-handing it for learning the rules (Don’t hate me!).
Brass is OK as a 2 player game, although it doesn’t have the same tension. Even though there are less cities in play with 2 players, my experience so far is that it becomes almost more of a race to get the canals/rail-lines. In 3-4 player games, it is much more tense and taking those agonizing loans is a struggle because it sets you behind (although if you play well, you catch up and do even better if you used that money well). With more players, the battle for board spaces, combined with timing issues becomes a really fascinating struggle. In Perseverance, I haven’t played Episode 2 more than once or twice, so I’m interested in exploring it more. I just love the tension in episode 1 of trying to fight off hordes of invading dinos while trying to gather the political will of the people to propel yourself to power!
Brilliant thanks for that Anton. I’ll have to organise a play of Brass sooner rather than later. 😀