
- BGG rank
- BGG #375
- BGG rating
- 7.5
Long Shot: The Dice Game
- 1–8 players
- 25 min
- Complexity 2.0/5
- 2022

Rules assistance for Merchants of Magick: Dangerous Business
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Merchants of Magick: Dangerous Business is an expansion for Merchants of Magick: A Set a Watch Tale released in 2024 for 1–8 players, 45–60 minutes per game, and ages 14 and up. It was designed by Clarence Simpson and its main mechanics are Dice Rolling, Paper-and-Pencil, and Solo / Solitaire Game.
The townsfolk are restless and fearful of diabolical creatures threatening the realm. Which means demand for enchanted items, weapons, and armor is at an all time high in the kingdom! A perfect time for a shrewd Merchant to open up a shop and profit off of the frightened townsfolk and mighty warriors arriving to fend off monsters at the Queen’s behest. Dangerous Business is the first expansion to Merchants of Magick, the acclaimed crunchy roll and write game of magical item crafting set in the fantasy world of Set a Watch. Dangerous Business includes a variety of new expansion modules to add new elements to the game. Choose from a variety of new Sponsored Adventurers and equip them to slay monsters or square off against a new Traveling Merchant solo mode. —description from the publisher
Merchants of Magick: Dangerous Business supports 1–8 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Merchants of Magick: Dangerous Business is 45–60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Merchants of Magick: Dangerous Business for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Merchants of Magick: Dangerous Business belongs to these categories: Fantasy, Dice, and Expansion for Base-game. Its main mechanics are Dice Rolling, Paper-and-Pencil, and Solo / Solitaire Game. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Merchants of Magick: Dangerous Business are: Clarence Simpson. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Merchants of Magick: Dangerous Business as an expansion for Merchants of Magick: A Set a Watch Tale. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Merchants of Magick: A Set a Watch Tale to use it. Check that your edition of Merchants of Magick: A Set a Watch Tale is compatible, as some expansions were revised between editions.