In Merchants of Magick, set in the "Set a Watch" universe, you own a magic items shop, crafting items and researching spells to sell to the Adventurers of the Watch.
Four dice are rolled each round, after which you select two to craft items or research enchantments for your shop. As you craft items and research spells, you start stocking up on items and earn potions that allow you to manipulate the dice. Adventurers travel from shop to shop, so you must store the exact items on the order cards in front of you. If you have an item that an adventurer needs, you'll earn coins - but if you wait too long to fulfill an order, adventurers will get impatient and visit your competitor next door!
After ten rounds, the player who has earned the most coins wins.