The Voyages of Marco Polo - General game info
The Voyages of Marco Polo
2-4 players
AuthorsSimone Luciani (magobaol77)
Daniele Tascini
IllustratorDennis Lohausen
Published byHans im Glück
Online since 2015-12-05
Developed byBart De Cock (be_com4)
Boardgamegeek171623
Complexity3,18/5
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
The Voyages of Marco Polo - Rules
If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.

Show → summary only → detailed version only → both summary and detailed version

The Voyages of Marco Polo

The players embody one of the companions traveling with the famous explorer Marco Polo. Each player attempts to collect victory points by means of completed Contracts and visiting lucrative cities. A completed Contract also gives the player further benefits, and in the cities he had visited, he can use the privileges available there. Moreover, the players can complete secret Objectives to earn additional victory points during the final scoring.
The game is played with players taking their turns one after the other in clockwise order, over several rounds. On each turn, the players roll their dice, and then place these dice on action areas on the game board in order to take various actions.
They take turns until all of their dice have been used, which signals the end of a round. The game consists of 5 rounds, and ends with a short final scoring. We hope you enjoy following in the footsteps of this great explorer in “The Voyages of Marco Polo”!

Game Components

1
1
Start Player Marker (Hourglass)
4
6
Small Town Bonus Tiles
10
Large City Office Bonus Tiles
10
Character Tiles
40
Coins (20× 1, 10× 5, 10× 10)
44
Contract Tiles
4
50/100-Point Tokens
18
Objective Cards
31
Large City Cards
15
Gold Bars (12 small and 3 large)
15
Silk Bundles (12 small and 3 large)
15
Peppers Sacks (12 small and 3 large)
28
Camels (21 small and 7 large)
12
Player Figures (3 each in the player colors: blue, yellow, green, and red)
26
Dice (5 each in the player colors: blue, yellow, green, and red; 5 in black; 1 in white)
38
Trading Posts (9 each in the player colors: blue, yellow, green, and red; 2 in black)
1
Rulebook, Supplement, Setup Card
5
Overview Cards

Setup

Setup board

  1. Place the Game Board in the middle of the table. The 50/100-Point Tokens are placed next to the “50” space of the scoring track.
  2. The 18 Objective Cards are shuffled and placed in a stack.
  3. The Money (40 Coins with values of 1, 5, 10) is placed next to the game board as a general supply.
  4. The Goods (Gold, Silk and Pepper), and Camels are placed as a general supply next to the game board. The larger pieces have a value of 3 of the corresponding small pieces. Goods and Camels are not limited in quantity. In the unlikely event that you run out of any of them, you may substitute with any other available tokens.
  5. The 6 Small Town Bonus Tiles are distributed (according to their letters) on the 6 small towns on the board.
  6. The 10 Large City Office Bonus Tiles are shuffled, and 1 is placed on each of the 7 large cities on the board. The 3 remaining tiles are returned to the box.
  7. The 31 Large City Cards are shuffled, and 1 card is placed face up on each of the city card fields on the game board. A total of 9 cards are placed. All of the remaining unused Large City Cards are returned to the box. They will not be needed for this game.
  8. The 6 Starting Contract Tiles are initially set aside. See player setup below. The rest of the Contract Tiles are shuffled, and 30 of them are divided into 5 stacks of 6 Contracts each. From 1 of these stacks, 1 Contract Tile is placed face up on each of the 6 Contract spaces on the game board. The other 4 stacks are placed next to the game board. The remaining 8 Contract Tiles are placed in a “special” stack, and are also placed next to the game board, but set apart from the other stacks.
  9. The 10 Character Tiles are placed face up next to the game board in a display.
  10. Certain Characters have additional game components associated with them. Keep the 2 black Trading Posts, the white Die, and 1 Player Figure of each color in the box until needed. A description of each Character Tile can be found in the Supplement.
  11. The 5 black Dice are placed on the game board in the field with a black Die icon. The number of pips showing on these dice are irrelevant at placement.
  12. The player who has most recently traveled around the world takes the Start Player Marker (Hourglass).
The remaining game components are distributed to the individual players.

Setup player tableau

  1. Each player chooses a color, takes the Player Board in the chosen color and places it in front of himself.
  2. Each player then takes the 5 dice in his color and places them on his Player Board in the area showing a Die icon.
  3. Next, each player takes the 9 Trading Posts in his color. These are placed on his Player Board on the designated spaces for them.
  4. Each player receives a Contract from the previously set aside stack of Starting Contract Tiles From this face down stack, each player takes 1 Contract Tile and places it face up on his Player Board on one of the spaces for active Contracts.
  5. Each player takes 2 Camels and places them in the storage area on his Player Board. The starting player takes 7 Coins placed in front of him, and the other players in clockwise order each take 1 Coin more than the player to his right (8, 9, and 10 Coins for players 2, 3, and 4).
  6. For your first game, only these 4 Character Tiles are needed, and they are distributed as follows:
    1. The starting player takes Raschid ad-Din Sinan,
    2. the 2nd player (clockwise) takes Matteo Polo,
    3. the 3rd player takes Berke Khan,
    4. and the 4th player takes Mercator ex Tabriz.
    In the Advanced game, players choose their Characters.
  7. Each player takes 2 Player Figures in his color and places them on the game board: one is placed on the “50” space of the scoring track and the other is placed in Venezia.
  8. Each player draws 2 Objective Cards from the face down stack, and keeps them hidden from the other players. In the Advanced game, players choose their Objective Cards.
  9. Finally, each player takes an Overview Card. You are now ready to play the game!

3 Players

During the game setup, only 4 black dice are placed in the black dice area on the game board. In addition, 1 die in the player color not being used is placed on the first action space in “The Favor of Khan” area, showing a “1”. Note: This die remains in the first action space for the entire game; it is not removed!

2 Players

During the game setup, only 3 black dice are placed in the black dice area on the game board. In addition, 2 dice (each showing a “1”) in the player colors not being used are placed on the first and second action spaces in “The Favor of Khan” area. Also, 1 die (showing any number) in a player color not being used is placed in the “Take 5 Coins” action space. Note: These dice remain in place for the entire game; they are not removed!

Game Play
The game is played over 5 rounds. Players take turns until all of their dice have been used, which signals the end of a round.
The game is played with players taking their turns one after the other in clockwise order, over 5 rounds. On each turn, the players roll their dice, and then place these dice on action areas on the game board in order to take various actions.
They take turns until all of their dice have been used, which signals the end of a round.

At the Beginning of a Round

Determine a new start player
(this is done by the system in the first round)
A new start player is determined every round. The player who performed the “Travel” action last in the previous round becomes the start player for the new round. He takes the Start Player Marker (hourglass).
Note: Because the dice of different players are stacked on top of one another on any action space, the player who has performed the “Travel” action last will be the one with his dice at the top of the stack.
Exception: If, in the previous round, no player has performed the “Travel” action, the start player does not change.
Exception: If the last player to perform the “travel” action in a round uses a black or white die, the players will need to remember which player this was. Alternately, the player in question can take the Start Player Marker as soon as he performs the “Travel” action.
Small Town and Character bonuses are collected
  • All Small Towns with a “!” now pay out their bonuses. Each player with a Trading Post in such a Small Town receives the corresponding bonus. A description of the symbols on the Small Town Bonus Tiles can be found in the Supplement.
  • All Character Tiles with a “!” now pay out their bonuses. See the Supplement for descriptions.
Players retrieve their dice from the board
All players now take back all of their dice from the board and place them on their Player Boards.
All black dice are returned to the black dice area on the board.
Players roll their dice, and place them on their Player Boards (collecting compensation, if necessary)
Finally, all players roll their dice simultaneously. If any players roll dice totaling less than 15 he receives compensation in the form of Camels or Coins.
After all players have rolled their dice again, the new round can begin.

Playing a Turn

  1. The player may perform 1 or more additional actions before his main action
  2. The player must perform 1 main action by placing dice on the appropriate action space. The action is then performed immediately
  3. The player may perform 1 or more additional actions after his main action

The players now take turns, beginning with the start player and moving clockwise. They continue to take turns until all players have placed all their dice.

On a player’s turn, he must take at least 1 (previously rolled) die from his Player Board, and places it/them on an action space of his choice. He may place dice on either an empty action space, or one that is already occupied. He then immediately performs the corresponding action.

When performing one of the main actions, the following general rules must be observed:

  • A player may only place his own dice on action spaces, never those of the other players
  • The number of dice placed on an action space must match the number of dice illustrated on it
  • A player may place his dice on either empty or occupied action spaces. (Exception: Large City Card Actions) In all instances in this rules, we will always first assume that an action space is unoccupied.
  • If an action space is already occupied, a player must pay Coins to the supply to be able to take the action. This is explained in detail in the “Special Situations” section.
  • Each action space may only be used once by a player color (blue, yellow, green, red).
  • Once a player has placed his dice on an action space, he immediately performs the corresponding action.
  • The value of the dice placed on an action space indicates how often an action may be taken, or how much of an item is gained. (Exception: Take 5 Coins, see below.) The deciding factor is always the lowest-numbered die.
  • If a player is allowed to perform an action more than once, or take more of an item, he may perform the action less times than allowed, or may take less of an item. However, he must always use the action a minimum of 1 time.

Before or after taking a main action, a player may perform 1 or more “Additional” actions. These actions are always optional.
A player must take exactly 1 main action on each turn, as long as he has any unused dice available on his Player Board. Once he has no more dice, he automatically passes, and does not participate any further in this round!

At the End of a Round

  1. All Contract Tiles remaining on the board are cleared
  2. 6 new Contract Tiles are placed on the board

All Contract Tiles still on the board at the end of a round are placed underneath the “special” stack of Contracts.

Then, 6 new Contract Tiles are placed in their spaces on the board from the next stack of Contracts. (If this is the end of 5th round, this does not happen.)

Game End

The game ends after 5 rounds have been played.

In the final scoring, players receive victory points for the following:

  • There are 2 ways to earn victory points with the Objective Cards
    • The player has placed Trading Posts in both of the locations indicated on the Card
      targets
    • The player has occupied a number of different locations with his Trading Posts
      targets
  • 1 victory point per 10 Coins
  • Trading Post in Bejing
    • Points corresponding to the space
    • 1 victory point per 2 Goods remaining

The game ends after 5 rounds have been played. The number of rounds played and left to be played can be determined by the number of Contract Tile stacks remaining next to the game board. The final round begins when the last stack of 6 Contract Tiles (placed next to the game board during setup) is placed in the “Obtain Contracts” area of the board. After the final round is played, the final scoring is performed.

In the final scoring, players receive victory points for the following:

  • For completing either or both of his 2 Objective Cards, each player receives victory points as shown on the card. A description of the Objective Cards can be found in the Supplement.
  • Each player receives 1 victory point per 10 Coins
  • Any player having a Trading Post in Bejing receives the number of victory points corresponding to the space his Trading Post occupies.
  • Any player having a Trading Post in Bejing also receives 1 victory point per 2 Goods of any type. Players without a Trading Post in Bejing do not receive any points for their remaining Goods.
    Note: Camels are not considered to be Goods!
  • The player or players who have completed the most Contracts receive 7 victory points.

The player with the most victory points wins the game.

If there is a tie among the players, then the player with the most Camels remaining in his storage area is the winner. If there is still a tie, then all tied players share in the victory.

Main actions

The Game Board contains areas for the following 6 Main Actions:

 

Take 5 Coins

5 coins

The player always receives 5 Coins for taking this action.

In order to get 5 Coins, the player must place exactly 1 die on the “Take 5 Coins” action space. The number on the die does not matter for this space; it is not considered when taking this action.

The player always receives 5 Coins for taking this action. If the action space is already occupied, the player must pay the cost for placing his die there

 

Marketplace

market

Example

Place 2 dice (showing a “4” and a “5”) on the Marketplace action space “Silk”.

Since the lowest-numbered die placed on the action space by Blue is a “4”, you receive 3 Silk from the general supply.

Goods are needed to complete Contracts. In addition, certain Large Cities may contain action spaces that allow players to convert Goods into Coins, Camels, or even victory points. Goods may also earn players additional victory points during the final scoring.

Procedure:

  1. The player places as many dice on the action space as specified in the illustration on the space
  2. To the right of the action space, a table shows the amount and type of Goods received for each die value of 1 to 6. The lowest-numbered die placed on the action space determines which column shows the maximum number of Goods received.
  3. The Goods are taken from the general supply and placed in the Storage Area of his Player Board. The player may choose to receive the Goods selection in any lower-numbered column than his lowest-numbered die, if he wishes. (He may prefer one of the other selections available, for example.)

Camels are needed to complete Contracts, and are required to travel over certain routes on the map. In addition, they may be needed to gain the benefits from certain Large City Cards.
A player receives Camels using the same procedure as gaining Goods:
He places 1 die (showing any number) on the Marketplace action space “Camels”, takes as many Camels from the general supply as the number showing on the placed die, and puts them in the Storage Area of his Player Board.

Note: When choosing to obtain Camels, there is no reason to select a lower-numbered column.

Favor of Khan

favor of khan

Example

Green places a die showing a “3” on the first action space in the “Favor of Khan” area. He then takes 1 Good and 2 Camels from the general supply.

Red must now place a die showing at least a “3” in order to take this action. He places a die showing a “4”, and takes 1 Good and 2 Camels from the general supply.

The player does not have to pay Coins if one or more of the dice fields are occupied.

Here, the player places exactly 1 die on the “Favor of Khan” action space. He then takes 1 Good of his choice and 2 Camels from the general supply, and puts them in the Storage Area of his Player Board.

Details:

The first player to use this area places a die showing any number on the leftmost action space. The next player who wants to take this action places his die on the next space, and the die must show an equal or higher number than the one to its left (if this is not possible, he cannot take this action). He may then take 1 Good of his choice and 2 Camels. Each other player wishing to take this action must follow the same placement rules.

Note: There are only 4 die spaces here. Once they are all filled, this action cannot be taken again this round.

The “Favor of Khan” action area consists of 1 action space made up of 4 dice fields. Therefore, each player may only place a die of his color (blue, yellow, green, red) once per round in the entire “Favor of Khan” action area. The player does not have to pay Coins if one or more of the dice fields are occupied; the only placement condition is that the value of the placed die is equal to or higher than the one to its left.
Exception: By using a black or white die, a player may perform the “Favor of Khan” action again in a round.

Obtain Contracts

contracts

Example

Green places a die showing a “5” on the “Obtain Contracts” action space. He may choose 1 or 2 Contracts from any column.

Green may now choose 1 or 2 of the Contract Tiles in the “1”, “2”, “3”, “4” or “5” column, and places them on his Player Board.

Green takes the Contracts in the “2” and “5” columns, and decides to take 1 Camel as his extra reward for column “5”.

In order to get Contracts, the player must place exactly 1 die on the “Obtain Contracts” action space. He may then take 1 or 2 Contract Tiles from any of the Contract spaces on the board matching the number showing on the placed die, or lower, and places it/them on any empty active Contract space (see below) on his Player Board.

If a player takes a Contract Tile from the “5” column, he also takes either 1 Coin or 1 Camel from the general supply. If he takes a Contract Tile from the “6” column, he earns either 2 Coins or 2 Camels.

  • After a player has taken 1 or 2 Contracts, all Contract Tiles remaining on the board are shifted to the left to fill any empty spaces.
  • If, during a round, there are ever no Contract Tiles remaining on the board, 2 tiles are drawn from the “special” stack of Contract Tiles, and placed in the “1” and “2” spaces on the board.
  • Each Player Board has spaces for 2 active Contracts. Whenever a player takes new Contract Tiles, he must have empty spaces in which to place them. If both spaces already contain Contract Tiles, one (or both) of them must be placed face down underneath the “special” stack of Contracts. The Starting Contract Tiles , however, are removed from the game instead.

Notes:

  • A player may not take a Contract Tile from the board, and immediately place it underneath the “special” stack of tiles. A newly taken Contract must always be placed on the Player Board first.
  • As long as a Contract Tile lies in an active Contract space on a Player Board, they do not earn anything for a player. In order to gain the Contract’s benefits, it must be completed, as described on page 13 and on the Overview Cards.

Travel

travel

Example

Red places 2 dice (showing a “2” and a “4”) on the “Travel” action space. He may move a maximum of 2 steps on the map, as determined by the lower-numbered of his dice.

travel cost

Red would like to move 2 steps on the map. The cost for this movement is 7 Coins. Red returns this amount to the general supply.

travel cost

To travel on this route, the player must return 2 Camels to the general supply (in addition to the cost shown on the selected action space).

In order for a player to move his Figure across the map on the game board, he must place exactly 2 dice on the “Travel” action space. The procedure for movement is described below.

Procedure:

  1. He may move a maximum number of steps on the map as shown on the lowernumbered of the 2 placed dice.
    Note: He may always move fewer steps than his lower-numbered die allows, but he must move at least 1 step.
  2. For each space in the “Travel” action area, a cost in Coins is shown for taking that number of steps. This cost must be paid, but the player only pays the cost for the actual number of steps moved, regardless of the dice values. All Coins paid are returned to the general supply.
  3. Often, either a number of Camels or an amount of Coins are shown on the route between 2 locations. In such a case, the player must pay what is shown (Camels and/or Coins) in addition to the cost on the action space.
  4. The player now moves his Figure from location to location, the number of steps determined by his chosen action space. The player will end his movement in an Oasis, a Small Town, or a Large City. He may not end his movement between 2 locations.

Additional rules:

  • If a player ends his movement in a Large City, he must place a Trading Post (from his Player board) there. Starting with his next turn, he may place a die on the Large City Card there, in order to take the action on the card. The Large City Card itself always stays in the Large City; it is never taken.
  • If a player ends his movement in a Small Town, he must place a Trading Post (from his Player Board) there. He immediately receives the bonus shown on the Small Town Bonus Tile (see Supplement for more details). In addition, he will receive that bonus again at the beginning of each new round
  • If a player ends his movement in an Oasis, nothing happens. The Oases simply slow down movement.
  • When placing Trading Posts on the map, the player always removes them from his Player Board starting from the leftmost column, and then from top to bottom. If a player moves through a Large City or Small Town, but does not end his movement there, no Trading Post is placed there.
  • If a player places his 8th Trading Post, he immediately receives 5 victory points , and moves his scoring Figure ahead on the scoring track. If he places his 9th Trading Post, he immediately receives an additional 10 victory points
  • If a player moves his Figure to Bejing, he has reached his destination, and places a Trading Post on the available space showing the largest number. At the end of the game, he will earn bonus victory points as shown on that space (see page 14). Note: Even after a player reaches Bejing, he may continue to perform the “Travel” action on future turns.
  • Backtracking to locations already visited on the map is allowed. That is, a player may repeatedly pass through or end his movement on any location on the map. Note: Each player may only have 1 Trading Post in any Large City or Small Town location. Therefore, the same player may not have several Trading Posts in one location.
  • The “Travel” action determines the Start Player at the beginning of each new round

Large City Office Bonus

The first player to place a Trading Post in a Large City receives the Large City Office Bonus for that city. After gaining the bonus shown on the Large City Office Bonus Tile (from the general supply), he removes the tile from the board and returns it to the box. It is no longer needed for the remainder of the game.

Notes

  • At the beginning of the game, all players start their travels in Venezia. If, during the course of the game, a player returns to Venezia by ending his movement there, he may not place a Trading Post there.
  • If a player places all of his Trading Posts on the map, and later ends his movement in another location requiring one, he must move one of his already placed Trading Posts of his choice to the new location.

Large City Card Actions

cities

Example

Place a die showing a “3” on this City Card’s action space. You may take this Card’s action up to 3 times.

pay 2 Camels and 2 Gold to the general supply and receive 8 victory points (2 x 4).

All of the Large Cities on the board contain a City Card (Sumatra contains 3 Cards). To perform a Large City Card action, a player must have a Trading Post in that City. He must then place 1 die on the Card’s action space, and performs the action on the Card. A description of the symbols on the City Cards can be found in the Supplement.

The item(s) to the left of the bracket indicate the cost to be paid or the condition to be satisfied.

The bonus offered by the City Card is shown to the right of the bracket.

Important: A City Card’s action can only be used once per round, by one player only. Once a Card’s action space has been occupied, that action may not be used again until the next round. Note: In most cases, the number showing on the die placed on a Card action space determines the maximum number of times the action may be taken.

Additional actions

On a player’s turn, before or after taking one of the main actions, he may also take any number of the following additional actions. However, these actions cannot be performed during a main action.

Additional rules to the additional actions

  • A player may take any additional actions any number of times on his turn (Exception: Take 1 Black Die). He may, for example, first take 1 black die (3 Camels), re-roll 2 of his dice (2 Camels), and then adjust the value of 1 of his dice by 1 number higher (2 Camels). For these actions, he returns a total of 7 Camels to the supply.
  • Remember: a player may not perform any additional actions during a main action on a turn. Additional actions may only be performed before or after the main action.
  • A player may re-roll or adjust the value of any black or white die he has on a turn.

Complete 1 Contract

cities

Example

pay 1 Camel and 2 Silk to the general supply and receive 3 victory points and 5 Coins.

First, we will explain the structure of a Contract Tile: On the left side of a Contract Tile, the required Goods and/or Camels are shown. On the right side of the Tile, the reward for completing the Contract is shown. A description of the symbols on the Contract Tiles can be found in the Supplement.

  • A player may only complete a Contract that he has previously obtained, and is currently on an active Contract space of his Player Board.
  • To complete a Contract, a player must have all required Goods and/or Camels in the storage area of his Player Board. All required Goods and/or Camels are taken from the storage area and placed back into the general supply.
  • The player then receives all rewards printed on the right side of the Contract Tile. A description of the symbols on the Contract Tiles can be found in the Supplement.
  • Finally, the player moves the completed Contract Tile face down onto the drawer space of his Player Board.

Take 3 Coins

cities

The player places exactly 1 die on the Coin Bag illustration on the board, and then takes 3 Coins from the general supply. Also note:

  • There are never any additional costs for this action, even if other dice occupy the action space.
  • The number showing on the die placed in this action area is immaterial to the action. That is, the player always gets 3 Coins for this action, no matter what numbered die he places there.
  • A player may perform the “Take 3 Coins” action as many times as he wishes on his turn, as long as he has dice available to place. Any player may have multiple dice on this action space during a round.

Re-roll 1 Die

Return 1 Camel to the general supply and reroll 1 of your dice.

The player returns 1 Camel to the general supply, in order to re-roll 1 of his dice.

Adjust 1 Die Value +1/-1

Return 2 Camels to the general supply, in order to adjust 1 of your dice by +1 or -1.

The player returns 2 Camels to the general supply, in order to adjust the value of 1 of his dice by 1 number up or down. Note: A die may not be adjusted from a “1” to a “6”, or vice versa.

Take 1 Black Die

cities

The player returns 3 Camels to the general supply, in order to take 1 black die.

The player returns 3 Camels to the general supply, in order to take 1 black die from their area on the board. He immediately rolls this die and places it on his Player Board with any still-remaining dice. This die may be used as an extra die for placement during the current round. At the end of a round, any black dice that were taken must be returned to their area on the board. They will be available to take again in the next round.

Important: Each player may only tak e 1 black die per turn.

Occupied Spaces

If a player wishes to use an occupied action space, he must pay a number of Coins corresponding to his lowest-numbered die placed at that action space.

In general, almost all action spaces may be occupied by several players (Exception: Large City Cards actions). If a player wishes to use an occupied action space, the following rules apply:

  • The player wishing to use an occupied action space must pay for its use. The cost is a number of Coins corresponding to his lowest-numbered die placed at that action space. This cost is regardless of the values of any other dice already placed at that space. The number of dice already placed at that space also does not matter. Once the player has paid the placement cost, he may perform the action as usual.
  • The player places his dice on top of the dice already occupying the action space. Thus, it can always be determined who most recently performed the action. If the number of dice on an action space make stacking them difficult, the dice can be placed side by side on or near the space, in order of player placement. Exception: “The Favor of Khan” action area only has 4 total dice spaces available. When taking this action, the dice are never stacked on one another.
  • The black and white dice do not count as one of the player colors (blue, yellow, green red). Therefore, a player who obtains these dice may use them to perform an action a second time in a round, even if dice of his player color already occupy that action space.
  • A player may combine black or white dice with dice of his player color when placing them on an action space. Remember, however, that a player may only place dice of his color on an action space once per round.

Note: Any number of the black and white dice may occupy an action space in the same round.

Low Dice Roll

For each pip below 15 that he has rolled, the player may take 1 Coin or 1 Camel.

If, when a player rolls all of his dice at the beginning of a round, the total value is lower than 15, he receives compensation in the form of Coins or Camels. For each pip below 15 that he has rolled, he may take 1 Coin or 1 Camel. If he is able to receive multiple items, he may take them in any combination he wishes.

Objective Cards

Each Objective Card indicates 2 specific locations (Large Cities or Small Towns). At the end of the game, the player receives victory points if he has a Trading Post in both of these locations.

If a player has placed Trading Posts in both of the locations listed on the Objective Card by the end of the game, he will receive the victory points indicated on the right side of the Card. If he only has a Trading Post in 1 of the 2 locations on the card, he receives no victory points for it.

This is evaluated individually for both of a player’s Objective Cards.

For each different location (listed on a player’s 2 Objective Cards) that contain one of his Trading Posts, he receives a number of victory points according to the table (See: end of the game).

Next, the table at the bottom of the Objective Card is evaluated. This table is the same on every Objective Card. Since each Card lists 2 target locations for Trading Post placement, and each player has 2 Objective Cards, it is possible to occupy up to 4 different locations. For each different location (listed on a player’s 2 Objective Cards) that contain one of his Trading Posts, he receives a number of victory points at the end of the game, according to the table. For example, if he only occupies 1 location, he receives 1 victory point. For Trading Posts in 2 different locations, he receives 3 victory points, and so on.

Important: Locations must be different in order to score! Therefore, if both of a player’s Objective Cards list the same location, and the player has a Trading Post there, it only counts as 1 different location.

Symbols

The symbols used throughout the game are described in detail below. They are always used in the same way; therefore they always have the same meaning. If you come across a symbol you do not understand, you can find it here.

good0 good1 good2 good3

Goods

These are the symbols for 1 gold, 1 silk, 1 pepper, and 1 camel. these symbols represent the wooden pieces in the game.

resources

Goods Choice

Here, the player has the choice of the shown Goods (Gold, Pepper, or Silk). The number represents how many Goods may be taken. However, when 2 Goods may be taken, they must always be different.

points

Coins & Points

These symbols represent Coins or Victory Points.

contract

Contract

The player takes the top Contract Tile from the “special” stack, and places it face up on an empty active Contract space on his Player Board. If both spaces are occupied, he may replace 1 of them with the newly-drawn Tile, or he may discard the new one. In either case, the Tile no longer being used is placed underneath the “special” stack.

Move

Move

The player moves his Figure on the map 1 step along any route. He does not use a “Travel” action for this; therefore, he does not have to pay any travel cost. However, any additional costs (Camels or Coins) he encounters along the way still must be paid. He still places a Trading Post as usual, if he ends his movement on a Large City or Small Town (assuming he does not already have one there).

Important: If the player would need to pay an additional cost (Camels or Coins) to take the step and he does not have what is needed, he may not make the movement, and the step is cancelled. Note: Is is possible for a player to place more than 1 Trading Post on a turn; for example, by taking a “Travel” action, and then completing a Contract which grants him 1 extra step.

black die

Black Die

The player gains the use of 1 black die. He takes the die from the black dice area on the board, immediately rolls it, and places it in the dice area of his Player Board. He may use this die during the current round, and must return it to its area on the board at the end of the round. The black dice are limited; therefore, if there are none on the board when a player earns one, he doesn’t take anything.

bonus

Round Bonus

An exclamation point (!) indicates that the bonus shown after it is earned at the beginning of every round. This symbol can be found on the Small Town Bonus Tiles, as well as some of the Character Tiles.

resources

"Player Choice" Small Town Bonus Tile

If a player has a trading post in the small town containing this bonus tile, he may choose at every payout one other Small Town and receive that bonus. He does not need to have a trading post in the small town.

schoose

This symbol allows the player to exchange Goods for Camels (or vice versa), or Coins for Victory Points (or vice versa).

It is possible for a player to have a negative amount of victory points.

value

The value of the dice determines what the player receives.

schoose

This symbol represents completed Contracts (Contract Tiles that are currently in a player’s drawer on his Player Board). Important: The value of the die placed on a Card with this symbol determines the number of completed Contracts that are taken into account. If a player has more completed Contracts than the value of the placed die, he still only receives a number of victory points or Coins based on the value of the die.

Example: The player places a die showing a “3” on this Large City Card. He receives 2 Coins for each completed Contract. He has 4 of them; however, only 3 of them are taken into account because of the “3” value on the die, so he receives a total of 6 Coins.

schoose

This symbol represents Trading Posts that a player has placed on the map. Important: The value of the die placed on a Card with this symbol determines the number of Trading Posts that are taken into account. If a player has placed more Trading Posts than the value of the placed die, he still only receives a number of victory points or Coins based on the value of the die.

value

The player selects 1 Small Town in which he has a Trading Post, and receives the bonus shown in that Small Town. If a Large City Card allows a player to choose several Small Towns, he must choose all different Small Towns (which must all contain one of his Trading Posts).

value

Per the value of the die placed on a Large City card with this symbol, the player may exchange either 1 Camel for 3 Coins, or 1 Coin for 1 Camel. When taking this action more than once, he must first decide whether to exchange Camels for Coins, or Coins for Camels, for the entire value.

value

The player receives twice the number of Coins as the value of the placed die.

Characters

Raschid ad-Din Sinan
Raschid ad-Din Sinan
The player holding this Character does not roll his dice. Whenever the player wants to perform an action, he may set the dice to any value. This also applies to any black dice the player acquires in the game.
Note: This player will never receive compensation for a low dice roll.
Note: The player must still pay the costs for the "Travel" action
Matteo Polo
Matteo Polo
The player holding this Character receives the white die at the beginning of each round. He rolls it with the rest of his own dice. In addition, he also draws a Contract Tile from the “special” stack of Contracts, at the beginning of each round.
Mercator ex Tabriz
Mercator ex Tabriz (2 player)
The player holding this Character earns 1 item (Gold, Silk, Pepper, or Camel) whenever another player performs the “Marketplace” action. The item received is of the same type that the other player receives on his action. The player always receives only 1 of that item, regardless of how many of that item the other player receives.
In addition, the player receives 1 Camel whenever another player performs “The Favor of Khan” action.
In addition, the player receives 2 Coins whenever another player performs “Take 5 Coins” action.
Mercator ex Tabriz
Mercator ex Tabriz (3 player)
The player holding this Character earns 1 item (Gold, Silk, Pepper, or Camel) whenever another player performs the “Marketplace” action. The item received is of the same type that the other player receives on his action. The player always receives only 1 of that item, regardless of how many of that item the other player receives.
In addition, the player receives 1 Camel whenever another player performs “The Favor of Khan” action.
Mercator ex Tabriz
Mercator ex Tabriz (4 player)
The player holding this Character earns 1 item (Gold, Silk, Pepper, or Camel) whenever another player performs the “Marketplace” action. The item received is of the same type that the other player receives on his action. The player always receives only 1 of that item, regardless of how many of that item the other player receives.
Berke Khan
Berke Khan
The player holding this Character may use any occupied action space printed on the game board without paying Coins.
Note: As in the usual rules, he still may not use an occupied Large City Card action.
Niccolo and Marco Polo
Niccolo and Marco Polo
The player holding this Character starts the game with a second Figure. Both of his Figures start the game on the map in Venezia.
Note: If the player takes a “Travel” action which allows him to take several steps, he may split the movement any way he wishes between his 2 Figures. He also receives 1 Camel at the beginning of each round.
Wilhelm von Rubruk
Wilhelm von Rubruk
The player holding this Character receives 2 additional Trading Posts at the beginning of the game. He adds these to the rest of his Trading Posts on his Player Board. If he is able to place all 11 Trading Posts on the board by the end of the game, he receives an additional 10 victory points. In addition, he may place a Trading Post in any location he passes through, even if he does not end his movement there. That is, for every Large City and Small Town he passes through, he may place a Trading Post there.
Note: The player may backtrack in his movement on any turn, revisiting a location he had already passed through. Nevertheless, he may still only place 1 Trading Post in each location.
Johannes Caprini
Johannes Caprini
The player holding this Character may “jump” his Figure from one Oasis to any other Oasis on the map. When performing the “Travel” action, he may therefore travel from one Oasis to another. A jump between Oases uses 1 step of movement. If he has enough steps on his action, he may move out of a location to an Oasis, and then jump to any other oasis on the map. In addition, he receives 3 Coins at the beginning of each round.
Kubilai Khan
Kubilai Khan
The player holding this Character starts the game with his Figure in Bejing (instead of Venezia). Therefore, he starts his travels from that city. In addition, he starts the game with 1 Trading Post on the “10” victory point space of Bejing.
 
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