Learn Marco Polo II: In the Service of the Khan
Learn the game in 5 short steps. Everything links to the full rules.
Welcome to Marco Polo II
In In the Service of the Khan, travel across the
Silk Road over five rounds. Place dice to take actions, collect Goods and
Jade, build Trading Posts and complete Contracts. The Caravans expansion adds a second route-based scoring engine. Players: 2–4. There is no official solo mode.
Start with Teach the Game and the setup checklist.
Read the board
The board connects dice actions to the
Silk Road map. Cities provide recurring benefits when you establish a Trading Post; arriving first can also claim an Outpost reward. Your player board holds active Contracts, dice and resources.
Jade can replace one
Coin or
Camel when paying, which makes it useful to keep a reserve.
See the board and setup and action spaces.
Resolve a turn
On a turn, place the dice for one Main Action, then resolve it using the lowest die where the action calls for that value. Check for an occupied-space fee before placing dice. Bonus Actions can adjust dice or complete Contracts around the Main Action, but each has its own cost and timing.
For a first explanation, teach the placement order before the seven Main Actions. See Gameplay and Actions.
Plan a journey
Travel is a resource commitment: calculate the route costs and the entry fee before moving, then check which Guild Seals the route requires. A Trading Post in a city can pay you again at later round starts, so a modest early trip may return more than its immediate reward. In The Caravans, the Caravan follows its own route and Goods must be loaded before setting out.
See Travel and The Caravans.
Score at the end
At the end, score shields, the Goal Card, completed Contracts and Goods, then resolve the Contract majority. The majority reward compares completed Contract counts;
Camels break a tie before tied players share the applicable award. If using The Caravans, sell loaded Goods for the values shown on its scoring board before counting leftover Goods.