Actions
Resolve the seven Main Actions and six Bonus Actions.
Main Actions
Books
Place dice on one of the three Books’ separate action spaces, meeting any printed minimum. Choose one of the four visible offers on that Book. The top offers are free; the lower offers cost the pictured
Jade. Take its full resource package. The two spaces under the third Book are separate, so using one does not block the other.
Khan’s Favor
Place one die in the next empty field, moving left to right. Its value must be at least the die immediately to its left. Take four
Coins and two
Camels. The action has four spaces; once they are full, it cannot be used again this round.
Guild Seals
Place two dice and use the lower value to select a basic Seal. Take the printed one-time
Jade bonus for that Seal. You may hold one of each Seal. Improving a Seal later costs the pictured resources and turns on its recurring bonus.
Travel
Use the one-, two- or three-die Travel space. Your lowest die sets how many locations you may move, up to the space’s cap. Pay the space’s entry cost and all route costs before moving; a matching Guild Seal is required for marked routes but is not spent. Stop at a location. If you end in a city without your post, place one there and claim its Outpost bonus if it is still present.
Contracts
Use the Contracts action to take one or two available tiles, following the space’s die requirement and your two-slot capacity. When taking one, claim any printed extra
Coins or
Camels. To complete a Contract, use a Bonus Action and pay the Good/
Camel costs shown on the left; then take every reward shown on the right and move the tile to your completed area.
Special Cities
Baghdad, Balkh and Hormuz each require a post in that city. Place one die in its action area to take the printed base reward. If your matching Guild Seal is improved, gain its benefit the number of times shown by the die requirement.
City Cards
You need a Trading Post in the named city to use its card. Place one die; resolve its effect up to the die’s value, following any specific thresholds or exchange rules on that card. A City Card is a brown space and can be used only once per round. The two cards in the action area are available to everyone and refresh each round.
Bonus Actions
Before or after, but not during, your Main Action, you may complete one active Contract, improve one Guild Seal, use the Money Bag for three
Coins, two
Camels or one
Jade, reroll a die for one
Camel, change a die by one for two
Camels, or buy one black die for three
Camels. Black dice are rolled immediately, used this round and returned to the board at round end. You may repeat a Bonus Action if you pay each time, except buying a black die is limited to once each turn.
Character abilities
Each Character changes one rule for its player. Abha Basu gains two
Coins at each round start, one
Jade after completing a Contract and one point whenever she gains
Jade. De Wu may use one die for Guild Seals, gains
Jade when improving one and adds a final shield. Filippo Vitello keeps an Outpost bonus claimed by an opponent and may later spend a Bonus Action to use it. Gantulga Od uses only the one-die Travel space and ignores
Coin/
Camel route charges, but still pays
Jade, Seal and action-entry costs. Isabella Donati gains a reward for each die’s first roll; rerolls do not retrigger it. Mailin and Tian Chin begin with three
Coins and two figures, split movement between them after paying shared costs, and may double one eligible round-start bonus. Möngke Khan ignores Oasis movement limits but still pays route costs, and gains points plus resources for Oases passed or reached. See the FAQ for timing details.