Teach the Game
Travel west from Beijing, build a city network and serve the Khan.
How you win
After five rounds, the player with the most points wins. Build Trading Posts in cities with different shields, fulfill Contracts, match your Goal Card and use the Books, Guild Seals and city actions efficiently.
The boards
The main board combines seven action types with a route map from Beijing westward. Each player board holds their dice, resources and Contracts. City Bonus markers and Outpost bonus tiles make some destinations especially valuable; city cards provide private action spaces once you have a post there.
A round
At the start, take recurring bonuses, retrieve dice and roll. If your total is under 15, take
Coins or
Camels for the difference. In clockwise order, players place the required dice for one Main Action. Bonus Actions may happen before or after it, never during it. Continue until all players have used their dice; after five rounds, score the game.
How the game ends
After round five, add Goal Card points, city-shield points, one point per two remaining Goods and one per ten
Coins. The player or players with the most completed Contracts score eight points; second place scores four, except in a two-player game. Most points wins; tied players compare
Camels and then share the win if still tied.
Ways to score
Post in cities with different shields to score on the shield track. Complete Contracts for points and resources; a majority of completed Contracts earns an end-game award. Your Goal Card rewards matching city shields and improved Guild Seals. Reaching and building a city network also gives access to bonuses and actions that can help you score.
What each resource is for
Coins pay for occupied blue actions and many routes.
Camels pay route costs and support bonus actions.
Pepper,
Silk and
Gold fulfill Contracts;
Jade is a Good too, and can substitute for one
Coin or
Camel when paying a cost. Large Goods and
Camels count as three.
Teaching tips
Start with the difference between blue and brown action spaces, then explain the lowest die and occupied-space fee. Demonstrate how
Jade substitutes for route costs, and plan a Travel action’s costs before moving. Teach the Guild Seal and shield scoring details before choosing Goal Cards.