Ludexv2026.11.01-65114139The Voyages of Marco PoloOfficial rulebook ↗

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Gameplay

Resolve actions, dice and travel across the Silk Road.

Turn structure

On a turn, take one Main Action by placing dice on a board action space. A space may accept several dice, but you cannot reuse your player-color dice on that same space that round. If another player has already used a space, pay Coins equal to the lowest die you place there. Any number of legal Bonus Actions may be taken before or after the Main Action.

Main Actions

The Bazaar

Choose one of the separate resource action spaces (Gold, Silk, Pepper or Camels) and place one die. Take that resource according to the die value; a lower effective value may be chosen where the action permits it. Each player color may use a given space only once per round, though black or white dice can use it again.

Take Coins

Place one die to take Coins equal to its face value plus the space’s printed amount.

Khan’s Favor

Place exactly one die to take two Camels and one Good. Place it in the next open field from left to right and show a value at least as high as the die immediately to its left. This action has four fields and does not charge the occupied-space fee.

Take Contracts

Place dice to take one or more available Contract tiles, following the minimum value and order restrictions on the space. You may keep at most two active Contracts. A Contract in your personal city network may offer an extra choice or benefit.

Travel

Place two dice. Move up to the value of the lower die, paying the board’s fare for that movement range and any route costs printed along the path. Build a Trading Post only in the city where you stop. If another player’s post is there, pay the city’s entry cost.

Large City actions

A player with a Trading Post in a Large City may use its card action. Place a die and resolve the action up to its strength, respecting the printed limit.

Bonus Actions

Before or after your Main Action, you may complete a Contract by paying its required Goods and Camels, reroll a die for one Camel, adjust a die by one for two Camels, take three Coins, or buy one Black die for three Camels. Resolve any Contract bonuses when completing it; they do not replace the Main Action.

Travel and city income

A route may cost Coins or Camels in addition to the movement fare. A path marked as blocked by a character or route condition cannot be used unless your ability permits it. Reaching a Small City grants its printed arrival benefit and unlocks income at the start of later rounds. Only the first player to enter each Large City claims its outpost bonus.

Characters

Each Character tile changes a rule or provides a special ability. Resolve the character’s exception when applicable, while still paying the action’s other costs. The designer notes that relative power depends on player count, starting position, available actions and the opponents’ characters (FAQ).

Rules

↑↓ to move · Enter to open · Esc to close

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