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

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Teach the Game

Travel the Silk Road, build a trading network and complete contracts.

How you win

After five rounds, the player with the most Victory Points wins. Build Trading Posts in cities, complete Contracts, pursue your Goal Cards and reach Beijing; your character’s special ability changes which route is strongest.

The boards

The main board has the action spaces and Silk Road map. Each player’s board holds their dice, resources and Contracts. The six Small Cities give arrival bonuses and recurring income; Large Cities have a one-time bonus for the first visitor and a city-specific action card.

A round

At the start of a round, retrieve and roll your dice. If their total is below 15, take coins and/or Camels equal to the shortfall. In turn order, take one Main Action by placing one or more dice. You may take Bonus Actions before or after it. Continue until everyone has used all their dice, then collect recurring city income and prepare the next round.

How the game ends

The game ends after round five. Score completed Goal Cards, the Beijing arrival track, and one point per ten Coins. Players who reached Beijing also score for their remaining Goods. The player with the most completed Contracts gains the majority bonus; ties share it.

Ways to score

Build a Trading Post in Beijing for its arrival award and access to Goods scoring. Complete Contracts for their printed rewards, including points. Goal Cards reward visiting specified pairs of cities. Small City bonuses provide resources or points immediately and again at later round starts.

What each resource is for

Coins pay travel fares and the fee for using an occupied action space. Camels pay route costs and support die adjustments. Pepper, Silk and Gold are Goods used to complete Contracts; they are not interchangeable with Camels. Black dice are extra workers bought with Camels.

Teaching tips

Explain the one Main Action per turn rule and that Bonus Actions happen only before or after it. Demonstrate that the lowest die placed controls action strength and the fee paid for an occupied space. Show the costs on a travel route before a player commits two dice to Travel.

Rules

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

Drag to move · tap to close