Macao

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Macao is a strategy game set in 17th-century Portuguese Macao, where players take the roles of influential adventurers seeking prestige through trade, city expansion, and holding important offices. Over exactly 12 rounds, players select dice to gain action cubes on a rotating wind rose, then use those cubes to activate cards, acquire city quarters, move their ships, and deliver goods. The player with the most prestige points wins.

Components

Setup

  1. Place the game board centrally. Each player selects a color and takes: tableau, wind rose, ship, 2 discs, 12 ownership markers, and 5 gold coins.
  2. Place one disc per player on the 0 space of the prestige track and on the first space of the city wall (stacked).
  3. Place goods tiles randomly on the 24 light city spaces; place 6 joker tiles on the 6 dark city spaces.
  4. Shuffle 24 office cards and place in pairs face-up next to the board (also serve as round counters).
  5. Shuffle 96 building/person cards face-down in a stack.
  6. Place 2 beige discs on the tribute track at “0.”
  7. Before play begins: draw cards equal to player count + 2; in reverse wall order, each player takes one card for their tableau. Then in forward wall order, each player places 1 action cube next to the “1” die space and 2 action cubes (same color) next to the “2” die space on their wind rose.

Turn Structure

Each of the 12 rounds consists of three phases:

Phase 1: Cards

  1. Reveal the 2 office cards for this round plus 4 building/person cards.
  2. Calculate the tribute value by summing yellow (gold coin cost) and red (prestige point value) numbers on all 6 face-up cards.
  3. Remove 0/1/2 building/person cards for 4/3/2 player games.
  4. In wall order, each player takes one face-up card and places it on their tableau (max 5 cards). Taking a 6th card forces discarding one and receiving a punish marker (-3 PP).

Phase 2: Dice

  1. Roll all 6 dice and group by number.
  2. Each player selects 2 dice (not taking them). For each die, take that many action cubes of the matching color and place them next to the corresponding die number on the wind rose.
  3. Rotate the wind rose one space clockwise. The cubes now at the arrow become the player’s “action cube supply” for this round. If no cubes are at the arrow, the player receives a punish marker (-3 PP).

Phase 3: Actions

In wall order, players spend their action cube supply on any combination of actions (in any order):

Actions

3.1 Activate Cards

Pay action cubes matching the cost shown on a card on your tableau. The card becomes active and provides its ongoing benefit.

3.2 Acquire City Quarter

Pay 1 action cube to place an ownership marker on an adjacent empty city quarter (connected to where your disc is on the wall or to a quarter you already own). Take the goods tile from that quarter.

3.3 Move Ship

Pay action cubes to move your ship. Each cube moves the ship one space along the ocean route toward European ports.

3.4 Deliver Goods

When your ship is at a European port, deliver a matching goods tile to score prestige points as shown on the port.

3.5 Acquire Prestige via Tribute

Spend gold coins (not action cubes) to buy prestige points at the current tribute exchange rate.

Additional: Any unused action cubes at end of phase are lost.

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Phase Summary
1. Cards Reveal cards, calculate tribute, each player takes 1 card
2. Dice Roll 6 dice, each player picks 2 dice for action cubes, rotate wind rose
3. Actions Spend action cubes: activate cards, acquire quarters, move ship, deliver goods, buy prestige

Action Cube Costs: