The Voyages of Marco Polo

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

The Voyages of Marco Polo

Overview

Players are companions of Marco Polo, competing to earn victory points by completing contracts, visiting cities, and establishing trading posts along the Silk Road. Each round, players roll dice and place them on action spaces to gather resources, travel, and fulfill contracts. Each player has a unique character with a powerful asymmetric ability that fundamentally changes their strategy. The game lasts 5 rounds.

Components

Setup

  1. Place the board centrally; distribute coins and goods to supply.
  2. Place city bonus markers, outpost bonuses (face-down), and city cards.
  3. Organize 44 contracts: five 6-card piles + one 8-card special pile. Place face-up contracts on board.
  4. Place 10 character tiles face-up.
  5. Each player chooses a color, takes player board with 5 matching dice, 9 trading posts, and 1 figure in Venice.
  6. Each player selects a character and a starting contract.
  7. Starting player gets 7 coins; others get 8, 9, 10 coins respectively. Each receives 2 camels and 2 goal cards.

Turn Structure

The game lasts 5 rounds. Each round:

1. Income (Rounds 2-5 only)

Players receive income from their player boards and city cards.

2. Roll Dice

Each player rolls their 5 dice simultaneously.

3. Player Turns

Clockwise, each player places at least 1 die on an action space and performs that action. Continue until all dice are placed, then pass.

4. Cleanup

Return dice, refresh contracts, prepare for next round.

Actions

Main Actions (require dice placement)

Take 5 Coins: Place 1 die (value irrelevant). Always receive 5 coins.

Grand Bazaar: Place dice as required. Lowest die value determines goods quantity. Choose gold, silk, pepper, or camels.

Khan’s Favor: Place 1 die. Receive 1 good (choice) + 2 camels. Next die placed here must have value >= previous die.

Contracts: Place 1 die. Take 1-2 contracts. Die value determines available contracts.

Travel: Place 2 dice. Lowest value = movement spaces. Pay travel costs per space. Place trading post in destination city (mandatory).

City Card Actions: Place 1 die. Must have a trading post in the corresponding city. Once per round per city.

Bonus Actions (no die required, any time during turn)

Complete Contract: Pay required goods/camels; gain VP and rewards.

Take 3 Coins: Place 1 die on money bag. Always 3 coins.

Reroll 1 Die: Pay 1 camel.

Adjust Die by 1: Pay 2 camels (+1 or -1; no wrapping between 1 and 6).

Take Black Die: Pay 3 camels. Roll and add to pool. Once per turn.

Occupied Spaces

Using an already-occupied space costs coins equal to your lowest placed die value. Exception: Khan’s Favor has only 4 spaces total.

Scoring / Victory Conditions

During the Game

Final Scoring (after Round 5)

Winner: Most VP. Tiebreaker: most camels; shared victory if still tied.

Special Rules & Edge Cases

Player Reference

Action Dice Effect
Take 5 Coins 1 die +5 coins
Grand Bazaar 2-3 dice Goods = lowest die value
Khan’s Favor 1 die 1 good + 2 camels
Contracts 1 die Take 1-2 contracts
Travel 2 dice Move = lowest die value
City Card 1 die City-specific action
Bonus: Complete contract 3 coins Reroll (1 camel) Adjust (2 camels) Black die (3 camels)
Game Length: 5 rounds Victory: Most VP