How to Play

Macao

2-4 players 50-100 min 7.4 Board Game Geek Rating

In 17th-century Portuguese Macao, players are adventurers competing for prestige over twelve rounds. Each round, players select cards with special abilities and choose two dice to place colored cubes on personal ship's wheels. As wheels rotate, cubes become available to activate cards, buy city quarters, deliver goods across Europe, and perform various actions. Victory goes to whoever accumulates the most points through deliveries, building, and strategic card play.

Published 2009

Macao

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Distribute gold coins
Each player receives 5 gold coins (GC)
2
Select dice roller
Choose one player to roll the dice throughout the game
3
Prepare Office cards
Fill the spaces around the board with Office cards, placed face up
4
Draw initial cards
Place 2 cards more than the number of players on the central board
5
Select starting cards
In reverse order (last player on the wall first), each player chooses 1 person or building card and places it on their personal tableau (TP)
6
Collect starting action cubes
Each player takes 3 action cubes (AC) in any colors desired

On Your Turn

What you can do during your turn.

1
Draw new cards
Take 2 available Office cards from the turn and place them on the central board, then draw 4 Building/Person cards and do the same
2
Calculate tribute
Sum all yellow values on the bottom left of cards to determine tribute cost; sum all red numbers to determine prestige points (PPs) exchange rate
3
Remove excess cards
Based on player count: 4 players remove none; 3 players remove the last B/P card; 2 players remove the last 2 B/P cards; Office cards are never removed
4
Select a card
First player on the wall chooses from available cards and places it on their TP; other players follow in order
5
Handle full tableau
If a player has no space on their TP, they must discard a card of their choice and receive a punishment marker (MP) worth -3 points
6
Roll all dice
Roll all 6 dice and organize them by result
7
Choose two dice
Select 2 dice (without removing them from the board) and receive the equivalent number of ACs in the matching colors
8
Place action cubes
Position cubes in front of the corresponding number on the wind rose
9
Rotate the wind rose
Turn the wind rose 1 space clockwise; the arrow now points to available cubes for this turn
10
Check for empty cubes
If the arrow points to no cubes after rotation, receive a punishment marker (-3 PPs)
11
Spend action cubes
Execute actions using only the ACs the wind rose arrow points to; unused cubes are discarded
12
Activate cards
Pay the exact AC cost to move a card from TP to the activated area; once activated, cards can be used once per turn for free until game end
13
Claim a city quarter
Pay the AC cost to take the good (place it on your TP as ship cargo) and place an ownership marker on the quarter
14
Advance on the wall
Pay 1 AC (any color) to move 1 space; pay 2 ACs for each additional space
15
Move your ship
Pay 1 AC (any color) per space moved in any direction; ships may occupy the same space
16
Deliver goods at ports
When your ship reaches a port, unload matching goods for free and place them on the highest available value space; score corresponding PPs
17
Purchase prestige points
Once per turn, buy PPs with GCs at the rate shown by the beige discs on the tribute track
18
Use activated cards
Apply effects of any activated cards in any order, but only once per turn each
19
Pass
End your turn when finished with actions

Winning

How to claim victory.

1
Penalize remaining cards
Receive 1 punishment marker (-3 PPs) for each card still on your TP at game end (the 'Abbot' card protects against this penalty)
2
Apply punishment markers
Deduct 3 PPs for each punishment marker collected
3
Score end-game cards
Calculate points from all activated Building/Person cards with "game end" effects
4
Score city ownership
Earn 2 PPs for each marker in your longest connected, uninterrupted line of ownership markers in the city
5
Determine the winner
The player with the most prestige points wins
6
Break ties
If tied, the player furthest ahead on the wall wins

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FULL rules

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