How to Play

Marco Polo II: In the Service of the Khan

2-4 players 60-120 min 7.9 Board Game Geek Rating

Players serve the Khan, journeying westward from Beijing across his vast empire to accumulate wealth and renown. This standalone sequel introduces fresh mechanics, scoring systems, and Chinese jade as a valuable new resource. Choose familiar routes or forge unexplored paths while completing challenging actions to build your enduring legacy and achieve victory.

Published 2019

Marco Polo II: In the Service of the Khan

Get Ready

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

1
Place city bonus markers
Position the city bonus markers on the board according to standard rules
2
Place outpost bonus tiles
Distribute outpost bonus tiles to their designated locations
3
Place city cards
Set up city cards in their appropriate positions
4
Place contracts on cities
Put contracts on the dedicated cities
5
Prepare offer tiles
Shuffle offer tiles separately, randomly remove one of each type, make 3 face-up piles and place the first offer tile of each type on the corresponding market
6
Set up guild seals
Make 4 stacks with the guild seals
7
Place black dice
Put 4 black dice on the board
8
Place gold market die
Put one neutral die of value 5 on one of the two spaces of the gold market
9
Place special city dice
Put a neutral die on each of the three special cities
10
Place Kahn's favor dice
Put two neutral dice of value 1 on the first two spaces of the Kahn's favor
11
Position player figures
Place a figure for each player in Beijing and a figure on space 50 of the score track
12
Determine first player
Randomly select a player to be the first player
13
Give Automa components
Provide the Automa with 5 dice, 11 trading posts, and 1 Smart Mat
14
Place trip slide
Randomly choose 1 trip slide and place it under the playmat so "BEIJING" and "READY TO START" are visible
15
Add coins to playmat
Place 1 coin of value 10 on spaces A-B-C-D of the playmat
16
Place starting contract
Put 1 starting contract face up on space E of the playmat
17
Prepare automa deck
Shuffle the 8 automa cards and place them in the dedicated space on the playmat
18
Select Automa character
Choose a character and difficulty level (L1/L2/L3), then place the corresponding Skill card on the playmat
19
Set up Trading Post card
Check the top right symbol on the Skill card, take the corresponding Trading Post card, and place 11 Trading Posts in the appropriate slots
20
Take player components
Receive 1 player board, 5 dice, and 11 trading posts
21
Take starting contract
Draw 1 starting contract
22
Collect starting resources
Take 3 camels and 8 coins
23
Choose goal card
Draw 3 goal cards and keep one
24
Select character
Draw three character tiles and choose one (cannot choose the Automa's character)

On Your Turn

What you can do during your turn.

1
Reshuffle at round start
At the beginning of each of the 5 game rounds, reshuffle all automa cards
2
Draw automa card
On the Automa's turn, draw a card and perform the steps listed
3
Perform bonus action
Execute the bonus action if present and possible before main actions
4
Perform main action
Execute the FIRST valid main action on the card
5
Default to Books action
The last action on each card is always valid as a fallback
6
Take 1 black die
The Automa takes 1 black die from the board if available
7
Complete guild seal or contract
Check the playmat for unresolved seals or contracts, completing them in priority order A/B/C/D/E
8
Travel
Move to the next city shown on the playmat display
9
Books action
Place a die in a Books action space determined by rolling a die (D1=pepper, D2-D3=silk, D4-D5-D6=gold)
10
Books "Lev 0" action
Place a die in an unoccupied Books action space, rolling to determine which if multiple are available
11
Kahn's Favor action
Place a die in the first space on the left if both are free, or place a die of value 6 if only one space remains
12
City card action
Roll a die, place it on a city card where the Automa has a trading post, then take the action from the Skill card
13
External city action
Place a die on one of the two external city cards based on a die roll (D1-D2-D3=left, D4-D5-D6=right)
14
Guild Seal +1 action
Remove coin from space D if present, place 2 dice on guild seals action space, take the Farmer's guild seal and place on space D
15
Action Space A/B/C/D/E
Perform actions for uncovered spaces in priority order A/B/C/D/E
16
No resource management
The Automa does not manage money or resources
17
Free travel
The Automa does not pay toll costs but must own the right seal to cross rivers
18
Limited bonuses
The Automa only receives black dice, map advancements, new contracts, and victory points from contracts and outpost bonus tiles
19
No dice rolling
The Automa never rolls its own dice unless otherwise specified
20
Respect die restrictions
When placing dice on action spaces, the Automa must respect normal color restrictions but pays no cost to place on top of other dice

Winning

How to claim victory.

1
Contract completion bonus
The Automa gains 8 VPs if it has completed a number of contracts equal to or greater than the player
2
Guild seal scoring
The Automa scores VPs for each completed guild seal on the A/B/C spaces as indicated on the Trading Post card
3
Shield scoring
The Automa scores VPs based on the number of different shields obtained
4
Calculate final scores
Compare the player's total VPs to the Automa's total VPs
5
Determine winner
The player with the highest VP total wins the game

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FULL rules

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