1
Begin each round
Determine start player (whoever took last Travel action), collect small city and character bonuses, retrieve all player dice from board, simultaneously roll them
2
Compensate low rolls
If total dice value is less than 15, take camels and/or coins equal to the difference
3
Take one main action
Move 1+ dice from player board to an action space; must place dice if available
4
Perform additional actions
Before or after your main action, perform any number of optional additional actions
5
Pay for occupied spaces
If a blue space is occupied, pay coins to supply equal to lowest die face being played, then stack dice on top
6
Respect brown spaces
If a brown space is occupied (large city tiles, Khan's Favor), cannot place there this round
7
Use large city tiles
Available only to players with a Trading Post in that city; execute action number of times equal to die value
8
Take 5 Coins action
Place 1 die of any value to receive 5 coins
9
Grand Bazaar action
Place dice and receive goods/camels based on lowest-numbered die placed
10
Khan's Favor action
Place 1 die with value greater than or equal to any current die onto leftmost available space; take 1 good of choice plus 2 camels
11
Get Contracts action
Place 1 die and take 1 or 2 contracts from spaces with values less than or equal to die value
12
Travel action
Place 2 dice, pay coins shown for lowest-numbered die, move figure up to maximum spaces shown while paying route costs
13
Place Trading Posts
When ending on a Large or Small City, must place a Trading Post there; first player on a Large City takes the bonus tile
14
Complete 1 Contract (additional)
Pay goods on left side to gain rewards on right side, place face-down on Player Board
15
Take 3 Coins (additional)
Put 1 die on coin bag to take 3 coins with no placement cost
16
Re-Roll 1 Die (additional)
Return 1 camel to supply to re-roll any 1 die
17
Adjust Die Value (additional)
Return 2 camels to adjust 1 die value by +1 or -1 (cannot wrap from 1 to 6 or 6 to 1)
18
Take 1 Black Die (additional)
Once per turn, return 3 camels to take, roll, and use 1 black die