Marco Polo II: In the Service of the Khan
Assign dice from Beijing to build trading posts, acquire guild seals, and complete contracts over five rounds of service to the Khan.
Marco Polo II: In the Service of the Khan supports 2–4 players; community best: 3 players; playing time: 60–120 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Marco Polo II: In the Service of the Khan is a standalone sequel. Players leave Beijing to establish trading posts across Asia and score through city actions, contracts, and guild seals. Jade and redesigned action spaces make the original game’s procedures an unreliable substitute for this rulebook.
Roll dice at the start of each round, then allocate them over successive turns. High values improve quantities or available choices, while low values can reduce the extra coin cost of occupied blue spaces. Black dice extend your options and bypass your color’s repeat-placement limit, but retain other placement requirements.
Travel develops more than a route. Trading posts unlock actions and recurring bonuses, and improved seals support both routes and income. Managing goods, camels, coins, and the order in which dice are spent turns a limited five-round journey into contracts and endgame objectives.
Core rules & scoring
The base game supports 2–4 for five rounds. Normally start with five colored dice, eight coins, three camels, a starting contract, and a figure in Beijing. Choose characters in reverse order and keep one of three goal cards. Two/three-player setup adds neutral blocking dice and adjusts the black-die supply.
Take turns resolving one normal action by placing the required dice and immediately applying it. The lowest die normally determines strength. You cannot freely pass while usable dice remain; without dice, skip subsequent turns. Retrieve and roll dice each round; a total below fifteen receives the shortfall as any mix of coins and camels.
Occupied brown spaces are unavailable. Occupied blue spaces cost coins equal to your own lowest die for this action, regardless of existing values. Each player color may appear on a given action space only once per round. Black dice have no player color but still pay applicable occupied-space costs.
Books offer one of four available rewards in goods, camels, or coins, sometimes at an additional jade cost; spaces have their own minimum die values. Khan’s Favor occupies four spaces in sequence for four coins and two camels, with each later die at least as high as the previous one.
Guild Seals normally uses two dice, whose lower value determines which unowned seal you can take and its one-time jade reward. Own at most one of each type. A matching seal opens certain routes without being spent or needing improvement. Paying its improvement cost grants its bonus immediately and again at subsequent round starts.
The three Travel spaces require one, two, or three dice. Movement is limited by both the lowest die and that space’s cap, with at least one step. Pay action and full route costs before moving. Normally place a post only at the destination city; upper three-die Travel can add one in a city passed through. Resolve post benefits after the full movement.
With a post in a contract city, Contracts takes one or two contracts from your eligible cities and three coins. You can hold two active contracts; discard old ones if needed, rather than immediately discarding a newly taken contract. Refill public contract spaces at turn end.
City cards and special-city actions normally require a local post and become usable on your next turn after establishing it. The two public city cards need no posts and change each round. An occupied brown city-card space cannot be reused that round. Special cities also reward matching improved seals.
Bonus actions occur before or after, never during, your normal action: complete a contract, improve a seal, spend a die for Money Bag rewards, pay one camel to reroll, two to adjust by one, or three to buy a black die. Buy a black die at most once per turn; adjustment cannot wrap six to one. Jade substitutes one-for-one for coins or camels, not vice versa.
After five rounds, score improved guild seals required by your goal card, different city shields plus extra shields, one point per two goods and per ten coins. Most completed contracts earns eight and second-most four; two players omit second place. Highest score wins, then most camels, then shared victory. The highest Travel space used sets next round’s first player, with later users winning ties; no Travel leaves order unchanged.
Rules & gameplay questions
Can I complete a contract midway through Travel to fund that trip?
No. Bonus actions cannot interrupt a normal action. Complete it before starting Travel or after finishing. Pay the full travel cost before movement and before receiving benefits from that movement.
Can I use Guild Seals just for jade if I already own that seal?
No. The official FAQ treats jade as an additional one-time reward when acquiring a seal, not an independently executable part of the action.
Can Contracts give only three coins if I decline all contracts?
No. The official FAQ makes the coins additional to the contracts taken. Without eligible trading posts or without taking a contract, you cannot claim only the coins.
Can black dice revisit my used action spaces for free?
They bypass your player-color restriction, not other requirements. An occupied blue space still charges your current lowest die value, and an occupied brown space remains unavailable.
Is jade just money and excluded from goods scoring?
No. Jade is itself a good and may substitute one-for-one when paying coins or camels. Remaining jade scores as goods rather than coins. Camels are not goods.
Rules & introduction sources
- Edition
- Original 2019 standalone Marco Polo II: In the Service of the Khan for 2–4, using Hans im Glück’s current sixteen-page English rules and a publisher-authored one-page German FAQ distributed by DMMiB. Individual characters, goals, and city cards follow their supplement rather than being exhaustively detailed here. No solo mode was verified in the current official product/rules downloads, so fan solo is excluded. Also excludes original The Voyages of Marco Polo rules, mixed older characters, and expansions.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #208 |
| Complexity Weight | 3.38 / 5 |
| Best player count (community) | 3 |
| Player range | 2–4 |
| Playing time (minutes) | 60–120 |
| Core mechanisms | Contracts · Dice Rolling · Point to Point Movement · Resource to Move · Turn Order: Stat-Based · Variable Player Powers · Worker Placement · Worker Placement with Dice Workers |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2019 |
| Suggested age | 12+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Marco Polo II: In the Service of the Khan, and can I play online?
Marco Polo II: In the Service of the Khan supports 2–4 players; community best: 3 players; playing time: 60–120 minutes. A WANGO browser trial has not been confirmed.
How complex is Marco Polo II: In the Service of the Khan, and which mechanisms does it use?
Weight: 3.38 / 5. Mechanisms: Contracts · Dice Rolling · Point to Point Movement · Resource to Move · Turn Order: Stat-Based · Variable Player Powers · Worker Placement · Worker Placement with Dice Workers. Chinese publication: Unconfirmed.
Where can I learn Marco Polo II: In the Service of the Khan?
No rule guide, strategy article or WANGO trial has been confirmed for this record.