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The Voyages of Marco Polo
40m - 100m
2 - 4 Players
Ages 12+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Medieval
56.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
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Marvel: Crisis Protocol
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4Corners
A game of 5 rounds where you use dice as an action limiter, and attempt to score the most points in a variety of ways. The theme of travelling Asia is present but definitely thin, there is significant variability in gameplay due to setup and asymmetric characters, and it has a definite "I want to play again" factor to it (likely due to the relative shortness and variability of gameplay). The game is for 2-4 players (it scales very well), it lasts 5 rounds, and each round the players roll their personal 5 dice of their player colour. These will largely dictate what actions they will select with their dice that particular round. On a players turn, they do one and only one main action but they have the option of doing multiple bonus actions before and/or after their main action. The actions are: 1) collect money (at best it's 5 gold), 2) go the market, where there are several goods that can be "purchased" (camels, pepper, silk, and gold, listed here in increasing value and difficulty to obtain), 3) earn the favour of the Khan, which is a simpler lower payout version of the market in essence, 4) obtain 1 to 2 new contracts (these are where you will get a lot of your points and are primarily why you need goods from the market), and 5) go travelling, which costs money and is related to the map which also often requires further tolls of camels or money (this is the other main way to score points). Typically you will want higher dice as higher dice generally give better/stronger actions. There are some instances however, when lower dice are good; whenever a player chooses an action with their dice, other players may still choose this action but they will then have to pay in gold, therefore if you are taking an action late you will get it cheaper with low dice values, also some actions do not benefit from high dice values (earning 5 gold, often the favour of Khan, and sometimes travelling). As well at the beginning when players roll their dice there is a small gold compensation for very low roll totals (this is very minor however). The bonus actions are as follows: 1) re-roll a die (thus costs a camel per re-roll), 2) move a due value up or down by one (this costs 2 camels, and unfortunately you cannot wrap around), 3) earn 3 gold (this is unlimited, you do not have to pay for taking it late, but it does use up a precious action die), 4) obtain a bonus black die for the round (this costs 3 camels, and these are both powerful and limited, powerful as it's an extra die and it also allows a lot of placement freedom with the die as you cannot normally place more than one die of the same colour at the same location, but with black die you can). The majority of points are obtained from: 1) completing contracts which are typically a mix of camels and marketplace goods and which pay out points but also potentially other goods, black die, more contracts, or free movement, and 2) movement on the map of Asia. This is an integral but difficult part of the game, as movement is very costly and the routes you want to take are often mutually exclusive to each other. When you move into a city, you automatically get to place one of your trading posts in that city and cities come in 2 flavours small and big. Small cities pay out an income at the start of every round, and big cities provide new die action spaces for those players who reached that city and many of these city actions provide scoring options (there are only a small number of city cards used each round from a large stack in the game box), as well as a small one-time bonus for the first player to reach that city. You also want to travel as at the start of the game you will secretly select 2 travel cards which pay out end game points for reaching certain cities and for reaching a large number of different cities. As well, if you can get down all of your trading posts it's worth a bonus 15 end game points and if you can reach the city of Beijing it's worth up to 10 endgame points (and it also allows you to convert left over resources into points which are otherwise worthless). The most interesting aspect to the game is that each player will get 1 unique player character with a powerful ability and a lot of the fun and replay ability comes in trying out new characters each game. Own the [boardgame=232945]Agents of Venice[/boardgame] expansion and the [boardgame=186554]New Characters[/boardgame] and [boardgame=249086]Secret Paths[/boardgame] mini-expansions.
alexlauth
I always liked the game, but now i had some really negative experiences. The player who concentrate exclusively on the orders and only took 2-3 travel steps, won the game with a big lead. The others traveled more and had no chance of winning. The theme of the game is about a journey ... and the person who doesn't travel wins because of completed orders. Sorry, but the result misses the point of the game. Felt very frustrating.
5ergion
I love this game... The different character advantages are awesome (although the Mercator is definitely broken... (too much PASSIVE rewards). The randomness of the initial setup gives the game a huge variability! Lots of fun...