Macao game rules – how to play macao

By: Dennis B. B. Taylor

Macao: A Thrilling Adventure in Southern China

Welcome to Macao, a bustling port city in the southernmost part of China! As you embark on your journey, prepare to immerse yourself in the exciting world of adventurers. The goal? To rise as the most prestigious captain, governor, craftsman, or scholar!

Throughout the course of 12 thrilling rounds, you’ll strategically select cards, constructing your personal deck along the way. With each move, you’ll aim to deliver goods, utilize your cards wisely, spend coins judiciously, and contribute to the magnificent city’s growth.

Preparation: Laying the Foundation for Epic Adventures

First things first, let’s get started by setting up the game. Put the board right in the middle of where we’re going to play. Now, each player needs to pick a color to use during the game. This color will represent them. Next, gather up all the things you need in your chosen color. You’ll need 12 markers to show that you own something, two discs, a ship, a wind rose, and a tableau. You’ll also need five gold coins. The tableau goes in front of you, and the wind rose, markers, and coins go beside it.

So here’s what I do: I put the rest of the gold coins next to the board, kind of like a bank. Then I take the action cubes and sort them by color, so they’re easy to reach for everyone. Next, I randomly distribute all the goods tiles onto the houses in the light city spaces, with the joker tiles going on the houses in the dark city spaces. As for the cards, I divide them into two stacks – the office cards and the building or person cards. I make sets of two with the office cards, and put them next to the game board where the markers are. The remaining cards go beside the board too.

Alright, here’s the deal! You know those two brown discs? Yeah, I’m talking about those. You can put them on either side of the zero on the tribute track over there on the left side of the board. Got it? Good.

Now, we need someone to be the dice roller. This person will plop all the dice next to the board. Easy peasy, right? Then, we’ll grab two more cards than the number of players from the building and person stack. Each player will choose one of these cards and put it in any empty space on their tableau. Make sure it’s nice and snug!

Now, we’re ready to get the party started. Starting with the player whose disc is on top of the pile, everyone takes an action cube from the supply. They place it next to the space with one die on their wind rose thingy. Then, they grab two action cubes that match their first one, and put them next to the space with two dice. All set? Great! Now we can get this game going!

GAMEPLAY

When you play the game, you’ll go through 12 rounds. Each round has three parts: the cards phase, the dice phase, and the action phase. First, you’ll pick two office cards and put them face up beside the board. Then, you’ll place the top four building or person cards beside them. The yellow numbers on the cards are added up to figure out the tribute value. The brown disc on the tribute table is moved to the right spot for that value. Next, the red numbers are added up to determine the exchange value using the tribute table. Depending on how many players there are, you can get rid of up to two building or person cards. After that, each player chooses a card and adds it to their tableau, starting with the first player at the wall.

Alright, listen up! In the second phase, I’m gonna roll all the dice and organize them. Gotta make sure the matching dice are all together, you know? After that, it’s your turn. You pick two dice and grab some action cubes from the supply. Put those cubes next to the number that matches the dice you chose on your wind rose. Oh, and don’t forget, everyone needs to move their wind rose one space clockwise after they collect their cubes. That way, each cube moves to a die with a lower number.

Now pay attention, because this is important: the action cubes that the arrow on the wind rose points to become your supply. You can’t use any other cubes, got it? So choose wisely!

Now it’s time to talk about the third phase of the game! This is when the players get to do some cool stuff by using their action cubes. They try to use up all the cubes they have. But don’t worry, any extra cubes go back to the general supply when this phase is over.

In this phase, players activate actions by using the right number of action cubes that the action card asks for. And guess what? They can even earn points for some of these actions! Exciting, right?

The game keeps going like this for 12 rounds. Just imagine all the fun you’ll have!

ENDING THE GAME

Hey there! I’m here to talk about a cool game called the 12th Round. It’s a game where the fun comes to an end after 12 rounds. But wait, let me break it down for you!

First things first, in the 12th Round, players have to collect punish markers for each card they still have on their tableau. These markers come in handy later, so keep them in mind.

Next, it’s time to settle our accounts and move our marker along the prestige track. Here’s the deal: for each punish marker you have, you gotta move your disc back three spaces. But hey, it’s not all bad news! If you have any activated cards with game end effects, you get to move your disc depending on the card. So, things could work out in your favor.

Oh, and one more thing! If you’re lucky enough to have the longest string of ownership markers, you score two prestige points for each marker. Nice, right?

Okay, let’s talk about the end of the game. We tally up all the points, and the winner is chosen based on how far we’ve moved along the prestige track. The player who has moved the farthest is declared the champion! Exciting stuff, if you ask me!

By the way, I’m Ellie. I live in Northeast Tennessee and I’m just crazy about animals, fantasy fiction novels, and the great outdoors. I’ve got an amazing husband who loves me and our two fur babies. Being part of this awesome community is the best!

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