Your character’s special ability should guide your overall strategy.
Dice worker placement, route building, resource management.
Players who complete the most contracts generally gain significant victory points.
Players start in Beijing and travel, requiring them to pay costs to move between cities and place trading posts.
Based on your request, this guide focuses on (often referred to as Marco Polo 2), a critically acclaimed board game. This game is a sequel to The Voyages of Marco Polo but functions as a standalone experience, frequently noted for its improvements on the original mechanics. Core Game Overview Designer: Simone Luciani & Daniele Tascini.
Travelers navigating the Silk Road, establishing trading posts, and completing contracts for Kublai Khan. Key Gameplay Mechanics
Marco Polo II is often considered more "open" and less restrictive, with more paths to victory, and is sometimes called a "1.5" version.
2-4 players (Best at 2-3 players for high competition). Duration: Approximately 60–100 minutes.
This LMC simulator is based on the Little Man Computer (LMC) model of a computer, created by Dr. Stuart Madnick in 1965. LMC is generally used for educational purposes as it models a simple Von Neumann architecture computer which has all of the basic features of a modern computer. It is programmed using assembly code. You can find out more about this model on this wikipedia page.
You can read more about this LMC simulator on 101Computing.net.
Note that in the following table “xx” refers to a memory address (aka mailbox) in the RAM. The online LMC simulator has 100 different mailboxes in the RAM ranging from 00 to 99.
| Mnemonic | Name | Description | Op Code |
| INP | INPUT | Retrieve user input and stores it in the accumulator. | 901 |
| OUT | OUTPUT | Output the value stored in the accumulator. | 902 |
| LDA | LOAD | Load the Accumulator with the contents of the memory address given. | 5xx |
| STA | STORE | Store the value in the Accumulator in the memory address given. | 3xx |
| ADD | ADD | Add the contents of the memory address to the Accumulator | 1xx |
| SUB | SUBTRACT | Subtract the contents of the memory address from the Accumulator | 2xx |
| BRP | BRANCH IF POSITIVE | Branch/Jump to the address given if the Accumulator is zero or positive. | 8xx |
| BRZ | BRANCH IF ZERO | Branch/Jump to the address given if the Accumulator is zero. | 7xx |
| BRA | BRANCH ALWAYS | Branch/Jump to the address given. | 6xx |
| HLT | HALT | Stop the code | 000 |
| DAT | DATA LOCATION | Used to associate a label to a free memory address. An optional value can also be used to be stored at the memory address. |