Setup
Place the board centrally, distribute 25 gemstones of each color to their matching carpets, and each player takes 12 gemstones (3 of each color) from those carpets.
Open and place the game board in the center of the table. Place 25 gemstones of each color on the matching colored carpets on the game board (spare gemstones are included but only 25 of each color are used). Each player takes 12 gemstones—3 of each of the four colors—from the carpets. Players' gemstones must be displayed openly so all players can see them at all times.
Setup
Each player places their Points Marker on START, their Start Disk in any archway, and their Merchant Piece on their Start Disk.
Each player selects a color-coded set of Playing Pieces. The Points Marker is placed on the START arrow on the Points Track bordering the game board. The Start Disk is placed in any archway on the game board—players may choose any archway and more than one Start Disk may occupy the same archway. The Merchant Piece is placed on top of the player's own Start Disk. Each player retains their three Action Cards (Gemstones, Points, and Die) throughout the entire game.
Movement
All players simultaneously roll their dice and move their Merchant Pieces clockwise the number of archway spaces shown.
At the start of each turn, all players simultaneously roll their individual dice. Each player then moves their Merchant Piece clockwise around the board a number of archway spaces equal to the number rolled on their die. A Merchant Piece may pass through or land on an archway space occupied by another player's Merchant Piece or a Start Disk without any penalty or special effect. After all players have moved, the Action Phase begins.
Movement
Start Disks remain in their original archway throughout a round so players can track when a lap is completed.
Start Disks are not moved during normal turns. They remain fixed in the archway where they were placed at the beginning of the round. This allows all players to see when a player's Merchant Piece completes a lap by landing on or passing the Start Disk. Only after Bonus Points are recorded at the end of a round are Start Disks moved to the archway currently occupied by the player's Merchant Piece, establishing the new starting position for the next round.
Turn structure
All players simultaneously choose one Action Card, place it face down, then reveal all cards at once.
During the Action Phase, each player secretly selects one of their three Action Cards (Gemstones, Points, or Die) and places it face down on the table. Once all players have placed a card face down, all cards are turned face up simultaneously and compared. The outcome depends on how many players chose each type of card.
Card play
If only one player chose a given Action Card, that player immediately executes the corresponding action.
If an Action Card type (Gemstones, Points, or Die) was selected by exactly one player, that player immediately and without negotiation carries out the action associated with that card. No bartering is required.
Card play
If exactly two players chose the same Action Card, they must barter gemstones to determine who executes the action.
If exactly two players chose the same type of Action Card, those two players must engage in a bartering process to decide which of them carries out the action and which gives up the action in exchange for gemstones. The full bartering rules govern this process (see bartering rules). The player who gives up the right to the action receives the agreed gemstones; the player whose offer was accepted pays those gemstones and executes the action.
Card play
If three or four players chose the same Action Card, that action is cancelled and none of those players execute it.
If the same type of Action Card was selected by three or four players simultaneously, that action is completely cancelled. None of those players may carry out the action. No bartering occurs, no gemstones are exchanged, and no benefit is gained from that card for that turn.