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In Morocco, players represent ancient families of artisans - snake charmers, water sellers, rug merchants, magicians, and food sellers - carrying on the ancient traditions of the world famous Jemaa el-Fna market square in Marrakech, Morocco.

Every day, the families race to scout and claim the best market stalls, then attract customers to sample their wares and curiosities.


Components

  • Game board
  • 60 Market Tiles
  • Roof with information cubes
  • 36 Juice Seller Tokens
  • 90 Workers
  • Start Player Marker
  • Market Die
  • 15 Gold Coins
  • 12 Empty Stall Tiles
  • Instructions

Object of the Game

In Morocco, players will send their workers out to try and claim the best stalls at the market. When enough workers of the same color have made it to a stall, that artisan claims that market stall and clears out any adjacent Juice Sellers.

Morocco is played over two separate phases, Market Information and Assign Workers. In the market information phase, players use the roof to scout the market and determine where the busiest stalls will.

In Assign Workers, players use the gained information to send workers to stalls across the market.

The player who generates the most victory points via Market Tiles, Juice Seller Tokens, and their Largest Market District will win the game!


Setup

Position the game board in the center of the play area. Players take all pieces (2 cousins tokens 2 tourists 2 bodyguards 12 assistants 12 market tiles 1 score marker) of their chosen color.

Place all players' score markers on "0" on the score track. Place all players' bodyguards in the guards' quarters on the game board.

Randomly draw and place juice seller tokens face up on each of the corresponding spaces in the market. Pile the information cubes and gold coins near the game board; this is the supply.

Assign 5 information cubes (one of each color), at random, to the market rows (along the side). Assign 5 information cubes (one of each color), at random, to the market columns (along the bottom). Assign 5 information cubes (one of each color), at random, to the outer spaces on the rooftop on the game board.

Place the pawn in the center space on the rooftop. Give the start player marker to the player who has most recently traveled to Morocco; that player will begin the game. 2/3 players: Give the market die to the start player.



Game Play

Morocco is played over a series of rounds. Each round has two separate phases:

  • Phase One: Scout Stalls
  • Phase Two: Assign Workers

The final round is triggered when there are five or fewer open stalls remaining in the market.



1. Scout Stalls

In this phase, players will scout the market from the nearby rooftop and gain information that they'll use later on when they send their workers out into the market to claim stalls. Beginning with the first player and proceeding clockwise, each player takes one turn during this phase.

On your turn, move the pawn to any other space on the rooftop (i.e., you cannot choose to leave the pawn where it was). You gain two cubes: one for each cube on the spaces adjacent to the pawn.

Every other player then gains one cube that matches the cube on the space where you placed the pawn.



Example: The green player moves the pawn to the outer space with the brown information cube. He gains one green cube and one orange cube. Every other player gains one brown cube.

Rolling the Market Die (2-3 Players Only)

3players-. At the start of the round, the first player rolls the market die once. Every player gains one cube of the color indicated on the die. If the "wild" face is rolled, every player gains a cube of their choice.

2 players. At the start of the round, each player rolls the market die once. For each roll, every player gains one cube of the color indicated on the die. If the "wild" face is rolled, every player gains a cube of their choice.



2. Assign Workers

In this phase, players will use their information cubes to send workers out into the market to claim the best stalls. Beginning with the first player and proceeding clockwise, each player takes two turns (one at a time) during this phase.

Players may place their worker in any open space in the chosen stall. All stalls have FOUR spaces.

All workers, including bodyguards, occupy one space in a stall


Playing a Worker

Which information cubes are required is determined by the cubes assigned to the market row and column that the specific stall is in as well as by the type of worker you wish to play.

  • Assistant / Bodyguard

    Play an assistant or bodyguard to a stall, spending one of each of the corresponding cubes in that stall's market row and column (2 total).

  • Tourist

    Play a tourist to a stall, spending one of each of the corresponding cubes in that stall's market row and column, plus one additional cube of any color (3 total).

  • Cousins

    Discard a cousins token to play an assistant to a stall, spending one of each of the corresponding cubes in that stall's market row and column, plus one additional cube of any color (3 total).

    Then, play another assistant in an adjacent space of a different stall from the first, at no additional cost.

Players MUST place a worker on their turn if able. If they cannot place a worker, they must pass.



Example: The green player wants to place a cousin in the stall indicated by the Black arrow. They must spend one of each of the corresponding cubes in the stall's market row and column, and any one additional cube.

They then discard a cousin token and place an assistant. The second assistant may go in either of the spaces shown by the white arrows (adjacent in a different stall).



Example: The green player wants to place an assistant in the indicated stall. She must spend one of each of the corresponding cubes in the stall's market row (green) and column (brown).


Scoring and Closing a Stall

After playing your worker, check to see if any stalls are now full. A stall is considered full when the worker count plus over- flow from adjacent tiles equals four or more. If two stalls fill up on the same turn (due to a player using a cousins token), the stall that filled first is scored first.

Each assistant or tourist counts ONE toward worker count; each bodyguard counts TWO toward worker count.

When a stall is full, score the stall, giving giving players the appropriate rewards for their relative position in worker count for that stall. All victory points (VP) are tracked by moving score markers on the score track.

  • 1st Place: 5VP and place their market tile.

    Tied 1st: If there is a tie for 1st all tied players receive 5VP and the active player places an empty stall tile.

  • 2nd Place: 2VP + 1 gold coin + 1 bodyguard.

    Tied 2nd: If there is a tie for a 2nd all tied players receive 1VP + 1 gold coin or bodyguard.

  • 3rd Place: 1VP + 1 gold coin or bodyguard.

Collect Juice Seller Tokens

After a stall has been scored, all players take any juice seller tokens adjacent to their own workers (if any) in that stall, placing them face down in their respective player areas.


Place Market Tile

All players remove their workers from the stall: assistants return to their respective players, bodyguards return to the guards' quarters, tourists move (see below).

The player who had the highest worker count places one of their market tiles on the stall; that stall is now closed. If there was a tie for highest worker count, the active player places an empty stall tile on the stall instead.


Market Tiles

That player then selects an adjacent stall to overflow into by orienting their market tile so that the arrow points in that direction. The target stall cannot be an already closed stall, unless no open stalls are adjacent.

Moving Tourists: If there is a tourist in a stall when it closes, the tourist moves to any available space in the adjacent open stall indicated by the overflow arrow on the market tile.

Then, the tourist is replaced with one of that player's assistants and then discarded from the game. If multiple tourists need to move from the same stall, resolve their moves in turn order clockwise from the active player.



Gold Coins

Spending Gold Coins

Gold coins may be spent at any time on your turn during the Assign Workers phase. There is no limit to the number of gold coins you may spend in a single turn.

Spending a gold coin allows you to swap the positions of any two information cubes assigned to the market rows or any two

information cubes assigned to the market columns. You may not swap a cube from a row to a column or vice versa.

Unused Gold Coins at game end are worth 1VP each. A player may never have more than 3 gold coins at any one time.



Round End

After each player has had two turns in the Assign Workers phase, the round ends. Pass the start player marker clockwise. Return the pawn to the center space of the rooftop.

Each player may only store one information cube for use next round; all other cubes they have gained must be returned to the supply.



End of the Game

The final round is triggered when closing a stall leaves five or fewer open stalls in the market. When this occurs, finish the current round; then the game ends.

Exception: If the LAST Stall is closed, the game ends immediately after scoring that Stall.

In the final scoring phase, each player scores their juice seller tokens, gold coins, and their largest plot.

  • Juice seller tokens - each worth 2, 3, or 4VP (as indicated on the token).
  • Largest market area - 3VP per market tile in your largest contiguous group of claimed stalls.
  • Gold coins - 1VP each.

The player with the most total points is the winner! In case of a tie, the tied player who claimed the most stalls is the winner. If there is a further tie, the tied players enjoy their shared victory.




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