SKU: 39517869649

The Voyages of Marco Polo (2nd Edition)

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Description

The Voyages of Marco Polo (2nd Edition)The Voyages of Marco Polo is a dice placement game set around the journey of the aforementioned minty treat. The board is split into map and action sections with players placing their dice to perform actions, like gaining resources and moving. It's a game that will no doubt bamboozle you during your first play as you try to work on how on earth to do everything you want to do. Then as you play more you will gradually click with the game systems, how

The Voyages of Marco Polo is a dice placement game set around the journey of the aforementioned minty treat. The board is split into map and action sections with players placing their dice to perform actions, like gaining resources and moving. It's a game that will no doubt bamboozle you during your first play as you try to work on how on earth to do everything you want to do. Then as you play more you will gradually click with the game systems, how best to use your player power and make the most of bonus actions.
The Voyages of Marco Polo is fun from the get-go; however, it becomes increasingly satisfying the more you play. At the start of the game you will choose two journey cards. You are looking to set up trading posts in these cities to complete the cards and score endgame points. Most of the time you'll want to choose journeys that are compatible or at least near each other, but because of a clever map system this is not always possible. Thankfully, every city on the map offers some sort of bonus, from income to extra action spots, so you'll be doing a lot of travelling anyway. Should you reach the far edge of the map there are big point rewards too.
The difficulty is that most paths you will travel have large costs on top of the cost of the move action itself. For example, moving six spaces will cost you a six dice, a whopping 18 coins and the costs of all the paths you want to use! Luckily there are contracts to help you earn some extra actions and moves! The game holds together fantastically well and while not one to start the hobby with, it is an excellent example of some of the best board games can offer.
Player Count: 2-4Time: 40-100 MinutesAge: 12+

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SKU: 39517869649

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M
Marcin Antkiewicz
Cuba, US
★★★★★ 5
Under appreciated
Format: Hardcover
I have the first edition, and the 3rd (2020), and the 3rd. This book is a decent introduction to InfoSec, although it takes a few years and some experience to be able to truly appreciate it. I've probably ready it all, in prices, across 15 years and all revisions. It's a reference, it's a guide, that book is my best friend. I think this book is a good guide for entry level folks who are looking for a comprehensive introduction to the field of computer security, and also to senior staff. Be it managers, directors, eng managers, internal audit and privacy professionals looking for a comprehensive introduction to Security relevant regardless of the particular technology they work with or industry they are in.
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Reviewed in the United States on January 3, 2021
D
David
Lake Worth, US
★★★★★ 5
Highly Readable and Authoritative
Format: eTextbook
I had the pleasure of being introduced to this book by a professor in graduate school. Anderson's book is very readable for those who are getting started with security engineering. I found that going at a pace of a chapter each week or so was good for me to really digest the content. I'm about half-way through! I also recommend ching out the website for the book. It has PDF samples as well.
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Reviewed in the United States on January 6, 2022
M
mohammed
Lowell, US
★★★★★ 5
We need more people like Ross!
Format: eTextbook
Ross work is must-read for people who are enthusiasts about security or professionals in the field.
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Reviewed in the United States on December 28, 2021
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Znapp
Pawtucket, US
★★★★★ 5
An absolute must for everyone dabbling with Unity 6 Game Development
Format: Paperback
Half of this book is about C# (until Chapter 6), and the other half is about actually making games. The book is very well written, and it is everything I needed to get a few problems solved with Unity 6 projects. I love how clearly things are explained, and the only thing I wish for is that I was able to spend more time delving into this while maintaining my financial status...
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Reviewed in the United States on January 3, 2026
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Christopher West
West Palm Beach, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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Reviewed in the United States on October 21, 2025

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