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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24508</id>
		<title>Gamehelppiratesofmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24508"/>
		<updated>2025-03-27T19:16:08Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Welcome to Pirates of Maracaibo! You&#039;re a pirate in the Caribbean in this tableau-building game, seeking to hire a versatile crew, grow your hoard of treasure, and improve your pirate ship.&lt;br /&gt;
&lt;br /&gt;
Pirates of Maracaibo is played over 3 rounds. Each round, you and your opponents will sail through the Caribbean. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the Maracaibo space, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What To Do On Your Turn =&lt;br /&gt;
On your turn, you must perform these two steps in this order:&lt;br /&gt;
&lt;br /&gt;
== Step 1 - Move Your Ship ==&lt;br /&gt;
On your turn, you must move 1 to 3 spaces (each card is a space). You may move to any card that is adjacent to your current card, including vertically. You MUST end in a column that is further to the right than where you started. If your ship lands on the Gulf space (to the right of the cards), you must stop there, even if you have extra movement. If you start your turn on the Gulf space, you must move to the Maracaibo space above it.&lt;br /&gt;
&lt;br /&gt;
== Step 2 - Perform Actions ==&lt;br /&gt;
Perform an action based on where your ship landed. There are 5 types of spaces that you can land on, detailed below:&lt;br /&gt;
&lt;br /&gt;
=== Improvement Card ===&lt;br /&gt;
Improvement cards are cards that you can acquire in the Caribbean and add to your tableau.&lt;br /&gt;
&lt;br /&gt;
You must choose one of these options when landing on an Improvement Card:&lt;br /&gt;
&lt;br /&gt;
* A. Ignore the card and gain 5 Doubloons from the supply.&lt;br /&gt;
&lt;br /&gt;
* B. Pay the indicated number of Doubloons in the top left of the card to acquire it. It will move below your ship board, and it will provide either an immediate benefit (beige scroll), a passive benefit or new action (red scroll) that persists for the remainder of the game, or an end-game benefit (black scroll). Any Victory Points shown in the top right are scored at the end of the game.&lt;br /&gt;
&#039;&#039;When you take an Improvement card, a new card from the Tier II deck replaces it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Residence Card ===&lt;br /&gt;
Residences provide Endgame scoring bonuses.&lt;br /&gt;
&lt;br /&gt;
You must choose one of these options when landing on a Residence:&lt;br /&gt;
&lt;br /&gt;
A. Ignore the card and gain 5 Doubloons from the supply.&lt;br /&gt;
&lt;br /&gt;
B. Pay the cost indicated in the top left and place one of your markers in an available space to indicate that you have purchased the Residence. If you cover the first slot, gain 2 VP. These cards will score VP at the end of the game based on the indicated requirements, up to a maximum of 24 VP or 25 VP. These cards stay in the Caribbean and do not move below your player board.&lt;br /&gt;
=== Location Card ===&lt;br /&gt;
Locations are permanent cards in the Caribbean that provide various effects.&lt;br /&gt;
&lt;br /&gt;
When you land on a Location, you must do all of these steps in order:&lt;br /&gt;
&lt;br /&gt;
1. If a Treasure tile is at this location, a treasure cube is automatically placed from the supply to its corresponding island, increasing its value.&lt;br /&gt;
&lt;br /&gt;
2. If one of YOUR Black Market tiles is at this location, you may activate it.&lt;br /&gt;
&lt;br /&gt;
3. Perform a Ship Upgrade&lt;br /&gt;
&lt;br /&gt;
4. Perform the Location&#039;s Action. These are detailed in the section &amp;quot;Various Effects and Action&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== The Gulf ===&lt;br /&gt;
The Gulf is the space immediately to the right of the cards in the Caribbean. You MUST end your movement on the Gulf if you land on it.&lt;br /&gt;
&lt;br /&gt;
When on the Gulf, you may first perform a Ship Upgrade and then one of the three following actions:&lt;br /&gt;
&lt;br /&gt;
A. Raiding with an additional 2 raiding power&lt;br /&gt;
&lt;br /&gt;
B. Explore with 4 steps&lt;br /&gt;
&lt;br /&gt;
C. Purchase a Residence anywhere in the Caribbean, paying its cost.&lt;br /&gt;
&lt;br /&gt;
=== Maracaibo ===&lt;br /&gt;
Maracaibo is the final space in the Caribbean, above the Gulf. If you start your turn on the Gulf, you MUST move to Maracaibo.&lt;br /&gt;
&lt;br /&gt;
When a player reaches Maracaibo, they gain 6 VP and a Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
* Then, all players collect Doubloon and VP income.&lt;br /&gt;
* Finally, &#039;&#039;&#039;ALL players&#039; ships move back to the start of the Caribbean,&#039;&#039;&#039; and it will be the next player&#039;s turn in regular turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039;&#039;&#039; In the third and final round, the last player to act in the game is the player whose token is on Maracaibo. This guarantees equal turns in the game. It is therefore possible that one player may reach Maracaibo in the final round, but other players take one last turn after them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Various Effects and Actions =&lt;br /&gt;
&lt;br /&gt;
== Location Actions ==&lt;br /&gt;
These are the main Location actions. They may also appear on other cards, your ship upgrade board, or the exploration track.&lt;br /&gt;
&lt;br /&gt;
==== Raiding ====&lt;br /&gt;
This is the primary way to acquire Treasure cubes, which score VP at the end and frequently appear on Quests.&lt;br /&gt;
&lt;br /&gt;
* Roll all dice (you may reroll all dice once) and choose one. Add any permanent raiding power and color-dependent raiding power to this die&#039;s value.&lt;br /&gt;
* This total value is the amount of raiding power you can use to perform Raiding Actions. You start with 3 raiding actions on your ship and can acquire more from Ship Upgrades or Improvement Cards. &lt;br /&gt;
* You may perform each Raiding Action AT MOST ONCE each time you perform Raiding.&lt;br /&gt;
* You may use the &amp;quot;Acquire Treasure&amp;quot; actions only on the island that matches the die you selected. If no treasure is on an island, you may take it from the supply.&lt;br /&gt;
&lt;br /&gt;
==== Quest ====&lt;br /&gt;
This action lets you take on quest from the face-up display or from the top of the deck. It refills afterward.&lt;br /&gt;
&lt;br /&gt;
Quests give you an end-game scoring objective. You can score either the easier objective with fewer requirements (and smaller VP reward), or you can score the harder objective with more requirements (and a larger VP reward).&lt;br /&gt;
&lt;br /&gt;
==== Explore ====&lt;br /&gt;
Exploring is a way to get immediate bonuses and VP on the Exploration Track.&lt;br /&gt;
&lt;br /&gt;
* Add any permanent Explore bonuses to the Exploration effect&#039;s value number and move your Explorer up to this total amount on the Exploration Board.&lt;br /&gt;
* You may perform the action of the final space you land on or gain the immediate bonus (such as Doubloons).&lt;br /&gt;
&lt;br /&gt;
==== Buy Good or Crew ====&lt;br /&gt;
This location allows you to do one of the following:&lt;br /&gt;
&lt;br /&gt;
A. Take 5 Doubloons&lt;br /&gt;
B. Buy a Goods or Crew Improvement card ANYWHERE in the Caribbean, at its cost plus an 3 additional Doubloons.&lt;br /&gt;
&lt;br /&gt;
==== Bury Treasures 2x ====&lt;br /&gt;
This location lets you bury 2 Treasures.&lt;br /&gt;
&lt;br /&gt;
When burying treasure, you select an unburied treasure cube that is in your hideout and move it below the line, gaining a bonus, if any.&lt;br /&gt;
&lt;br /&gt;
Buried treasure are each worth 2 VP at the end of the game and sometimes are requirements for quests.&lt;br /&gt;
&lt;br /&gt;
== Non-Location Actions ==&lt;br /&gt;
These are found outside of Locations.&lt;br /&gt;
&lt;br /&gt;
==== Raiding Icon without Dice ====&lt;br /&gt;
Immediately perform a Raiding action, where your strength is the printed value plus any permanent strength you have. Color-specific strength DOES NOT count for these actions.&lt;br /&gt;
&lt;br /&gt;
==== Raiding Icon with a single Die ====&lt;br /&gt;
Immediately perform a Raiding action, where your strength is the printed value plus any permanent strength you have. Color-specific strength for the matching color DOES count for these actions.&lt;br /&gt;
&lt;br /&gt;
==== Re-Explore (Exploration with a Lightning Bolt) ====&lt;br /&gt;
This icon lets you regain the bonus of where your explorer is currently standing.&lt;br /&gt;
&lt;br /&gt;
==== Additional raiding actions from Improvements ====&lt;br /&gt;
These are additional Raiding effects you can use (once per Raiding action). The island that you add treasure to DOES NOT need to match the island of the die you choose.&lt;br /&gt;
&lt;br /&gt;
==== Discounts ====&lt;br /&gt;
Reduce the cost of all Improvements and Residences by the discount shown. These stack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Final Scoring =&lt;br /&gt;
&lt;br /&gt;
When all players have taken their turns at the end of the 3rd round, the game ends.&lt;br /&gt;
&lt;br /&gt;
Players gain points for the following:&lt;br /&gt;
&lt;br /&gt;
==== Income ====&lt;br /&gt;
All players take both their Doubloon income and VP income as normal.&lt;br /&gt;
&lt;br /&gt;
==== Leftover Doubloons ====&lt;br /&gt;
Gain 1 VP for every 5 leftover Doubloons.&lt;br /&gt;
&lt;br /&gt;
==== Rivers Crossed ====&lt;br /&gt;
Gain 4 VP for each river you&#039;ve crossed on the Exploration board (max of 16 VP).&lt;br /&gt;
&lt;br /&gt;
==== Improvement Card VP ====&lt;br /&gt;
Gain the VP shown in the top right of all of your Improvement cards.&lt;br /&gt;
&lt;br /&gt;
==== Endgame Scoring effects on Improvement Cards ====&lt;br /&gt;
Gain VP based on all black scrolls shown on your Improvement cards. These can all be scored multiple times (e.g. if you score 7 VP for every 3 Gold, this would be 14 VP if you have 6-8 Gold).&lt;br /&gt;
&lt;br /&gt;
==== Residences ====&lt;br /&gt;
Gain VP based on all your purchased Residences (max 24 VP or 25 VP each).&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
Gain VP for each type of treasure you have. Each treasure is worth the same amount for ALL players, based on the amount of treasure accumulated on its corresponding island. If Gold is worth 3 VP and you have 5 Gold, you would score 15 VP for Gold.&lt;br /&gt;
&lt;br /&gt;
==== Buried Treasure ====&lt;br /&gt;
All Buried treasure is worth 2VP, regardless of type.&lt;br /&gt;
&lt;br /&gt;
==== Quests ====&lt;br /&gt;
Gain the VP from either the top or bottom of each quest in your hand (not both).&lt;br /&gt;
&lt;br /&gt;
==== Quest Bonus ====&lt;br /&gt;
If you have completed 6 quests at either the easy or hard level, gain 10 bonus VP.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24507</id>
		<title>Gamehelppiratesofmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24507"/>
		<updated>2025-03-27T19:12:48Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Welcome to Pirates of Maracaibo! You&#039;re a pirate in the Caribbean in this tableau-building game, seeking to hire a versatile crew, grow your hoard of treasure, and improve your pirate ship.&lt;br /&gt;
&lt;br /&gt;
Pirates of Maracaibo is played over 3 rounds. Each round, you and your opponents will sail through the Caribbean. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the Maracaibo space, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What To Do On Your Turn =&lt;br /&gt;
On your turn, you must perform these two steps in this order:&lt;br /&gt;
&lt;br /&gt;
== Step 1 - Move Your Ship ==&lt;br /&gt;
On your turn, you must move 1 to 3 spaces (each card is a space). You may move to any card that is adjacent to your current card, including vertically. You MUST end in a column that is further to the right than where you started. If your ship lands on the Gulf space (to the right of the cards), you must stop there, even if you have extra movement. If you start your turn on the Gulf space, you must move to the Maracaibo space above it.&lt;br /&gt;
&lt;br /&gt;
== Step 2 - Perform Actions ==&lt;br /&gt;
Perform an action based on where your ship landed. There are 5 types of spaces that you can land on, detailed below:&lt;br /&gt;
&lt;br /&gt;
=== Improvement Card ===&lt;br /&gt;
Improvement cards are cards that you can acquire in the Caribbean and add to your tableau.&lt;br /&gt;
&lt;br /&gt;
You must choose one of these options when landing on an Improvement Card:&lt;br /&gt;
&lt;br /&gt;
* A. Ignore the card and gain 5 Doubloons from the supply.&lt;br /&gt;
&lt;br /&gt;
* B. Pay the indicated number of Doubloons in the top left of the card to acquire it. It will move below your ship board, and it will provide either an immediate benefit (beige scroll), a passive benefit or new action (red scroll) that persists for the remainder of the game, or an end-game benefit (black scroll). Any Victory Points shown in the top right are scored at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Residence Card ===&lt;br /&gt;
Residences provide Endgame scoring bonuses.&lt;br /&gt;
&lt;br /&gt;
You must choose one of these options when landing on a Residence:&lt;br /&gt;
&lt;br /&gt;
A. Ignore the card and gain 5 Doubloons from the supply.&lt;br /&gt;
&lt;br /&gt;
B. Pay the cost indicated in the top left and place one of your markers in an available space to indicate that you have purchased the Residence. If you cover the first slot, gain 2 VP. These cards will score VP at the end of the game based on the indicated requirements, up to a maximum of 24 VP or 25 VP. These cards stay in the Caribbean and do not move below your player board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location Card ===&lt;br /&gt;
Locations are permanent cards in the Caribbean that provide various effects.&lt;br /&gt;
&lt;br /&gt;
When you land on a Location, you must do all of these steps in order:&lt;br /&gt;
&lt;br /&gt;
1. If a Treasure tile is at this location, a treasure cube is automatically placed from the supply to its corresponding island, increasing its value.&lt;br /&gt;
&lt;br /&gt;
2. If one of YOUR Black Market tiles is at this location, you may activate it.&lt;br /&gt;
&lt;br /&gt;
3. Perform a Ship Upgrade&lt;br /&gt;
&lt;br /&gt;
4. Perform the Location&#039;s Action. These are detailed in the section &amp;quot;Various Effects and Action&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== The Gulf ===&lt;br /&gt;
The Gulf is the space immediately to the right of the cards in the Caribbean. You MUST end your movement on the Gulf if you land on it.&lt;br /&gt;
&lt;br /&gt;
When on the Gulf, you may first perform a Ship Upgrade and then one of the three following actions:&lt;br /&gt;
&lt;br /&gt;
A. Raiding with an additional 2 raiding power&lt;br /&gt;
&lt;br /&gt;
B. Explore with 4 steps&lt;br /&gt;
&lt;br /&gt;
C. Purchase a Residence anywhere in the Caribbean, paying its cost.&lt;br /&gt;
&lt;br /&gt;
==== Maracaibo ====&lt;br /&gt;
Maracaibo is the final space in the Caribbean, above the Gulf. If you start your turn on the Gulf, you MUST move to Maracaibo.&lt;br /&gt;
&lt;br /&gt;
When a player reaches Maracaibo, they gain 6 VP and a Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
Then, all players collect Doubloon and VP income.&lt;br /&gt;
&lt;br /&gt;
Finally, ALL players&#039; ships move back to the start of the Caribbean, and it will be the next player&#039;s turn in regular turn order.&lt;br /&gt;
&lt;br /&gt;
In the third and final round, the last player to act in the game is the player whose token is on Maracaibo. This guarantees equal turns in the game. It is therefore possible that one player may reach Maracaibo in the final round, but other players take one last turn after them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Various Effects and Actions =&lt;br /&gt;
&lt;br /&gt;
== Actions found on Locations ==&lt;br /&gt;
These are the main Location actions. They may also appear on other cards, your ship upgrade board, or the exploration track.&lt;br /&gt;
&lt;br /&gt;
==== Raiding ====&lt;br /&gt;
This is the primary way to acquire Treasure cubes, which score VP at the end and frequently appear on Quests.&lt;br /&gt;
&lt;br /&gt;
* Roll all dice (you may reroll all dice once) and choose one. Add any permanent raiding power and color-dependent raiding power to this die&#039;s value.&lt;br /&gt;
* This total value is the amount of raiding power you can use to perform Raiding Actions. You start with 3 raiding actions on your ship and can acquire more from Ship Upgrades or Improvement Cards. &lt;br /&gt;
* You may perform each Raiding Action AT MOST ONCE each time you perform Raiding.&lt;br /&gt;
* You may use the &amp;quot;Acquire Treasure&amp;quot; actions only on the island that matches the die you selected. If no treasure is on an island, you may take it from the supply.&lt;br /&gt;
&lt;br /&gt;
==== Quest ====&lt;br /&gt;
This action lets you take on quest from the face-up display or from the top of the deck. It refills afterward.&lt;br /&gt;
&lt;br /&gt;
Quests give you an end-game scoring objective. You can score either the easier objective with fewer requirements (and smaller VP reward), or you can score the harder objective with more requirements (and a larger VP reward).&lt;br /&gt;
&lt;br /&gt;
==== Explore ====&lt;br /&gt;
Exploring is a way to get immediate bonuses and VP on the Exploration Track.&lt;br /&gt;
&lt;br /&gt;
* Add any permanent Explore bonuses to the Exploration effect&#039;s value number and move your Explorer up to this total amount on the Exploration Board.&lt;br /&gt;
* You may perform the action of the final space you land on or gain the immediate bonus (such as Doubloons).&lt;br /&gt;
&lt;br /&gt;
==== Buy Good or Crew ====&lt;br /&gt;
This location allows you to do one of the following:&lt;br /&gt;
&lt;br /&gt;
A. Take 5 Doubloons&lt;br /&gt;
B. Buy a Goods or Crew Improvement card ANYWHERE in the Caribbean, at its cost plus an 3 additional Doubloons.&lt;br /&gt;
&lt;br /&gt;
==== Bury Treasures 2x ====&lt;br /&gt;
This location lets you bury 2 Treasures.&lt;br /&gt;
&lt;br /&gt;
When burying treasure, you select an unburied treasure cube that is in your hideout and move it below the line, gaining a bonus, if any.&lt;br /&gt;
&lt;br /&gt;
Buried treasure are each worth 2 VP at the end of the game and sometimes are requirements for quests.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
These are found outside of Locations.&lt;br /&gt;
&lt;br /&gt;
==== Raiding Icon without Dice ====&lt;br /&gt;
Immediately perform a Raiding action, where your strength is the printed value plus any permanent strength you have. Color-specific strength DOES NOT count for these actions.&lt;br /&gt;
&lt;br /&gt;
==== Raiding Icon with a single Die ====&lt;br /&gt;
Immediately perform a Raiding action, where your strength is the printed value plus any permanent strength you have. Color-specific strength for the matching color DOES count for these actions.&lt;br /&gt;
&lt;br /&gt;
==== Re-Explore (Exploration with a Lightning Bolt) ====&lt;br /&gt;
This icon lets you regain the bonus of where your explorer is currently standing.&lt;br /&gt;
&lt;br /&gt;
==== Additional raiding actions from Improvements ====&lt;br /&gt;
These are additional Raiding effects you can use (once per Raiding action). The island that you add treasure to DOES NOT need to match the island of the die you choose.&lt;br /&gt;
&lt;br /&gt;
==== Discounts ====&lt;br /&gt;
Reduce the cost of all Improvements and Residences by the discount shown. These stack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Final Scoring =&lt;br /&gt;
&lt;br /&gt;
When all players have taken their turns at the end of the 3rd round, the game ends.&lt;br /&gt;
&lt;br /&gt;
Players gain points for the following:&lt;br /&gt;
&lt;br /&gt;
==== Income ====&lt;br /&gt;
All players take both their Doubloon income and VP income as normal.&lt;br /&gt;
&lt;br /&gt;
==== Leftover Doubloons ====&lt;br /&gt;
Gain 1 VP for every 5 leftover Doubloons.&lt;br /&gt;
&lt;br /&gt;
==== Rivers Crossed ====&lt;br /&gt;
Gain 4 VP for each river you&#039;ve crossed on the Exploration board (max of 16 VP).&lt;br /&gt;
&lt;br /&gt;
==== Improvement Card VP ====&lt;br /&gt;
Gain the VP shown in the top right of all of your Improvement cards.&lt;br /&gt;
&lt;br /&gt;
==== Endgame Scoring effects on Improvement Cards ====&lt;br /&gt;
Gain VP based on all black scrolls shown on your Improvement cards. These can all be scored multiple times (e.g. if you score 7 VP for every 3 Gold, this would be 14 VP if you have 6-8 Gold).&lt;br /&gt;
&lt;br /&gt;
==== Residences ====&lt;br /&gt;
Gain VP based on all your purchased Residences (max 24 VP or 25 VP each).&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
Gain VP for each type of treasure you have. Each treasure is worth the same amount for ALL players, based on the amount of treasure accumulated on its corresponding island. If Gold is worth 3 VP and you have 5 Gold, you would score 15 VP for Gold.&lt;br /&gt;
&lt;br /&gt;
==== Buried Treasure ====&lt;br /&gt;
All Buried treasure is worth 2VP, regardless of type.&lt;br /&gt;
&lt;br /&gt;
==== Quests ====&lt;br /&gt;
Gain the VP from either the top or bottom of each quest in your hand (not both).&lt;br /&gt;
&lt;br /&gt;
==== Quest Bonus ====&lt;br /&gt;
If you have completed 6 quests at either the easy or hard level, gain 10 bonus VP.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24506</id>
		<title>Gamehelppiratesofmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24506"/>
		<updated>2025-03-27T19:05:56Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Welcome to Pirates of Maracaibo! You&#039;re a pirate in the Caribbean in this tableau-building game, seeking to hire a versatile crew, grow your hoard of treasure, and improve your pirate ship.&lt;br /&gt;
&lt;br /&gt;
Pirates of Maracaibo is played over 3 rounds. Each round, you and your opponents will sail through the Caribbean. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the Maracaibo space, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What To Do On Your Turn =&lt;br /&gt;
On your turn, you must perform these two steps in this order:&lt;br /&gt;
&lt;br /&gt;
== Step 1 - Move Your Ship ==&lt;br /&gt;
On your turn, you must move 1 to 3 spaces (each card is a space). You may move to any card that is adjacent to your current card, including vertically. You MUST end in a column that is further to the right than where you started. If your ship lands on the Gulf space (to the right of the cards), you must stop there, even if you have extra movement. If you start your turn on the Gulf space, you must move to the Maracaibo space above it.&lt;br /&gt;
&lt;br /&gt;
== Step 2 - Perform Actions ==&lt;br /&gt;
Perform an action based on where your ship landed. There are 5 types of spaces that you can land on, detailed below:&lt;br /&gt;
&lt;br /&gt;
=== Improvement Card ===&lt;br /&gt;
Improvement cards are cards that you can acquire in the Caribbean and add to your tableau.&lt;br /&gt;
&lt;br /&gt;
You must choose one of these options when landing on an Improvement Card:&lt;br /&gt;
&lt;br /&gt;
* A. Ignore the card and gain 5 Doubloons from the supply.&lt;br /&gt;
&lt;br /&gt;
* B. Pay the indicated number of Doubloons in the top left of the card to acquire it. It will move below your ship board, and it will provide either an immediate benefit (beige scroll), a passive benefit or new action (red scroll) that persists for the remainder of the game, or an end-game benefit (black scroll). Any Victory Points shown in the top right are scored at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Residence Card ===&lt;br /&gt;
Residences provide Endgame scoring bonuses.&lt;br /&gt;
&lt;br /&gt;
You must choose one of these options when landing on a Residence:&lt;br /&gt;
&lt;br /&gt;
A. Ignore the card and gain 5 Doubloons from the supply.&lt;br /&gt;
&lt;br /&gt;
B. Pay the cost indicated in the top left and place one of your markers in an available space to indicate that you have purchased the Residence. If you cover the first slot, gain 2 VP. These cards will score VP at the end of the game based on the indicated requirements, up to a maximum of 24 VP or 25 VP. These cards stay in the Caribbean and do not move below your player board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location Card ===&lt;br /&gt;
Locations are permanent cards in the Caribbean that provide various effects.&lt;br /&gt;
&lt;br /&gt;
When you land on a Location, you must do all of these steps in order:&lt;br /&gt;
&lt;br /&gt;
1. If a Treasure tile is at this location, a treasure cube is automatically placed from the supply to its corresponding island, increasing its value.&lt;br /&gt;
&lt;br /&gt;
2. If one of YOUR Black Market tiles is at this location, you may activate it.&lt;br /&gt;
&lt;br /&gt;
3. Perform a Ship Upgrade&lt;br /&gt;
&lt;br /&gt;
4. Perform the Location&#039;s Action. These are detailed in the following section.&lt;br /&gt;
&lt;br /&gt;
==== Raiding ====&lt;br /&gt;
This is the primary way to acquire Treasure cubes, which score VP at the end and frequently appear on Quests.&lt;br /&gt;
&lt;br /&gt;
* Roll all dice (you may reroll all dice once) and choose one. Add any permanent raiding power and color-dependent raiding power to this die&#039;s value.&lt;br /&gt;
* This total value is the amount of raiding power you can use to perform Raiding Actions. You start with 3 raiding actions on your ship and can acquire more from Ship Upgrades or Improvement Cards. &lt;br /&gt;
* You may perform each Raiding Action AT MOST ONCE each time you perform Raiding.&lt;br /&gt;
* You may use the &amp;quot;Acquire Treasure&amp;quot; actions only on the island that matches the die you selected. If no treasure is on an island, you may take it from the supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Quest ====&lt;br /&gt;
This action lets you take on quest from the face-up display or from the top of the deck. It refills afterward.&lt;br /&gt;
&lt;br /&gt;
Quests give you an end-game scoring objective. You can score either the easier objective with fewer requirements (and smaller VP reward), or you can score the harder objective with more requirements (and a larger VP reward).&lt;br /&gt;
&lt;br /&gt;
==== Explore ====&lt;br /&gt;
Exploring is a way to get immediate bonuses and VP on the Exploration Track.&lt;br /&gt;
&lt;br /&gt;
* Add any permanent Explore bonuses to the Exploration effect&#039;s value number and move your Explorer up to this total amount on the Exploration Board.&lt;br /&gt;
* You may perform the action of the final space you land on or gain the immediate bonus (such as Doubloons).&lt;br /&gt;
&lt;br /&gt;
==== Buy Good or Crew ====&lt;br /&gt;
This location allows you to do one of the following:&lt;br /&gt;
&lt;br /&gt;
A. Take 5 Doubloons&lt;br /&gt;
B. Buy a Goods or Crew Improvement card ANYWHERE in the Caribbean, at its cost plus an 3 additional Doubloons.&lt;br /&gt;
&lt;br /&gt;
==== Bury Treasures 2x ====&lt;br /&gt;
This location lets you bury 2 Treasures.&lt;br /&gt;
&lt;br /&gt;
When burying treasure, you select an unburied treasure cube that is in your hideout and move it below the line, gaining a bonus, if any.&lt;br /&gt;
&lt;br /&gt;
Buried treasure are each worth 2 VP at the end of the game and sometimes are requirements for quests.&lt;br /&gt;
&lt;br /&gt;
=== The Gulf ===&lt;br /&gt;
The Gulf is the space immediately to the right of the cards in the Caribbean. You MUST end your movement on the Gulf if you land on it.&lt;br /&gt;
&lt;br /&gt;
When on the Gulf, you may first perform a Ship Upgrade and then one of the three following actions:&lt;br /&gt;
&lt;br /&gt;
A. Raiding with an additional 2 raiding power&lt;br /&gt;
&lt;br /&gt;
B. Explore with 4 steps&lt;br /&gt;
&lt;br /&gt;
C. Purchase a Residence anywhere in the Caribbean, paying its cost.&lt;br /&gt;
&lt;br /&gt;
==== Maracaibo ====&lt;br /&gt;
Maracaibo is the final space in the Caribbean, above the Gulf. If you start your turn on the Gulf, you MUST move to Maracaibo.&lt;br /&gt;
&lt;br /&gt;
When a player reaches Maracaibo, they gain 6 VP and a Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
Then, all players collect Doubloon and VP income.&lt;br /&gt;
&lt;br /&gt;
Finally, ALL players&#039; ships move back to the start of the Caribbean, and it will be the next player&#039;s turn in regular turn order.&lt;br /&gt;
&lt;br /&gt;
In the third and final round, the last player to act in the game is the player whose token is on Maracaibo. This guarantees equal turns in the game. It is therefore possible that one player may reach Maracaibo in the final round, but other players take one last turn after them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Various Effects and Actions =&lt;br /&gt;
&lt;br /&gt;
==== Raiding Icon without Dice ====&lt;br /&gt;
Immediately perform a Raiding action, where your strength is the printed value plus any permanent strength you have. Color-specific strength DOES NOT count for these actions.&lt;br /&gt;
&lt;br /&gt;
==== Raiding Icon with a single Die ====&lt;br /&gt;
Immediately perform a Raiding action, where your strength is the printed value plus any permanent strength you have. Color-specific strength for the matching color DOES count for these actions.&lt;br /&gt;
&lt;br /&gt;
==== Re-Explore (Exploration with a Lightning Bolt) ====&lt;br /&gt;
This icon lets you regain the bonus of where your explorer is currently standing.&lt;br /&gt;
&lt;br /&gt;
==== Additional raiding actions from Improvements ====&lt;br /&gt;
These are additional Raiding effects you can use (once per Raiding action). The island that you add treasure to DOES NOT need to match the island of the die you choose.&lt;br /&gt;
&lt;br /&gt;
==== Discounts ====&lt;br /&gt;
Reduce the cost of all Improvements and Residences by the discount shown. These stack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Final Scoring =&lt;br /&gt;
&lt;br /&gt;
When all players have taken their turns at the end of the 3rd round, the game ends.&lt;br /&gt;
&lt;br /&gt;
Players gain points for the following:&lt;br /&gt;
&lt;br /&gt;
==== Income ====&lt;br /&gt;
All players take both their Doubloon income and VP income as normal.&lt;br /&gt;
&lt;br /&gt;
==== Leftover Doubloons ====&lt;br /&gt;
Gain 1 VP for every 5 leftover Doubloons.&lt;br /&gt;
&lt;br /&gt;
==== Rivers Crossed ====&lt;br /&gt;
Gain 4 VP for each river you&#039;ve crossed on the Exploration board (max of 16 VP).&lt;br /&gt;
&lt;br /&gt;
==== Improvement Card VP ====&lt;br /&gt;
Gain the VP shown in the top right of all of your Improvement cards.&lt;br /&gt;
&lt;br /&gt;
==== Endgame Scoring effects on Improvement Cards ====&lt;br /&gt;
Gain VP based on all black scrolls shown on your Improvement cards. These can all be scored multiple times (e.g. if you score 7 VP for every 3 Gold, this would be 14 VP if you have 6-8 Gold).&lt;br /&gt;
&lt;br /&gt;
==== Residences ====&lt;br /&gt;
Gain VP based on all your purchased Residences (max 24 VP or 25 VP each).&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
Gain VP for each type of treasure you have. Each treasure is worth the same amount for ALL players, based on the amount of treasure accumulated on its corresponding island. If Gold is worth 3 VP and you have 5 Gold, you would score 15 VP for Gold.&lt;br /&gt;
&lt;br /&gt;
==== Buried Treasure ====&lt;br /&gt;
All Buried treasure is worth 2VP, regardless of type.&lt;br /&gt;
&lt;br /&gt;
==== Quests ====&lt;br /&gt;
Gain the VP from either the top or bottom of each quest in your hand (not both).&lt;br /&gt;
&lt;br /&gt;
==== Quest Bonus ====&lt;br /&gt;
If you have completed 6 quests at either the easy or hard level, gain 10 bonus VP.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24505</id>
		<title>Gamehelppiratesofmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24505"/>
		<updated>2025-03-27T18:58:44Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Welcome to Pirates of Maracaibo! You&#039;re a pirate in the Caribbean in this tableau-building game, seeking to hire a versatile crew, grow your hoard of treasure, and improve your pirate ship.&lt;br /&gt;
&lt;br /&gt;
Pirates of Maracaibo is played over 3 rounds. Each round, you and your opponents will sail through the Caribbean. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the Maracaibo space, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What To Do On Your Turn =&lt;br /&gt;
On your turn, you must perform these two steps in this order:&lt;br /&gt;
&lt;br /&gt;
== Step 1 - Move Your Ship ==&lt;br /&gt;
On your turn, you must move 1 to 3 spaces (each card is a space). You may move to any card that is adjacent to your current card, including vertically. You MUST end in a column that is further to the right than where you started. If your ship lands on the Gulf space (to the right of the cards), you must stop there, even if you have extra movement. If you start your turn on the Gulf space, you must move to the Maracaibo space above it.&lt;br /&gt;
&lt;br /&gt;
== Step 2 - Perform Actions ==&lt;br /&gt;
Perform an action based on where your ship landed. There are 5 types of spaces that you can land on, detailed below:&lt;br /&gt;
&lt;br /&gt;
=== Improvement Card ===&lt;br /&gt;
Improvement cards are cards that you can acquire in the Caribbean and add to your tableau.&lt;br /&gt;
&lt;br /&gt;
You must choose one of these options when landing on an Improvement Card:&lt;br /&gt;
&lt;br /&gt;
* A. Ignore the card and gain 5 Doubloons from the supply.&lt;br /&gt;
&lt;br /&gt;
* B. Pay the indicated number of Doubloons in the top left of the card to acquire it. It will move below your ship board, and it will provide either an immediate benefit (beige scroll), a passive benefit or new action (red scroll) that persists for the remainder of the game, or an end-game benefit (black scroll). Any Victory Points shown in the top right are scored at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Residence Card ===&lt;br /&gt;
Residences provide Endgame scoring bonuses.&lt;br /&gt;
&lt;br /&gt;
You must choose one of these options when landing on a Residence:&lt;br /&gt;
&lt;br /&gt;
A. Ignore the card and gain 5 Doubloons from the supply.&lt;br /&gt;
&lt;br /&gt;
B. Pay the cost indicated in the top left and place one of your markers in an available space to indicate that you have purchased the Residence. If you cover the first slot, gain 2 VP. These cards will score VP at the end of the game based on the indicated requirements, up to a maximum of 24 VP or 25 VP. These cards stay in the Caribbean and do not move below your player board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location Card ===&lt;br /&gt;
Locations are permanent cards in the Caribbean that provide various effects.&lt;br /&gt;
&lt;br /&gt;
When you land on a Location, you must do all of these steps in order:&lt;br /&gt;
&lt;br /&gt;
1. If a Treasure tile is at this location, a treasure cube is automatically placed from the supply to its corresponding island, increasing its value.&lt;br /&gt;
&lt;br /&gt;
2. If one of YOUR Black Market tiles is at this location, you may activate it.&lt;br /&gt;
&lt;br /&gt;
3. Perform a Ship Upgrade&lt;br /&gt;
&lt;br /&gt;
4. Perform the Location&#039;s Action. These are detailed in the following section.&lt;br /&gt;
&lt;br /&gt;
==== Raiding ====&lt;br /&gt;
This is the primary way to acquire Treasure cubes, which score VP at the end and frequently appear on Quests.&lt;br /&gt;
&lt;br /&gt;
* Roll all dice (you may reroll all dice once) and choose one. Add any permanent raiding power and color-dependent raiding power to this die&#039;s value.&lt;br /&gt;
* This total value is the amount of raiding power you can use to perform Raiding Actions. You start with 3 raiding actions on your ship and can acquire more from Ship Upgrades or Improvement Cards. &lt;br /&gt;
* You may perform each Raiding Action AT MOST ONCE each time you perform Raiding.&lt;br /&gt;
* You may use the &amp;quot;Acquire Treasure&amp;quot; actions only on the island that matches the die you selected. If no treasure is on an island, you may take it from the supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Quest ====&lt;br /&gt;
This action lets you take on quest from the face-up display or from the top of the deck. It refills afterward.&lt;br /&gt;
&lt;br /&gt;
Quests give you an end-game scoring objective. You can score either the easier objective with fewer requirements (and smaller VP reward), or you can score the harder objective with more requirements (and a larger VP reward).&lt;br /&gt;
&lt;br /&gt;
==== Explore ====&lt;br /&gt;
Exploring is a way to get immediate bonuses and VP on the Exploration Track.&lt;br /&gt;
&lt;br /&gt;
* Add any permanent Explore bonuses to the Exploration effect&#039;s value number and move your Explorer up to this total amount on the Exploration Board.&lt;br /&gt;
* You may perform the action of the final space you land on or gain the immediate bonus (such as Doubloons).&lt;br /&gt;
&lt;br /&gt;
==== Buy Good or Crew ====&lt;br /&gt;
This location allows you to do one of the following:&lt;br /&gt;
&lt;br /&gt;
A. Take 5 Doubloons&lt;br /&gt;
B. Buy a Goods or Crew Improvement card ANYWHERE in the Caribbean, at its cost plus an 3 additional Doubloons.&lt;br /&gt;
&lt;br /&gt;
==== Bury Treasures 2x ====&lt;br /&gt;
This location lets you bury 2 Treasures.&lt;br /&gt;
&lt;br /&gt;
When burying treasure, you select an unburied treasure cube that is in your hideout and move it below the line, gaining a bonus, if any.&lt;br /&gt;
&lt;br /&gt;
Buried treasure are each worth 2 VP at the end of the game and sometimes are requirements for quests.&lt;br /&gt;
&lt;br /&gt;
=== The Gulf ===&lt;br /&gt;
The Gulf is the space immediately to the right of the cards in the Caribbean. You MUST end your movement on the Gulf if you land on it.&lt;br /&gt;
&lt;br /&gt;
When on the Gulf, you may first perform a Ship Upgrade and then one of the three following actions:&lt;br /&gt;
&lt;br /&gt;
A. Raiding with an additional 2 raiding power&lt;br /&gt;
&lt;br /&gt;
B. Explore with 4 steps&lt;br /&gt;
&lt;br /&gt;
C. Purchase a Residence anywhere in the Caribbean, paying its cost.&lt;br /&gt;
&lt;br /&gt;
==== Maracaibo ====&lt;br /&gt;
Maracaibo is the final space in the Caribbean, above the Gulf. If you start your turn on the Gulf, you MUST move to Maracaibo.&lt;br /&gt;
&lt;br /&gt;
When a player reaches Maracaibo, they gain 6 VP and a Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
Then, all players collect Doubloon and VP income.&lt;br /&gt;
&lt;br /&gt;
Finally, ALL players&#039; ships move back to the start of the Caribbean, and it will be the next player&#039;s turn in regular turn order.&lt;br /&gt;
&lt;br /&gt;
In the third and final round, the last player to act in the game is the player whose token is on Maracaibo. This guarantees equal turns in the game. It is therefore possible that one player may reach Maracaibo in the final round, but other players take one last turn after them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Various Effects and Actions =&lt;br /&gt;
&lt;br /&gt;
==== Raiding without Dice ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Final Scoring =&lt;br /&gt;
&lt;br /&gt;
When all players have taken their turns at the end of the 3rd round, the game ends.&lt;br /&gt;
&lt;br /&gt;
Players gain points for the following:&lt;br /&gt;
&lt;br /&gt;
==== Income ====&lt;br /&gt;
All players take both their Doubloon income and VP income as normal.&lt;br /&gt;
&lt;br /&gt;
==== Leftover Doubloons ====&lt;br /&gt;
Gain 1 VP for every 5 leftover Doubloons.&lt;br /&gt;
&lt;br /&gt;
==== Rivers Crossed ====&lt;br /&gt;
Gain 4 VP for each river you&#039;ve crossed on the Exploration board (max of 16 VP).&lt;br /&gt;
&lt;br /&gt;
==== Improvement Card VP ====&lt;br /&gt;
Gain the VP shown in the top right of all of your Improvement cards.&lt;br /&gt;
&lt;br /&gt;
==== Endgame Scoring effects on Improvement Cards ====&lt;br /&gt;
Gain VP based on all black scrolls shown on your Improvement cards. These can all be scored multiple times (e.g. if you score 7 VP for every 3 Gold, this would be 14 VP if you have 6-8 Gold).&lt;br /&gt;
&lt;br /&gt;
==== Residences ====&lt;br /&gt;
Gain VP based on all your purchased Residences (max 24 VP or 25 VP each).&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
Gain VP for each type of treasure you have. Each treasure is worth the same amount for ALL players, based on the amount of treasure accumulated on its corresponding island. If Gold is worth 3 VP and you have 5 Gold, you would score 15 VP for Gold.&lt;br /&gt;
&lt;br /&gt;
==== Buried Treasure ====&lt;br /&gt;
All Buried treasure is worth 2VP, regardless of type.&lt;br /&gt;
&lt;br /&gt;
==== Quests ====&lt;br /&gt;
Gain the VP from either the top or bottom of each quest in your hand (not both).&lt;br /&gt;
&lt;br /&gt;
==== Quest Bonus ====&lt;br /&gt;
If you have completed 6 quests at either the easy or hard level, gain 10 bonus VP.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24504</id>
		<title>Gamehelppiratesofmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24504"/>
		<updated>2025-03-27T18:46:12Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Welcome to Pirates of Maracaibo! You&#039;re a pirate in the Caribbean in this tableau-building game, seeking to hire a versatile crew, grow your hoard of treasure, and improve your pirate ship.&lt;br /&gt;
&lt;br /&gt;
Pirates of Maracaibo is played over 3 rounds. Each round, you and your opponents will sail through the Caribbean. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the Maracaibo space, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What To Do On Your Turn =&lt;br /&gt;
On your turn, you must perform these two steps in this order:&lt;br /&gt;
&lt;br /&gt;
== Step 1 - Move Your Ship ==&lt;br /&gt;
On your turn, you must move 1 to 3 spaces (each card is a space). You may move to any card that is adjacent to your current card, including vertically. You MUST end in a column that is further to the right than where you started. If your ship lands on the Gulf space (to the right of the cards), you must stop there, even if you have extra movement. If you start your turn on the Gulf space, you must move to the Maracaibo space above it.&lt;br /&gt;
&lt;br /&gt;
== Step 2 - Perform Actions ==&lt;br /&gt;
Perform an action based on where your ship landed. There are 5 types of spaces that you can land on, detailed below:&lt;br /&gt;
&lt;br /&gt;
=== Improvement Card ===&lt;br /&gt;
Improvement cards are cards that you can acquire in the Caribbean and add to your tableau.&lt;br /&gt;
&lt;br /&gt;
You must choose one of these options when landing on an Improvement Card:&lt;br /&gt;
&lt;br /&gt;
* A. Ignore the card and gain 5 Doubloons from the supply.&lt;br /&gt;
&lt;br /&gt;
* B. Pay the indicated number of Doubloons in the top left of the card to acquire it. It will move below your ship board, and it will provide either an immediate benefit (beige scroll), a passive benefit or new action (red scroll) that persists for the remainder of the game, or an end-game benefit (black scroll). Any Victory Points shown in the top right are scored at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Residence Card ===&lt;br /&gt;
Residences provide Endgame scoring bonuses.&lt;br /&gt;
&lt;br /&gt;
You must choose one of these options when landing on a Residence:&lt;br /&gt;
&lt;br /&gt;
A. Ignore the card and gain 5 Doubloons from the supply.&lt;br /&gt;
&lt;br /&gt;
B. Pay the cost indicated in the top left and place one of your markers in an available space to indicate that you have purchased the Residence. If you cover the first slot, gain 2 VP. These cards will score VP at the end of the game based on the indicated requirements, up to a maximum of 24 VP or 25 VP. These cards stay in the Caribbean and do not move below your player board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location Card ===&lt;br /&gt;
Locations are permanent cards in the Caribbean that provide various effects.&lt;br /&gt;
&lt;br /&gt;
When you land on a Location, you must do all of these steps in order:&lt;br /&gt;
&lt;br /&gt;
1. If a Treasure tile is at this location, a treasure cube is automatically placed from the supply to its corresponding island, increasing its value.&lt;br /&gt;
&lt;br /&gt;
2. If one of YOUR Black Market tiles is at this location, you may activate it.&lt;br /&gt;
&lt;br /&gt;
3. Perform a Ship Upgrade&lt;br /&gt;
&lt;br /&gt;
4. Perform the Location&#039;s Action. These are detailed in the following section.&lt;br /&gt;
&lt;br /&gt;
==== Raiding ====&lt;br /&gt;
This is the primary way to acquire Treasure cubes, which score VP at the end and frequently appear on Quests.&lt;br /&gt;
&lt;br /&gt;
* Roll all dice (you may reroll all dice once) and choose one. Add any permanent raiding power and color-dependent raiding power to this die&#039;s value.&lt;br /&gt;
* This total value is the amount of raiding power you can use to perform Raiding Actions. You start with 3 raiding actions on your ship and can acquire more from Ship Upgrades or Improvement Cards. &lt;br /&gt;
* You may perform each Raiding Action AT MOST ONCE each time you perform Raiding.&lt;br /&gt;
* You may use the &amp;quot;Acquire Treasure&amp;quot; actions only on the island that matches the die you selected. If no treasure is on an island, you may take it from the supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Quest ====&lt;br /&gt;
This action lets you take on quest from the face-up display or from the top of the deck. It refills afterward.&lt;br /&gt;
&lt;br /&gt;
Quests give you an end-game scoring objective. You can score either the easier objective with fewer requirements (and smaller VP reward), or you can score the harder objective with more requirements (and a larger VP reward).&lt;br /&gt;
&lt;br /&gt;
==== Explore ====&lt;br /&gt;
Exploring is a way to get immediate bonuses and VP on the Exploration Track.&lt;br /&gt;
&lt;br /&gt;
* Add any permanent Explore bonuses to the Exploration effect&#039;s value number and move your Explorer up to this total amount on the Exploration Board.&lt;br /&gt;
* You may perform the action of the final space you land on or gain the immediate bonus (such as Doubloons).&lt;br /&gt;
&lt;br /&gt;
==== Buy Good or Crew ====&lt;br /&gt;
This location allows you to do one of the following:&lt;br /&gt;
&lt;br /&gt;
A. Take 5 Doubloons&lt;br /&gt;
B. Buy a Goods or Crew Improvement card ANYWHERE in the Caribbean, at its cost plus an 3 additional Doubloons.&lt;br /&gt;
&lt;br /&gt;
==== Bury Treasures 2x ====&lt;br /&gt;
This location lets you bury 2 Treasures.&lt;br /&gt;
&lt;br /&gt;
When burying treasure, you select an unburied treasure cube that is in your hideout and move it below the line, gaining a bonus, if any.&lt;br /&gt;
&lt;br /&gt;
Buried treasure are each worth 2 VP at the end of the game and sometimes are requirements for quests.&lt;br /&gt;
&lt;br /&gt;
=== The Gulf ===&lt;br /&gt;
The Gulf is the space immediately to the right of the cards in the Caribbean. You MUST end your movement on the Gulf if you land on it.&lt;br /&gt;
&lt;br /&gt;
When on the Gulf, you may first perform a Ship Upgrade and then one of the three following actions:&lt;br /&gt;
&lt;br /&gt;
A. Raiding with an additional 2 raiding power&lt;br /&gt;
&lt;br /&gt;
B. Explore with 4 steps&lt;br /&gt;
&lt;br /&gt;
C. Purchase a Residence anywhere in the Caribbean, paying its cost.&lt;br /&gt;
&lt;br /&gt;
==== Maracaibo ====&lt;br /&gt;
Maracaibo is the final space in the Caribbean, above the Gulf. If you start your turn on the Gulf, you MUST move to Maracaibo.&lt;br /&gt;
&lt;br /&gt;
When a player reaches Maracaibo, they gain 6 VP and a Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
Then, all players collect Doubloon and VP income.&lt;br /&gt;
&lt;br /&gt;
Finally, ALL players&#039; ships move back to the start of the Caribbean, and it will be the next player&#039;s turn in regular turn order.&lt;br /&gt;
&lt;br /&gt;
In the third and final round, the last player to act in the game is the player whose token is on Maracaibo. This guarantees equal turns in the game. It is therefore possible that one player may reach Maracaibo in the final round, but other players take one last turn after them.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24498</id>
		<title>Gamehelppiratesofmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24498"/>
		<updated>2025-03-26T17:55:05Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Pirates of Maracaibo! You&#039;re a pirate in the Caribbean seeking to hire a versatile crew, grow your hoard of treasure, and improve your pirate ship.&lt;br /&gt;
&lt;br /&gt;
Pirates of Maracaibo is played over 3 rounds. Each round, you and your opponents will sail through the Caribbean, stopping at Locations to take actions or on Improvement cards to strengthen your ship and crew. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the Maracaibo space, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you must perform these two steps in this order:&lt;br /&gt;
&lt;br /&gt;
=== Step 1 - Move Your Ship ===&lt;br /&gt;
On your turn, you must move 1 to 3 spaces (each card is a space). You may move to any card that is adjacent to your current card, including vertically. You MUST end in a column that is further to the right than where you started. If your ship lands on the Gulf space (to the right of the cards), you must stop there, even if you have extra movement. If you start your turn on the Gulf space, you must move to the Maracaibo space above it.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Perform Actions ===&lt;br /&gt;
Perform an action based on where your ship landed. There are 5 types of spaces that you can land on:&lt;br /&gt;
&lt;br /&gt;
1. Improvement Card&lt;br /&gt;
You must choose one option:&lt;br /&gt;
&lt;br /&gt;
** Ignore the card and gain 5 Doubloons from the supply&lt;br /&gt;
** Pay the indicated number of Doubloons in the top left of the card to acquire it. It will provide either an immediate benefit (beige scroll) or a passive benefit (red scroll) that persists for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
2. Residence Card &lt;br /&gt;
You must choose one option:&lt;br /&gt;
&lt;br /&gt;
** Ignore the card and gain 5 Doubloons from the supply&lt;br /&gt;
** Pay the cost indicated in the top left and place one of your markers in an available space to indicate that you have purchased the Residence. If you cover the first slot, gain 2 VP. These cards will score VP at the end of the game based on the indicated requirements. These cards stay in the Caribbean and do not come to your supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Location Card&lt;br /&gt;
You must do all of these steps in order:&lt;br /&gt;
&lt;br /&gt;
** 1. If a Treasure tile is at this location, you will automatically place a treasure cube from the supply to its corresponding island, increasing its value.&lt;br /&gt;
** 2. If one of YOUR Black Market tiles is at this location, you may activate it.&lt;br /&gt;
** 3. Perform a Ship Upgrade&lt;br /&gt;
** 4. Perform the Location&#039;s Action:&lt;br /&gt;
** ---● Raiding: Roll all dice (you may reroll all dice once) and choose one. Add any permanent raiding power and color-dependent raiding power to this die&#039;s value. This total value is the amount of raiding power you can use to perform Raiding Actions. You start with 3 raiding actions on your ship and can acquire more from Ship Upgrades or Improvement Cards. You may perform each Raiding Action AT MOST ONCE each time you perform Raiding.&lt;br /&gt;
** ---● Quest: Take one quest from the face-up display or from the top of the deck. It refills.&lt;br /&gt;
** ---● Explore: Add any permanent Explore bonuses to the Location&#039;s number and move your Explorer up to this total amount on the Exploration Board. You may perform the action of the final space you land on.&lt;br /&gt;
** ---● Buy Good or Crew: You may take 5 Doubloons, OR you may buy a Goods or Crew Improvement card ANYWHERE in the Caribbean at its cost and 3 additional Doubloons.&lt;br /&gt;
** ---● Bury 2 Treasures&lt;br /&gt;
&lt;br /&gt;
4. The Gulf&lt;br /&gt;
You may first perform a Ship Upgrade and then one of the three following actions:&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
5. Maracaibo&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24494</id>
		<title>Gamehelppiratesofmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24494"/>
		<updated>2025-03-26T16:51:46Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Pirates of Maracaibo! You&#039;re a pirate in the Caribbean seeking to hire a versatile crew, grow your hoard of treasure, and improve your pirate ship.&lt;br /&gt;
&lt;br /&gt;
Pirates of Maracaibo is played over 3 rounds. Each round, you and your opponents will sail through the Caribbean, stopping at Locations to take actions or on Improvement cards to strengthen your ship and crew. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the Maracaibo space, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you must perform these two steps in this order:&lt;br /&gt;
&lt;br /&gt;
=== Step 1 - Move Your Ship ===&lt;br /&gt;
On your turn, you must move 1 to 3 spaces (each card is a space). You may move to any card that is adjacent to your current card, including vertically. You MUST end in a column that is further to the right than where you started. If your ship lands on the Gulf space (to the right of the cards), you must stop there, even if you have extra movement. If you start your turn on the Gulf space, you must move to the Maracaibo space above it.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Perform Actions ===&lt;br /&gt;
Perform an action based on where your ship landed. There are 5 types of spaces that you can land on:&lt;br /&gt;
&lt;br /&gt;
1. Improvement Card&lt;br /&gt;
You must choose one option:&lt;br /&gt;
&lt;br /&gt;
* Ignore the card and gain 5 Doubloons from the supply&lt;br /&gt;
* Pay the indicated number of Doubloons in the top left of the card to acquire it. It will provide either an immediate benefit (beige scroll) or a passive benefit (red scroll) that persists for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
2. Residence Card &lt;br /&gt;
You must choose one option:&lt;br /&gt;
&lt;br /&gt;
* Ignore the card and gain 5 Doubloons from the supply&lt;br /&gt;
* Pay the cost indicated in the top left and place one of your markers in an available space to indicate that you have purchased the Residence. If you cover the first slot, gain 2 VP. These cards will score VP at the end of the game based on the indicated requirements. These cards stay in the Caribbean and do not come to your supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Location Card&lt;br /&gt;
You must do all of these steps in order:&lt;br /&gt;
&lt;br /&gt;
** 1. If a Treasure tile is at this location, you will automatically place a treasure cube from the supply to its corresponding island, increasing its value.&lt;br /&gt;
** 2. If one of YOUR Black Market tiles is at this location, you may activate it.&lt;br /&gt;
** 3. Perform a Ship Upgrade&lt;br /&gt;
** 4. Perform the Location&#039;s Action:&lt;br /&gt;
** ---● Raiding: Roll all dice (you may reroll all dice once) and choose one. Add any permanent raiding power and color-dependent raiding power to this die&#039;s value. This total value is the amount of raiding power you can use to perform Raiding Actions. You start with 3 raiding actions on your ship and can acquire more from Ship Upgrades or Improvement Cards. You may perform each Raiding Action AT MOST ONCE each time you perform Raiding.&lt;br /&gt;
** ---● Quest: Take one quest from the face-up display or from the top of the deck. It refills.&lt;br /&gt;
** ---● Explore: Add any permanent Explore bonuses to the Location&#039;s number and move your Explorer up to this total amount on the Exploration Board. You may perform the action of the final space you land on.&lt;br /&gt;
** ---● Buy Good or Crew: You may take 5 Doubloons, OR you may buy a Goods or Crew Improvement card ANYWHERE in the Caribbean at its cost and 3 additional Doubloons.&lt;br /&gt;
** ---● Bury 2 Treasures&lt;br /&gt;
&lt;br /&gt;
4. The Gulf&lt;br /&gt;
&lt;br /&gt;
5. Maracaibo&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24475</id>
		<title>Gamehelppiratesofmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24475"/>
		<updated>2025-03-26T14:01:53Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Pirates of Maracaibo! You&#039;re a pirate in the Caribbean seeking to hire a versatile crew, grow your hoard of treasure, and improve your pirate ship.&lt;br /&gt;
&lt;br /&gt;
Pirates of Maracaibo is played over 3 rounds. Each round, you and your opponents will sail through the Caribbean, stopping at Locations to take actions or on Improvement cards to strengthen your ship and crew. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the Maracaibo space, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you must perform these two steps in this order:&lt;br /&gt;
&lt;br /&gt;
=== Step 1 - Move Your Ship ===&lt;br /&gt;
On your turn, you must move 1 to 3 spaces (each card is a space). You may move to any card that is adjacent to your current card, including vertically. You MUST end in a column that is further to the right than where you started. If your ship lands on the Gulf space (to the right of the cards), you must stop there, even if you have extra movement. If you start your turn on the Gulf space, you must move to the Maracaibo space above it.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Perform Actions ===&lt;br /&gt;
Perform an action based on where your ship landed. There are 5 types of spaces that you can land on:&lt;br /&gt;
&lt;br /&gt;
1. Improvement Card&lt;br /&gt;
You must choose one option:&lt;br /&gt;
&lt;br /&gt;
* Ignore the card and gain 5 Doubloons from the supply&lt;br /&gt;
* Pay the indicated number of Doubloons in the top left of the card to acquire it. It will provide either an immediate benefit (beige scroll) or a passive benefit (red scroll) that persists for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
2. Residence Card &lt;br /&gt;
You must choose one option:&lt;br /&gt;
&lt;br /&gt;
* Ignore the card and gain 5 Doubloons from the supply&lt;br /&gt;
* Pay the cost indicated in the top left and place one of your markers in an available space to indicate that you have purchased the Residence. If you cover the first slot, gain 2 VP. These cards will score VP at the end of the game based on the indicated requirements. These cards stay in the Caribbean and do not come to your supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Location Card&lt;br /&gt;
You must do all of these steps in order:&lt;br /&gt;
&lt;br /&gt;
* 1. If a Treasure tile is at this location, you will automatically place a treasure cube from the supply to its corresponding island, increasing its value.&lt;br /&gt;
* 2. If one of YOUR Black Market tiles is at this location, you may activate it.&lt;br /&gt;
* 3. Perform a Ship Upgrade&lt;br /&gt;
* 4. Perform the Location&#039;s Action:&lt;br /&gt;
** ---● Raiding: Roll all dice (you may reroll all dice once) and choose one. Add any permanent raiding power and color-dependent raiding power to this die&#039;s value. This total value is the amount of raiding power you can use to perform Raiding Actions. You start with 3 raiding actions on your ship and can acquire more from Ship Upgrades or Improvement Cards. You may perform each Raiding Action AT MOST ONCE each time you perform Raiding.&lt;br /&gt;
** ---● Quest: Take one quest from the face-up display or from the top of the deck. It refills.&lt;br /&gt;
** ---● Explore: Add any permanent Explore bonuses to the Location&#039;s number and move your Explorer up to this total amount on the Exploration Board. You may perform the action of the final space you land on.&lt;br /&gt;
** ---● Buy Good or Crew: You may take 5 Doubloons, OR you may buy a Goods or Crew Improvement card ANYWHERE in the Caribbean at its cost and 3 additional Doubloons.&lt;br /&gt;
** ---● Bury 2 Treasures&lt;br /&gt;
&lt;br /&gt;
4. The Gulf&lt;br /&gt;
&lt;br /&gt;
5. Maracaibo&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24368</id>
		<title>Gamehelppiratesofmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24368"/>
		<updated>2025-03-12T20:03:46Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: First PoM Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Pirates of Maracaibo! You&#039;re a pirate in the Caribbean seeking to hire a versatile crew, grow your hoard of treasure, and improve your pirate ship.&lt;br /&gt;
&lt;br /&gt;
Pirates of Maracaibo is played over 3 rounds. Each round, you and your opponents will sail through the Caribbean, stopping at Locations to take actions or on Improvement cards to strengthen your ship and crew. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the Maracaibo space, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will go through these phases in this order:&lt;br /&gt;
&lt;br /&gt;
=== Phase A - Sailing ===&lt;br /&gt;
On your turn, you must move 1 to 3 spaces (each card is a space). You may move to any card that is adjacent to your current card, including vertically. You must end in a column that is further right than where you started.&lt;br /&gt;
&lt;br /&gt;
WIP BEYOND THIS POINT&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Perform Actions ===&lt;br /&gt;
You will perform a Main Action at the space you landed on. Each space is either a City or a Village, and this will determine what Main Actions you have available to you. You may also perform any Free Actions. This phase will be the bulk of your turn and is detailed in the next sections.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Main Actions (Phase B) ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Village Spaces&#039;&#039;&#039; ===&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost and gaining its effects. Your 4th quest is worth +3 VP and your 5th+ quests are worth +2 VP.&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* ● Gain 1 Doubloon&lt;br /&gt;
* ● Discard your entire hand for 2 Doubloons&lt;br /&gt;
* ● Buy a card&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Buying a Card&#039;&#039;&#039; ====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
*● Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
*● Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
*● Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
*● Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---● Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---● New combat actions to use once per Combat phase&lt;br /&gt;
** ---● Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
*● Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
*● Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
===City Spaces===&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Deliveries&#039;&#039;&#039; ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Gaining Resources&#039;&#039;&#039; ====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
*● Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
*● Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
*● Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---● At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
*● Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Exploring&#039;&#039;&#039; ====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer, so you skip over that space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
*● Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
*● Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat&#039;&#039;&#039; ====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*● Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
*● You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
*● Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
*● Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; ====&lt;br /&gt;
*● When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
*● If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
*● If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039;&lt;br /&gt;
*● If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Free Actions ==&lt;br /&gt;
&lt;br /&gt;
===Planning a Card===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
=== Completing a Career Goal ===&lt;br /&gt;
You can complete a career goal at one of two levels. Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career goal, you will see either a Doubloon or VP icon next to your career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
To view the whole career card, click on the career card banner in the player panel.  This works for other players as well.  This is also the only way to view both cards at the beginning of the game when choosing a career card.&lt;br /&gt;
&lt;br /&gt;
If you complete all 3 career goals, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Figures ==&lt;br /&gt;
Each player starts with eight figures, that can be located in any of these five places:&lt;br /&gt;
&lt;br /&gt;
# ● General supply.  They cannot be used by the player until earned.&lt;br /&gt;
# ● Personal supply.  Referenced as &amp;quot;next to your ship board&amp;quot; in the rule book.  These can be used by the player as part of an action.&lt;br /&gt;
# ● Career cards.  At the start of the game, three figures are placed here and can be earned by completing career goals.&lt;br /&gt;
# ● Locations on the main game board.  These figures are then called Assistants.&lt;br /&gt;
# ● Prestige building cards.  These cards, when purchased by the player, are not taken by the player.  Instead, a figure from the player&#039;s personal supply is placed on top of the card.&lt;br /&gt;
&lt;br /&gt;
The player panel shows a figure icon with two numbers on it, e.g. &amp;quot;2 / 5&amp;quot;.  The first number is the count of figures in the Personal Supply.  The second number (after the slash) is the sum of figures located in the General Supply and Personal Supply.&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
===Rounds 1 to 3===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. VP earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 1 VP per 5 remaining Doubloons&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* ● A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---● Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---● Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* ● A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GEN3: On mobile, the game renders slowly or feels like the interface lags.&lt;br /&gt;
&lt;br /&gt;
Try turning off shadows in the user preferences. This is especially true for iOS (Apple) devices, which render drop shadows poorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GEN4: Why isn&#039;t my Master Builder discount working? The card costs 5 and I have 4 doubloons!&lt;br /&gt;
&lt;br /&gt;
A card&#039;s price displayed in GREEN indicates its discounted price. The game has already applied the discount, so you can&#039;t gain an additional discount.&lt;br /&gt;
&lt;br /&gt;
===UPGRADES===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
===SOLO===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20179</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20179"/>
		<updated>2024-02-22T15:49:09Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: /* Phase A - Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will go through these phases in this order:&lt;br /&gt;
&lt;br /&gt;
=== Phase A - Sailing ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. You may choose to follow either the upper or lower path at a fork. &lt;br /&gt;
&lt;br /&gt;
=== Phase B - Perform Actions ===&lt;br /&gt;
You will perform a Main Action at the space you landed on. Each space is either a City or a Village, and this will determine what Main Actions you have available to you. You may also perform any Free Actions. This phase will be the bulk of your turn and is detailed in the next sections.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw cards from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Main Actions (Phase B) ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Village Spaces&#039;&#039;&#039; ===&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost and gaining its effects. Your 4th quest is worth +3 VP and your 5th+ quests are worth +2 VP.&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* ● Gain 1 Doubloon&lt;br /&gt;
* ● Discard your entire hand for 2 Doubloons&lt;br /&gt;
* ● Buy a card&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Buying a Card&#039;&#039;&#039; ====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
*● Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
*● Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
*● Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
*● Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---● Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---● New combat actions to use once per Combat phase&lt;br /&gt;
** ---● Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
*● Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
*● Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===City Spaces===&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Deliveries&#039;&#039;&#039; ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Gaining Resources&#039;&#039;&#039; ====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
*● Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
*● Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
*● Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---● At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
*● Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Exploring&#039;&#039;&#039; ====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
*● Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
*● Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat&#039;&#039;&#039; ====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*● Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
*● You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
*● Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
*● Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; ====&lt;br /&gt;
*● When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
*● If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
*● If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039;&lt;br /&gt;
*● If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Free Actions ==&lt;br /&gt;
&lt;br /&gt;
===Planning a Card===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Completing a Career Goal ===&lt;br /&gt;
You can complete a career goal at one of two levels. Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career goal, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all 3 career goals, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
===Rounds 1 to 3===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. VP earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 1 VP per 5 remaining Doubloons&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* ● A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---● Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---● Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* ● A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
===UPGRADES===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
===SOLO===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20173</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20173"/>
		<updated>2024-02-21T22:14:16Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Updated language for turn flow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will go through these phases in this order:&lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. You may choose to follow either the upper or lower path at a fork. &lt;br /&gt;
&lt;br /&gt;
=== Phase B - Perform Actions ===&lt;br /&gt;
You will perform a Main Action at the space you landed on. Each space is either a City or a Village, and this will determine what Main Actions you have available to you. You may also perform any Free Actions. This phase will be the bulk of your turn and is detailed in the next sections.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw cards from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Main Actions (Phase B) ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Village Spaces&#039;&#039;&#039; ===&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost and gaining its effects. Your 4th quest is worth +3 VP and your 5th+ quests are worth +2 VP.&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* ● Gain 1 Doubloon&lt;br /&gt;
* ● Discard your entire hand for 2 Doubloons&lt;br /&gt;
* ● Buy a card&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Buying a Card&#039;&#039;&#039; ====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
*● Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
*● Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
*● Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
*● Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---● Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---● New combat actions to use once per Combat phase&lt;br /&gt;
** ---● Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
*● Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
*● Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===City Spaces===&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Deliveries&#039;&#039;&#039; ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Gaining Resources&#039;&#039;&#039; ====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
*● Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
*● Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
*● Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---● At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
*● Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Exploring&#039;&#039;&#039; ====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
*● Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
*● Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat&#039;&#039;&#039; ====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*● Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
*● You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
*● Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
*● Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; ====&lt;br /&gt;
*● When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
*● If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
*● If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039;&lt;br /&gt;
*● If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Free Actions ==&lt;br /&gt;
&lt;br /&gt;
===Planning a Card===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Completing a Career Goal ===&lt;br /&gt;
You can complete a career goal at one of two levels. Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career goal, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all 3 career goals, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
===Rounds 1 to 3===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. VP earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 1 VP per 5 remaining Doubloons&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* ● A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---● Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---● Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* ● A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
===UPGRADES===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
===SOLO===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20170</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20170"/>
		<updated>2024-02-21T06:39:34Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Rearranged free Actions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases are performed in this order.&lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you. &lt;br /&gt;
&lt;br /&gt;
=== Phase B - Perform Actions ===&lt;br /&gt;
You will perform a Main Action as well as any Free Actions. This phase be the bulk of your turn and is detailed in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw cards from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Main Actions (Phase B) ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Village Spaces&#039;&#039;&#039; ===&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost and gaining its effects. Your 4th quest is worth +3 VP and your 5th+ quests are worth +2 VP.&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* ● Gain 1 Doubloon&lt;br /&gt;
* ● Discard your entire hand for 2 Doubloons&lt;br /&gt;
* ● Buy a card&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Buying a Card&#039;&#039;&#039; ====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
*● Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
*● Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
*● Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
*● Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---● Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---● New combat actions to use once per Combat phase&lt;br /&gt;
** ---● Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
*● Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
*● Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===City Spaces===&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Deliveries&#039;&#039;&#039; ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Gaining Resources&#039;&#039;&#039; ====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
*● Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
*● Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
*● Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---● At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
*● Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Exploring&#039;&#039;&#039; ====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
*● Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
*● Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat&#039;&#039;&#039; ====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*● Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
*● You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
*● Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
*● Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; ====&lt;br /&gt;
*● When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
*● If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
*● If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039;&lt;br /&gt;
*● If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Free Actions ==&lt;br /&gt;
&lt;br /&gt;
===Planning a Card===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Completing a Career Goal ===&lt;br /&gt;
You can complete a career goal at one of two levels. Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career goal, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all 3 career goals, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
===Rounds 1 to 3===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. VP earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 1 VP per 5 remaining Doubloons&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* ● A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---● Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---● Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* ● A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
===UPGRADES===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
===SOLO===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20169</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20169"/>
		<updated>2024-02-21T05:15:48Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Village Spaces&#039;&#039;&#039; ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* ● Gain 1 Doubloon&lt;br /&gt;
* ● Discard your entire hand for 2 Doubloons&lt;br /&gt;
* ● Buy a card&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Buying a Card&#039;&#039;&#039; ====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
*● Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
*● Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
*● Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
*● Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---● Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---● New combat actions to use once per Combat phase&lt;br /&gt;
** ---● Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
*● Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
*● Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====City Spaces====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Deliveries&#039;&#039;&#039; ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Gaining Resources&#039;&#039;&#039; ====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
*● Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
*● Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
*● Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---● At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
*● Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Exploring&#039;&#039;&#039; ====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
*● Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
*● Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat&#039;&#039;&#039; ====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*● Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
*● You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
*● Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
*● Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; ====&lt;br /&gt;
*● When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
*● If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
*● If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039;&lt;br /&gt;
*● If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
===Free Action - Planning a Card===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
===Free Action - Completing a Career Objective===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
===Rounds 1 to 3===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. VP earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 1 VP per 5 remaining Doubloons&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* ● A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---● Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---● Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* ● A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
===UPGRADES===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
===SOLO===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20168</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20168"/>
		<updated>2024-02-21T05:04:15Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Fixed bullet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Village Spaces&#039;&#039;&#039; ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* ● Gain 1 Doubloon&lt;br /&gt;
* ● Discard your entire hand for 2 Doubloons&lt;br /&gt;
* ● Buy a card&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Buying a Card&#039;&#039;&#039; =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
*● Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
*● Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
*● Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
*● Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---● Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---● New combat actions to use once per Combat phase&lt;br /&gt;
** ---● Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
*● Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
*● Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====City Spaces====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Deliveries&#039;&#039;&#039; =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Gaining Resources&#039;&#039;&#039; =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
*● Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
*● Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
*● Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---● At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
*● Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Exploring&#039;&#039;&#039; =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
*● Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
*● Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Combat&#039;&#039;&#039; =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*● Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
*● You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
*● Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
*● Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; =====&lt;br /&gt;
*● When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
*● If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
*● If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039;&lt;br /&gt;
*● If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
===Free Action - Planning a Card===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
===Free Action - Completing a Career Objective===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
===Rounds 1 to 3===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. VP earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 1 VP per 5 remaining Doubloons&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* ● A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---● Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---● Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* ● A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
===UPGRADES===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
===SOLO===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20167</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20167"/>
		<updated>2024-02-21T03:56:15Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Updated all bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Village Spaces&#039;&#039;&#039; ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* ● Gain 1 Doubloon&lt;br /&gt;
* ● Discard your entire hand for 2 Doubloons&lt;br /&gt;
* ● Buy a card&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Buying a Card&#039;&#039;&#039; =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
*● Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
*● Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
*● Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
*-o- Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---● Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---● New combat actions to use once per Combat phase&lt;br /&gt;
** ---● Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
*● Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
*● Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====City Spaces====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Deliveries&#039;&#039;&#039; =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Gaining Resources&#039;&#039;&#039; =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
*● Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
*● Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
*● Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---● At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
*● Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Exploring&#039;&#039;&#039; =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
*● Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
*● Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Combat&#039;&#039;&#039; =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*● Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
*● You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
*● Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
*● Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; =====&lt;br /&gt;
*● When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
*● If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
*● If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039;&lt;br /&gt;
*● If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
===Free Action - Planning a Card===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
===Free Action - Completing a Career Objective===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
===Rounds 1 to 3===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. VP earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 1 VP per 5 remaining Doubloons&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* ● A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---● Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---● Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* ● A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
===UPGRADES===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
===SOLO===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20166</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20166"/>
		<updated>2024-02-21T02:58:34Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Village Spaces&#039;&#039;&#039; ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* -o- Gain 1 Doubloon&lt;br /&gt;
* -o- Discard your entire hand for 2 Doubloons&lt;br /&gt;
* -o- Buy a card&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Buying a Card&#039;&#039;&#039; =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
*-o- Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
*-o- Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
*-o- Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
*-o- Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---o- Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---o- New combat actions to use once per Combat phase&lt;br /&gt;
** ---o- Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
*-o- Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
*-o- Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====City Spaces====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Deliveries&#039;&#039;&#039; =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Gaining Resources&#039;&#039;&#039; =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
*-o- Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
*-o- Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
*-o- Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---o- At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
*-o- Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Exploring&#039;&#039;&#039; =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
*-o- Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
*-o- Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Combat&#039;&#039;&#039; =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*-o- Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
*-o- You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
*-o- Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
*-o- Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; =====&lt;br /&gt;
*-o- When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
*-o- If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
*-o- If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039;&lt;br /&gt;
*-o- If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
===Free Action - Planning a Card===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
===Free Action - Completing a Career Objective===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
===Rounds 1 to 3===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. Points earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 5 remaining Doubloons to 1 VP&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* -o- A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---o- Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---o- Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* -o- A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
===UPGRADES===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
===SOLO===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20165</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20165"/>
		<updated>2024-02-21T02:57:27Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* -o- Gain 1 Doubloon&lt;br /&gt;
* -o- Discard your entire hand for 2 Doubloons&lt;br /&gt;
* -o- Buy a card&lt;br /&gt;
&lt;br /&gt;
===== Buying a Card =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
*-o- Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
*-o- Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
*-o- Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
*-o- Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---o- Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---o- New combat actions to use once per Combat phase&lt;br /&gt;
** ---o- Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
*-o- Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
*-o- Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====City Spaces====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== Deliveries =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== Gaining Resources =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
*-o- Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
*-o- Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
*-o- Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---o- At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
*-o- Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== Exploring =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
*-o- Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
*-o- Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== Combat =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*-o- Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
*-o- You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
*-o- Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
*-o- Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; =====&lt;br /&gt;
*-o- When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
*-o- If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
*-o- If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039;&lt;br /&gt;
*-o- If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
===Free Action - Planning a Card===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
===Free Action - Completing a Career Objective===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
===Rounds 1 to 3===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. Points earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 5 remaining Doubloons to 1 VP&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* -o- A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---o- Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---o- Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* -o- A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
===UPGRADES===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
===SOLO===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20164</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20164"/>
		<updated>2024-02-21T02:50:09Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Trying symbol bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* -o- Gain 1 Doubloon&lt;br /&gt;
* -o- Discard your entire hand for 2 Doubloons&lt;br /&gt;
* -o- Buy a card&lt;br /&gt;
&lt;br /&gt;
==== Buying a Card ====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* -o- Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* -o- Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* -o- Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* -o- Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---o- Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---o- New combat actions to use once per Combat phase&lt;br /&gt;
** ---o- Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* -o- Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* -o- Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
==== Deliveries ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
==== Gaining Resources ====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
* -o- Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* -o- Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* -o- Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---o- At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* -o- Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
==== Exploring ====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* -o- Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* -o- Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* -o- Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
* -o- You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
* -o- Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
* -o- Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; ====&lt;br /&gt;
* -o- When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
* -o- If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
* -o- If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; &lt;br /&gt;
* -o- If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
=== Rounds 1 to 3 ===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4 ===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. Points earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 5 remaining Doubloons to 1 VP&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* -o- A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---o- Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---o- Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* -o- A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20163</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20163"/>
		<updated>2024-02-21T02:36:23Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* -o- Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---o- 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---o- 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---o- 7 spaces: 3 Village Actions&lt;br /&gt;
* -o- Complete a Quest by paying its cost&lt;br /&gt;
* -o- Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* -o- Gain 1 Doubloon&lt;br /&gt;
* -o- Discard your entire hand for 2 Doubloons&lt;br /&gt;
* -o- Buy a card&lt;br /&gt;
&lt;br /&gt;
==== Buying a Card ====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* -o- Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* -o- Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* -o- Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* -o- Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---o- Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---o- New combat actions to use once per Combat phase&lt;br /&gt;
** ---o- Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* -o- Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* -o- Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
==== Deliveries ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
==== Gaining Resources ====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
* -o- Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* -o- Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* -o- Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---o- At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* -o- Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
==== Exploring ====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* -o- Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* -o- Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* -o- Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
* -o- You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
* -o- Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
* -o- Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; ====&lt;br /&gt;
* -o- When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
* -o- If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
* -o- If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; &lt;br /&gt;
* -o- If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
=== Rounds 1 to 3 ===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4 ===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. Points earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 5 remaining Doubloons to 1 VP&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* -o- A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---o- Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---o- Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* -o- A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20162</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20162"/>
		<updated>2024-02-21T02:34:56Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Bullets 2/2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* -o- Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---o- 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---o- 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---o- 7 spaces: 3 Village Actions&lt;br /&gt;
* -o- Complete a Quest by paying its cost&lt;br /&gt;
* -o- Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* -o- Gain 1 Doubloon&lt;br /&gt;
* -o- Discard your entire hand for 2 Doubloons&lt;br /&gt;
* -o- Buy a card&lt;br /&gt;
&lt;br /&gt;
===== Buying a Card =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* -o- Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* -o- Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* -o- Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* -o- Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---o- Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---o- New combat actions to use once per Combat phase&lt;br /&gt;
** ---o- Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* -o- Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* -o- Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== Deliveries =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== Gaining Resources =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
* -o- Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* -o- Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* -o- Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---o- At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* -o- Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== Exploring =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* -o- Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* -o- Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== Combat =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* -o- Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
* -o- You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
* -o- Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
* -o- Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* -o- When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
* -o- If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
* -o- If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; &lt;br /&gt;
* -o- If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
=== Rounds 1 to 3 ===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4 ===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. Points earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 5 remaining Doubloons to 1 VP&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* -o- A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---o- Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---o- Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* -o- A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20161</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20161"/>
		<updated>2024-02-21T02:24:12Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Updating Bullets 1/2 for BGA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* -o- Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---o- 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---o- 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---o- 7 spaces: 3 Village Actions&lt;br /&gt;
* -o- Complete a Quest by paying its cost&lt;br /&gt;
* -o- Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* -o- Gain 1 Doubloon&lt;br /&gt;
* -o- Discard your entire hand for 2 Doubloons&lt;br /&gt;
* -o- Buy a card&lt;br /&gt;
&lt;br /&gt;
===== Buying a Card =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* -o- Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* -o- Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* -o- Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* -o- Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---o- Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---o- New combat actions to use once per Combat phase&lt;br /&gt;
** ---o- Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* -o- Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* -o- Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== Deliveries =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== Gaining Resources =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
* -o- Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* -o- Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* -o- Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---o- At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* -o- Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== Exploring =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* -o- Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* -o- Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== Combat =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
&lt;br /&gt;
2.You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
&lt;br /&gt;
3. Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
4. Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* -o- When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
* -o- If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
* -o- If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; &lt;br /&gt;
* -o- If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
=== Rounds 1 to 3 ===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4 ===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
# Points earned from various actions during the 4 rounds&lt;br /&gt;
# 5 remaining Doubloons to 1 VP&lt;br /&gt;
# VP found on Project cards and Prestige cards&lt;br /&gt;
# 3 VP per Influence track where you are furthest player&lt;br /&gt;
# Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value &lt;br /&gt;
#* A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
#** Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
#** Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
#* A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20160</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20160"/>
		<updated>2024-02-20T23:37:19Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* -Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** --1 Village Action for 1-4 spaces&lt;br /&gt;
** --2 Village Action for 4-6 spaces&lt;br /&gt;
** --3 Village Action for 7 spaces&lt;br /&gt;
* o Complete a Quest by paying its cost&lt;br /&gt;
* +Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* -+ Gain 1 Doubloon&lt;br /&gt;
* -o- Discard your entire hand for 2 Doubloons&lt;br /&gt;
* Buy a card&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
1. Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
&lt;br /&gt;
--x-- 1 Village Action for 1-4 spaces&lt;br /&gt;
&lt;br /&gt;
--x-- 2 Village Action for 4-6 spaces&lt;br /&gt;
&lt;br /&gt;
-x- 3 Village Action for 7 spaces&lt;br /&gt;
&lt;br /&gt;
2. Complete a Quest by paying its cost&lt;br /&gt;
&lt;br /&gt;
3. Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
-+ Gain 1 Doubloon&lt;br /&gt;
&lt;br /&gt;
-o- Discard your entire hand for 2 Doubloons&lt;br /&gt;
&lt;br /&gt;
Buy a card&lt;br /&gt;
&lt;br /&gt;
===== Buying a Card =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** New combat actions to use once per Combat phase&lt;br /&gt;
** Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== Deliveries =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== Gaining Resources =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
* Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== Exploring =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== Combat =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
# You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
# Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
# Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat Notes: &lt;br /&gt;
&lt;br /&gt;
# When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
# If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
# If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; &lt;br /&gt;
# If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
=== Rounds 1 to 3 ===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4 ===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
# Points earned from various actions during the 4 rounds&lt;br /&gt;
# 5 remaining Doubloons to 1 VP&lt;br /&gt;
# VP found on Project cards and Prestige cards&lt;br /&gt;
# 3 VP per Influence track where you are furthest player&lt;br /&gt;
# Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value &lt;br /&gt;
#* A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
#** Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
#** Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
#* A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20159</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20159"/>
		<updated>2024-02-20T23:34:46Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* -Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** --1 Village Action for 1-4 spaces&lt;br /&gt;
** --2 Village Action for 4-6 spaces&lt;br /&gt;
** --3 Village Action for 7 spaces&lt;br /&gt;
* o Complete a Quest by paying its cost&lt;br /&gt;
* +Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* -+ Gain 1 Doubloon&lt;br /&gt;
* -o- Discard your entire hand for 2 Doubloons&lt;br /&gt;
* Buy a card&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* -Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** --1 Village Action for 1-4 spaces&lt;br /&gt;
** --2 Village Action for 4-6 spaces&lt;br /&gt;
** --3 Village Action for 7 spaces&lt;br /&gt;
* o Complete a Quest by paying its cost&lt;br /&gt;
* +Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* -+ Gain 1 Doubloon&lt;br /&gt;
* -o- Discard your entire hand for 2 Doubloons&lt;br /&gt;
* Buy a card&lt;br /&gt;
&lt;br /&gt;
===== Buying a Card =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** New combat actions to use once per Combat phase&lt;br /&gt;
** Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== Deliveries =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== Gaining Resources =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
* Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== Exploring =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== Combat =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
# You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
# Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
# Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat Notes: &lt;br /&gt;
&lt;br /&gt;
# When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
# If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
# If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; &lt;br /&gt;
# If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
=== Rounds 1 to 3 ===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4 ===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
# Points earned from various actions during the 4 rounds&lt;br /&gt;
# 5 remaining Doubloons to 1 VP&lt;br /&gt;
# VP found on Project cards and Prestige cards&lt;br /&gt;
# 3 VP per Influence track where you are furthest player&lt;br /&gt;
# Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value &lt;br /&gt;
#* A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
#** Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
#** Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
#* A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20158</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20158"/>
		<updated>2024-02-20T23:34:14Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Testing Bullet Types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* -Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** --1 Village Action for 1-4 spaces&lt;br /&gt;
** --2 Village Action for 4-6 spaces&lt;br /&gt;
** --3 Village Action for 7 spaces&lt;br /&gt;
* o Complete a Quest by paying its cost&lt;br /&gt;
* +Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* -+ Gain 1 Doubloon&lt;br /&gt;
* -o- Discard your entire hand for 2 Doubloons&lt;br /&gt;
* Buy a card&lt;br /&gt;
&lt;br /&gt;
===== Buying a Card =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** New combat actions to use once per Combat phase&lt;br /&gt;
** Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== Deliveries =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== Gaining Resources =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
* Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== Exploring =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== Combat =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
# You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
# Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
# Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat Notes: &lt;br /&gt;
&lt;br /&gt;
# When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
# If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
# If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; &lt;br /&gt;
# If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
=== Rounds 1 to 3 ===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4 ===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
# Points earned from various actions during the 4 rounds&lt;br /&gt;
# 5 remaining Doubloons to 1 VP&lt;br /&gt;
# VP found on Project cards and Prestige cards&lt;br /&gt;
# 3 VP per Influence track where you are furthest player&lt;br /&gt;
# Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value &lt;br /&gt;
#* A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
#** Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
#** Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
#* A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20157</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20157"/>
		<updated>2024-02-20T23:31:34Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* -Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** --1 Village Action for 1-4 spaces&lt;br /&gt;
** --2 Village Action for 4-6 spaces&lt;br /&gt;
** --3 Village Action for 7 spaces&lt;br /&gt;
* o Complete a Quest by paying its cost&lt;br /&gt;
* +Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* Gain 1 Doubloon&lt;br /&gt;
* Discard your entire hand for 2 Doubloons&lt;br /&gt;
* Buy a card&lt;br /&gt;
&lt;br /&gt;
===== Buying a Card =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** New combat actions to use once per Combat phase&lt;br /&gt;
** Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== Deliveries =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== Gaining Resources =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
* Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== Exploring =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== Combat =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
# You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
# Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
# Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat Notes: &lt;br /&gt;
&lt;br /&gt;
# When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
# If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
# If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; &lt;br /&gt;
# If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
=== Rounds 1 to 3 ===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4 ===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
# Points earned from various actions during the 4 rounds&lt;br /&gt;
# 5 remaining Doubloons to 1 VP&lt;br /&gt;
# VP found on Project cards and Prestige cards&lt;br /&gt;
# 3 VP per Influence track where you are furthest player&lt;br /&gt;
# Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value &lt;br /&gt;
#* A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
#** Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
#** Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
#* A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20156</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20156"/>
		<updated>2024-02-20T23:30:54Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* -Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** --1 Village Action for 1-4 spaces&lt;br /&gt;
** --1 Village Action for 4-6 spaces&lt;br /&gt;
** --1 Village Action for 7 spaces&lt;br /&gt;
* o Complete a Quest by paying its cost&lt;br /&gt;
* +Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* Gain 1 Doubloon&lt;br /&gt;
* Discard your entire hand for 2 Doubloons&lt;br /&gt;
* Buy a card&lt;br /&gt;
&lt;br /&gt;
===== Buying a Card =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** New combat actions to use once per Combat phase&lt;br /&gt;
** Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== Deliveries =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== Gaining Resources =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
* Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== Exploring =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== Combat =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
# You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
# Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
# Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat Notes: &lt;br /&gt;
&lt;br /&gt;
# When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
# If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
# If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; &lt;br /&gt;
# If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
=== Rounds 1 to 3 ===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4 ===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
# Points earned from various actions during the 4 rounds&lt;br /&gt;
# 5 remaining Doubloons to 1 VP&lt;br /&gt;
# VP found on Project cards and Prestige cards&lt;br /&gt;
# 3 VP per Influence track where you are furthest player&lt;br /&gt;
# Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value &lt;br /&gt;
#* A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
#** Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
#** Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
#* A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20155</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20155"/>
		<updated>2024-02-20T23:29:51Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: No bullets on BGA - adding dashes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* -Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** --1 Village Action for 1-4 spaces&lt;br /&gt;
** --1 Village Action for 4-6 spaces&lt;br /&gt;
** --1 Village Action for 7 spaces&lt;br /&gt;
* -Complete a Quest by paying its cost&lt;br /&gt;
* -Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* Gain 1 Doubloon&lt;br /&gt;
* Discard your entire hand for 2 Doubloons&lt;br /&gt;
* Buy a card&lt;br /&gt;
&lt;br /&gt;
===== Buying a Card =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** New combat actions to use once per Combat phase&lt;br /&gt;
** Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== Deliveries =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== Gaining Resources =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
* Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== Exploring =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== Combat =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
# You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
# Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
# Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat Notes: &lt;br /&gt;
&lt;br /&gt;
# When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
# If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
# If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; &lt;br /&gt;
# If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
=== Rounds 1 to 3 ===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4 ===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
# Points earned from various actions during the 4 rounds&lt;br /&gt;
# 5 remaining Doubloons to 1 VP&lt;br /&gt;
# VP found on Project cards and Prestige cards&lt;br /&gt;
# 3 VP per Influence track where you are furthest player&lt;br /&gt;
# Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value &lt;br /&gt;
#* A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
#** Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
#** Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
#* A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20154</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20154"/>
		<updated>2024-02-20T23:24:38Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Final Content Edit before release date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will move to a new space on the loop, perform available actions, and then refill your hand. These phases must be performed in this order and are detailed below: &lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. Each space is either a City or a Village, and this will determine what actions you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
You will perform the bulk of your turn in this phase.&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** 1 Village Action for 1-4 spaces&lt;br /&gt;
** 1 Village Action for 4-6 spaces&lt;br /&gt;
** 1 Village Action for 7 spaces&lt;br /&gt;
* Complete a Quest by paying its cost&lt;br /&gt;
* Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* Gain 1 Doubloon&lt;br /&gt;
* Discard your entire hand for 2 Doubloons&lt;br /&gt;
* Buy a card&lt;br /&gt;
&lt;br /&gt;
===== Buying a Card =====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** New combat actions to use once per Combat phase&lt;br /&gt;
** Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
===== Deliveries =====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
===== Gaining Resources =====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
* Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
===== Exploring =====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
===== Combat =====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
# You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
# Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
# Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat Notes: &lt;br /&gt;
&lt;br /&gt;
# When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
# If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
# If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; &lt;br /&gt;
# If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
=== Rounds 1 to 3 ===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4 ===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
# Points earned from various actions during the 4 rounds&lt;br /&gt;
# 5 remaining Doubloons to 1 VP&lt;br /&gt;
# VP found on Project cards and Prestige cards&lt;br /&gt;
# 3 VP per Influence track where you are furthest player&lt;br /&gt;
# Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value &lt;br /&gt;
#* A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
#** Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
#** Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
#* A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20153</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20153"/>
		<updated>2024-02-20T22:16:53Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Village Action update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop in the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces. Each space is either a City or a Village, and this will determine what options you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** 1 Village Action for 1-4 spaces&lt;br /&gt;
** 1 Village Action for 4-6 spaces&lt;br /&gt;
** 1 Village Action for 7 spaces&lt;br /&gt;
* Complete a Quest by paying its cost&lt;br /&gt;
* Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* Gain 1 Doubloon&lt;br /&gt;
* Discard your entire hand for 2 Doubloons&lt;br /&gt;
* Buy a card&lt;br /&gt;
&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** New combat actions to use once per Combat phase&lt;br /&gt;
** Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
&lt;br /&gt;
====Gaining Resources====&lt;br /&gt;
&lt;br /&gt;
* Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
====Exploring====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to replace it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
# You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
# Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to replace it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
# Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; Additionally, if the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you draw back to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. In Rounds 1-3, they must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop. On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
* Points earned from various actions during the 4 rounds&lt;br /&gt;
* 5 remaining Doubloons to 1 VP&lt;br /&gt;
* VP found on Project cards and Prestige cards&lt;br /&gt;
* 3 VP per influence track where you are furthest player&lt;br /&gt;
* Influence Score for each nation. &lt;br /&gt;
** A nation’s base value and bonus are calculated on the influence track and follow this system:&lt;br /&gt;
*** The base value is the sum of the number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
*** A 2 VP bonus is awarded if this nation has the most or is tied for the most Ownership Cubes on the board&lt;br /&gt;
*** A 1 VP bonus is awarded if this nation has the second most or is tied for the second most Ownership cubes on the board. If there was a tie for first place, this 1 VP is not awarded.&lt;br /&gt;
** For a given nation, each player scores VP based on this product: NationVP = Noble Rank x (Nation Base Value + Nation Bonus).&lt;br /&gt;
*** The Noble Rank is the furthest red banner a player has reached (1x to 6x).&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20152</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20152"/>
		<updated>2024-02-20T22:10:28Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Formatting 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop in the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces. Each space is either a City or a Village, and this will determine what options you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Perform Village Actions based on the number of spaces you moved. (1-4 spaces is 1 village action, 5-6 spaces is 2 village actions, and 7 spaces is 3 village actions).&lt;br /&gt;
* Complete a Quest by paying its cost&lt;br /&gt;
* Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* Gain 1 Doubloon&lt;br /&gt;
* Discard your entire hand for 2 Doubloons&lt;br /&gt;
* Buy a card&lt;br /&gt;
&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
* Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** New combat actions to use once per Combat phase&lt;br /&gt;
** Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
* Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
&lt;br /&gt;
====Gaining Resources====&lt;br /&gt;
&lt;br /&gt;
* Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
* Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
====Exploring====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to replace it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
# You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
# Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to replace it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
# Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039; Additionally, if the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards ===&lt;br /&gt;
After you’ve performed your actions, you draw back to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Planning a Card ===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
=== Free Action - Completing a Career Objective ===&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. In Rounds 1-3, they must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop. On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
* Points earned from various actions during the 4 rounds&lt;br /&gt;
* 5 remaining Doubloons to 1 VP&lt;br /&gt;
* VP found on Project cards and Prestige cards&lt;br /&gt;
* 3 VP per influence track where you are furthest player&lt;br /&gt;
* Influence Score for each nation. &lt;br /&gt;
** A nation’s base value and bonus are calculated on the influence track and follow this system:&lt;br /&gt;
*** The base value is the sum of the number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
*** A 2 VP bonus is awarded if this nation has the most or is tied for the most Ownership Cubes on the board&lt;br /&gt;
*** A 1 VP bonus is awarded if this nation has the second most or is tied for the second most Ownership cubes on the board. If there was a tie for first place, this 1 VP is not awarded.&lt;br /&gt;
** For a given nation, each player scores VP based on this product: NationVP = Noble Rank x (Nation Base Value + Nation Bonus).&lt;br /&gt;
*** The Noble Rank is the furthest red banner a player has reached (1x to 6x).&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20151</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20151"/>
		<updated>2024-02-20T22:00:04Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Updating Formatting 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop in the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Phase A - Movement ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces. Each space is either a City or a Village, and this will determine what options you have available to you:&lt;br /&gt;
&lt;br /&gt;
=== Phase B - Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Village Spaces ====&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Perform Village Actions based on the number of spaces you moved. (1-4 spaces is 1 village action, 5-6 spaces is 2 village actions, and 7 spaces is 3 village actions).&lt;br /&gt;
* Complete a Quest by paying its cost&lt;br /&gt;
* Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* Gain 1 Doubloon&lt;br /&gt;
* Discard your entire hand for 2 Doubloons&lt;br /&gt;
* Buy a card&lt;br /&gt;
&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
* Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&lt;br /&gt;
* Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
* Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
* Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** New combat actions to use once per Combat phase&lt;br /&gt;
** Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
* Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&lt;br /&gt;
* Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== City Spaces ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). This delivery must happen before taking the city’s action.&lt;br /&gt;
&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
&lt;br /&gt;
====Gaining Resources====&lt;br /&gt;
&lt;br /&gt;
* Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
* Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
* Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&lt;br /&gt;
* Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
====Exploring====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. You cannot share a space with another player’s explorer.&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
* Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
* Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. They are not added to your personal supply of Combat Points.&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action once per Combat:&lt;br /&gt;
&lt;br /&gt;
1. Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to replace it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
2. You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
3. Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to replace it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
4. Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has no more Ownership Cubes, you cannot place another! Additionally, if the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phase C - Draw New Cards&lt;br /&gt;
&lt;br /&gt;
After you’ve performed your actions, you draw back to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Free Action - Planning a Card&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
Free Action - Completing a Career Objective&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End of Round&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. In Rounds 1-3, they must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop. On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
Final Scoring&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
- Points earned from various actions during the 4 rounds&lt;br /&gt;
- 5 remaining Doubloons to 1 VP&lt;br /&gt;
- VP found on Project cards and Prestige cards&lt;br /&gt;
- 3 VP per influence track where you are furthest player&lt;br /&gt;
- Influence Score for each nation. A nation’s score and bonus are calculated on the influence track, but they follow this system:&lt;br /&gt;
    - The base value is the sum of the number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
    - A 2 VP bonus is awarded if this nation has the most or is tied for the most Ownership Cubes on the board.&lt;br /&gt;
    - A 1 VP bonus is awarded if this nation has the second most or is tied for the second most Ownership cubes on the board. If there was a tie for first place, this 1 VP is not awarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20150</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20150"/>
		<updated>2024-02-20T21:53:08Z</updated>

		<summary type="html">&lt;p&gt;N1caboose: Initial rules outline.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop in the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
==What To Do On Your Turn==&lt;br /&gt;
&lt;br /&gt;
Phase A - Movement&lt;br /&gt;
On your turn, you must move 1 to 7 spaces. Each space is either a City or a Village, and this will determine what options you have available to you:&lt;br /&gt;
&lt;br /&gt;
Phase B - Actions&lt;br /&gt;
&lt;br /&gt;
===Village Spaces===&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
- Perform Village Actions based on the number of spaces you moved. (1-4 spaces is 1 village action, 5-6 spaces is 2 village actions, and 7 spaces is 3 village actions).&lt;br /&gt;
- Complete a Quest by paying its cost&lt;br /&gt;
- Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
1. Gain 1 Doubloon&lt;br /&gt;
2. Discard your entire hand for 2 Doubloons&lt;br /&gt;
3. Buy a card&lt;br /&gt;
&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
1. Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&lt;br /&gt;
2. Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
3. Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token. &lt;br /&gt;
4. Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
    1. Last Village Actions can be used as the final village action whenever you receive a village actions.&lt;br /&gt;
    2. New combat actions&lt;br /&gt;
    3. Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
5. Assistants. You must place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&lt;br /&gt;
6. Prestige Cards. You can buy any of the face up prestige cards to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===City Spaces===&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). This delivery must happen before taking the city’s action.&lt;br /&gt;
&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
&lt;br /&gt;
====Gaining Resources====&lt;br /&gt;
- Gaining Doubloons or Victory Points: You gain the amount shown.&lt;br /&gt;
- Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time.&lt;br /&gt;
- Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
    - At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&lt;br /&gt;
- Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
====Exploring====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. You cannot share a space with another player’s explorer.&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
- Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
- Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. They are not added to your personal supply of Combat Points.&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action once per Combat:&lt;br /&gt;
&lt;br /&gt;
1. Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to replace it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
2. You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
3. Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to replace it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
4. Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has no more Ownership Cubes, you cannot place another! Additionally, if the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phase C - Draw New Cards&lt;br /&gt;
&lt;br /&gt;
After you’ve performed your actions, you draw back to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Free Action - Planning a Card&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
Free Action - Completing a Career Objective&lt;br /&gt;
You can complete a career objective at one of two levels Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career objective, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all career objectives, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End of Round&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. In Rounds 1-3, they must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop. On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
&lt;br /&gt;
Final Scoring&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
- Points earned from various actions during the 4 rounds&lt;br /&gt;
- 5 remaining Doubloons to 1 VP&lt;br /&gt;
- VP found on Project cards and Prestige cards&lt;br /&gt;
- 3 VP per influence track where you are furthest player&lt;br /&gt;
- Influence Score for each nation. A nation’s score and bonus are calculated on the influence track, but they follow this system:&lt;br /&gt;
    - The base value is the sum of the number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
    - A 2 VP bonus is awarded if this nation has the most or is tied for the most Ownership Cubes on the board.&lt;br /&gt;
    - A 1 VP bonus is awarded if this nation has the second most or is tied for the second most Ownership cubes on the board. If there was a tie for first place, this 1 VP is not awarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>N1caboose</name></author>
	</entry>
</feed>