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Welcome to Pirates of Maracaibo! You're a pirate in the Caribbean seeking to hire a versatile crew, grow your hoard of treasure, and improve your pirate ship.
= Overview =
Welcome to Pirates of Maracaibo! You'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.


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.
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.


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== What To Do On Your Turn ==
= What To Do On Your Turn =
On your turn, you will go through these phases in this order:
On your turn, you must perform these two steps in this order:


=== Phase A - Sailing ===
== Step 1 - Move Your Ship ==
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.
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.  


WIP BEYOND THIS POINT
If you end your movement on a '''card''' (not the Gulf or Maracaibo) with any opponent Ships, you must pay each of those opponents 1 doubloon. If you do not have enough Doubloons, pay as many players as you can (in the order of your choosing), and ignore the rest. There is no penalty for being unable to pay, so if you are broke, you '''can''' move onto a space with other Ships with no consequence!


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.


=== Phase B - Perform Actions ===
== Step 2 - Perform Actions ==
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.
Perform an action based on where your ship landed. There are 5 types of spaces that you can land on, detailed below:


After this, it is the next player’s turn.
=== Improvement Card ===
Improvement cards are cards that you can acquire in the Caribbean and add to your tableau.


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You must choose one of these options when landing on an Improvement Card:


== Main Actions (Phase B) ==
* A. Ignore the card and gain 5 Doubloons from the supply.


=== '''Village Spaces''' ===
* 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.
When you land on a Village space, you can do one of the following:
''When you take an Improvement card, a new card from the Tier II deck replaces it.''


* ● Perform Village Actions based on the number of spaces you moved.
=== Residence Card ===
** ---● 1 to 3 spaces: 1 Village Action
Residences provide Endgame scoring bonuses.
** ---● 4 to 6 spaces: 2 Village Actions
** ---● 7 spaces: 3 Village Actions
* ● 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.
* ● Use an Assistant’s action


You start the game with 3 basic Village Actions:
You must choose one of these options when landing on a Residence:


* ● Gain 1 Doubloon
A. Ignore the card and gain 5 Doubloons from the supply.
* ● Discard your entire hand for 2 Doubloons
* ● Buy a card


==== '''Buying a Card''' ====
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.
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:
=== Location Card ===
Locations are permanent cards in the Caribbean that provide various effects.


*● 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.''
When you land on a Location, you must do all of these steps in order:
*● Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.
*● 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.
*● Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:
** ---● Last Village Actions can be used as the final village action whenever you receive a village actions
** ---● New combat actions to use once per Combat phase
** ---● Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat
*● 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.''
*● 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.<br />
===City Spaces===
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.


==== '''Deliveries''' ====
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.
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!''


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.
2. If one of YOUR Black Market tiles is at this location, you may activate it.


When you remove the first Disk from an upgrade, nothing happens. When you remove the '''second disk''', 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.
3. Perform a Ship Upgrade


==== '''Gaining Resources''' ====
4. Perform the Location's Action. These are detailed in the section "Various Effects and Action".
After delivering, you may use the City’s action which have various effects, including:
*● Gaining Doubloons or Victory Points: You gain the amount shown
*● Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time
*● Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.
** ---● 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.''
*● 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.


==== '''Exploring''' ====
=== The Gulf ===
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, so you skip over that space.''
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.


If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.
When on the Gulf, you may first perform a Ship Upgrade and then one of the three following actions:


*● Red Barrier: Gain 3 Influence in one nation
A. Raiding with an additional 2 raiding power
*● Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.


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.
B. Explore with 4 steps


==== '''Combat''' ====
C. Purchase a Residence anywhere in the Caribbean, paying its cost.
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.''


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.
=== Maracaibo ===
Maracaibo is the final space in the Caribbean, above the Gulf. If you start your turn on the Gulf, you MUST move to Maracaibo.


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.
When a player reaches Maracaibo, they gain 6 VP and a Ship Upgrade.


You may use each combat action ''once per Combat:''
* Then, all players collect Doubloon and VP income.
* Finally, '''ALL players' ships move back to the start of the Caribbean,''' and it will be the next player's turn in regular turn order.


*● 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 "displace" it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).
*● You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.
*● 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 "displace" 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.
*● Other cards feature new combat actions that also can be used only once per Combat.


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.''
'''''IMPORTANT:''''' 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.


==== '''Combat Notes:''' ====
*● When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation's supply.
*● If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.
*● If a nation has no more Ownership Cubes, ''you cannot place another!''
*● If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.


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== Free Actions ==
= Various Effects and Actions =


===Planning a Card===
== Location Actions ==
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.
These are the main Location actions. They may also appear on other cards, your ship upgrade board, or the exploration track.
=== Completing a Career Goal ===
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.


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.
==== Raiding ====
This is the primary way to acquire Treasure cubes, which score VP at the end and frequently appear on Quests.


If you complete all 3 career goals, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!
* 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'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.
* You may use the "Acquire Treasure" 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.


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==== Quest ====
This action lets you take on quest from the face-up display or from the top of the deck. It refills afterward.


== Figures ==
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).
Each player starts with eight figures, that can be located in any of these five places:


# ● General supply.  They cannot be used by the player until earned.
==== Explore ====
# ● Personal supply.  Referenced as "next to your ship board" in the rule book.  These can be used by the player as part of an action.
Exploring is a way to get immediate bonuses and VP on the Exploration Track.
# ● Career cards.  At the start of the game, three figures are placed here and can be earned by completing career goals.
# ● Locations on the main game board.  These figures are then called Assistants.
# ● Prestige building cards.  These cards, when purchased by the player, are not taken by the player.  Instead, a figure from the player's personal supply is placed on top of the card.


The player panel shows a figure icon with two numbers on it, e.g. "2 / 5". 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.
* Add any permanent Explore bonuses to the Exploration effect's value 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 or gain the immediate bonus (such as Doubloons).


==End of Round==
==== Buy Good or Crew ====
This location allows you to do one of the following:


===Rounds 1 to 3===
A. Take 5 Doubloons
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.
B. Buy a Goods or Crew Improvement card ANYWHERE in the Caribbean, at its cost plus an 3 additional Doubloons.


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.
==== Bury Treasures 2x ====
This location lets you bury 2 Treasures.


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.
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.


=== Round 4===
Buried treasure are each worth 2 VP at the end of the game and sometimes are requirements for quests.
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.


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
== Non-Location Actions ==
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These are found outside of Locations.


== Final Scoring==
==== Raiding Icon without Dice ====
You score Victory Points in the following ways for the following things:
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.


1. VP earned from various actions during the 4 rounds
==== Raiding Icon with a single Die ====
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.


2. 1 VP per 5 remaining Doubloons
==== Re-Explore (Exploration with a Lightning Bolt) ====
 
This icon lets you regain the bonus of where your explorer is currently standing.
3. VP found on Project cards and Prestige cards
 
4. 3 VP per Influence track where you are furthest player
 
5. Influence VP ''for each nation.'' VP = Noble Rank x Nation Value
 
* ● 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:
** ---● Nation's Base Value: The number of fully uncovered VP icons from a nation’s cube supply
** ---● Nation'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.
* ● A player'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' value.
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==FAQ==
==== Additional raiding actions from Improvements ====
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.


===GENERAL===
==== Discounts ====
GEN1: Why can't I buy this card? I have enough gold!
Reduce the cost of all Improvements and Residences by the discount shown. These stack.


Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?


= Final Scoring =


GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?
When all players have taken their turns at the end of the 3rd round, the game ends.


Synergy tokens are faded out before you own them and bright & 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.
Players gain points for the following:


==== Income ====
All players take both their Doubloon income and VP income as normal.


GEN3: On mobile, the game renders slowly or feels like the interface lags.
==== Leftover Doubloons ====
Gain 1 VP for every 5 leftover Doubloons.


Try turning off shadows in the user preferences. This is especially true for iOS (Apple) devices, which render drop shadows poorly.
==== Rivers Crossed ====
Gain 4 VP for each river you've crossed on the Exploration board (max of 16 VP).


==== Improvement Card VP ====
Gain the VP shown in the top right of all of your Improvement cards.


GEN4: Why isn't my Master Builder discount working? The card costs 5 and I have 4 doubloons!
==== Endgame Scoring effects on Improvement Cards ====
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).


A card's price displayed in GREEN indicates its discounted price. The game has already applied the discount, so you can't gain an additional discount.
==== Residences ====
Gain VP based on all your purchased Residences (max 24 VP or 25 VP each).


===UPGRADES===
==== Treasure ====
UPG1: Why don't I get the benefit after I perform an upgrade?
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.


Make sure you've completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.
==== Buried Treasure ====
All Buried treasure is worth 2VP, regardless of type.


===SOLO===
==== Quests ====
SOL1: Why is my score -1 after I lose to Jean?
Gain the VP from either the top or bottom of each quest in your hand (not both).


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're the highest-scoring (and only) player in the game, you did not win.
==== Quest Bonus ====
If you have completed 6 quests at either the easy or hard level, gain 10 bonus VP.

Latest revision as of 22:42, 30 March 2025

Overview

Welcome to Pirates of Maracaibo! You'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.

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.


What To Do On Your Turn

On your turn, you must perform these two steps in this order:

Step 1 - Move Your Ship

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 you end your movement on a card (not the Gulf or Maracaibo) with any opponent Ships, you must pay each of those opponents 1 doubloon. If you do not have enough Doubloons, pay as many players as you can (in the order of your choosing), and ignore the rest. There is no penalty for being unable to pay, so if you are broke, you can move onto a space with other Ships with no consequence!

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.

Step 2 - Perform Actions

Perform an action based on where your ship landed. There are 5 types of spaces that you can land on, detailed below:

Improvement Card

Improvement cards are cards that you can acquire in the Caribbean and add to your tableau.

You must choose one of these options when landing on an Improvement Card:

  • A. Ignore the card and gain 5 Doubloons from the supply.
  • 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.

When you take an Improvement card, a new card from the Tier II deck replaces it.

Residence Card

Residences provide Endgame scoring bonuses.

You must choose one of these options when landing on a Residence:

A. Ignore the card and gain 5 Doubloons from the supply.

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.

Location Card

Locations are permanent cards in the Caribbean that provide various effects.

When you land on a Location, you must do all of these steps in order:

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.

2. If one of YOUR Black Market tiles is at this location, you may activate it.

3. Perform a Ship Upgrade

4. Perform the Location's Action. These are detailed in the section "Various Effects and Action".

The Gulf

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.

When on the Gulf, you may first perform a Ship Upgrade and then one of the three following actions:

A. Raiding with an additional 2 raiding power

B. Explore with 4 steps

C. Purchase a Residence anywhere in the Caribbean, paying its cost.

Maracaibo

Maracaibo is the final space in the Caribbean, above the Gulf. If you start your turn on the Gulf, you MUST move to Maracaibo.

When a player reaches Maracaibo, they gain 6 VP and a Ship Upgrade.

  • Then, all players collect Doubloon and VP income.
  • Finally, ALL players' ships move back to the start of the Caribbean, and it will be the next player's turn in regular turn order.


IMPORTANT: 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.


Various Effects and Actions

Location Actions

These are the main Location actions. They may also appear on other cards, your ship upgrade board, or the exploration track.

Raiding

This is the primary way to acquire Treasure cubes, which score VP at the end and frequently appear on Quests.

  • 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'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.
  • You may use the "Acquire Treasure" 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.

Quest

This action lets you take on quest from the face-up display or from the top of the deck. It refills afterward.

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).

Explore

Exploring is a way to get immediate bonuses and VP on the Exploration Track.

  • Add any permanent Explore bonuses to the Exploration effect's value 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 or gain the immediate bonus (such as Doubloons).

Buy Good or Crew

This location allows you to do one of the following:

A. Take 5 Doubloons B. Buy a Goods or Crew Improvement card ANYWHERE in the Caribbean, at its cost plus an 3 additional Doubloons.

Bury Treasures 2x

This location lets you bury 2 Treasures.

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.

Buried treasure are each worth 2 VP at the end of the game and sometimes are requirements for quests.

Non-Location Actions

These are found outside of Locations.

Raiding Icon without Dice

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.

Raiding Icon with a single Die

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.

Re-Explore (Exploration with a Lightning Bolt)

This icon lets you regain the bonus of where your explorer is currently standing.

Additional raiding actions from Improvements

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.

Discounts

Reduce the cost of all Improvements and Residences by the discount shown. These stack.


Final Scoring

When all players have taken their turns at the end of the 3rd round, the game ends.

Players gain points for the following:

Income

All players take both their Doubloon income and VP income as normal.

Leftover Doubloons

Gain 1 VP for every 5 leftover Doubloons.

Rivers Crossed

Gain 4 VP for each river you've crossed on the Exploration board (max of 16 VP).

Improvement Card VP

Gain the VP shown in the top right of all of your Improvement cards.

Endgame Scoring effects on Improvement Cards

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).

Residences

Gain VP based on all your purchased Residences (max 24 VP or 25 VP each).

Treasure

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.

Buried Treasure

All Buried treasure is worth 2VP, regardless of type.

Quests

Gain the VP from either the top or bottom of each quest in your hand (not both).

Quest Bonus

If you have completed 6 quests at either the easy or hard level, gain 10 bonus VP.