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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 | 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: | 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 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. | 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. | ||
== Step 2 - Perform Actions == | |||
Perform an action based on where your ship landed. There are 5 types of spaces that you can land on: | 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. | ||
=== Residence Card === | |||
Residences provide Endgame scoring bonuses. | |||
You must choose one of these options when landing on a Residence: | |||
You must | |||
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. | |||
5. Maracaibo | === 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 following section. | |||
==== 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. | |||
=== 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. | |||
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. | |||
Revision as of 19:46, 27 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 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.
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 following section.
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.
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.
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.