Game rules

Maracaibo rules: how to play and how to score

Reviewed on 20 October 2026 against the publisher’s rulebook. How we check

Maracaibo plays 1 to 4 players over four rounds: each round, your ship sails around the Caribbean in the service of France, England and Spain. Here are the essential rules, setup and final scoring, based on the official rulebook.

Players
1 to 4
Play time
About 2 hours
Winner
Most victory points after the fourth round

Maracaibo quick rules

The goal
You sail the Caribbean in the service of three nations. The game lasts four rounds; in each, the ships leave Havana and travel around the map. You score points during the game and at final scoring, and the most victory points wins.
A turn
Move your ship one to seven locations, following the arrows, never backward; some locations force you to stop. Take a single main action where you stop, then draw project cards up to your hand limit, four at the start. A card taken from the four face-up cards costs one doubloon.
Cities
A city has an action scroll. You may first deliver a good there: discard a card showing it and place a disc from your ship board on the market. Then take the city’s action, even without a delivery. Clearing both spaces of an area of your ship board unlocks a ship upgrade.
Villages
In a village, you take one village action, two if you spent 4 to 6 movement points, three with 7. Each action: take one doubloon, discard your hand for two doubloons, or buy a project card from your hand or planning area, or instead invest in a prestige building.
Project cards
Discarded, a card pays for a good or an object. Bought, it gives income, a permanent effect, an assistant action or an immediate bonus, and often points at the end. Your planning area keeps three cards out of your hand, to buy later. Your career card offers three tasks.
Combat
Reveal a combat token, choose the nation you fight for and take its combat value. Spend it on combat actions, each once: 2 for one influence or 5 for two, 4 to annex a free city (6 to displace another nation), with 1 influence and the flag’s bonus. Your combat points and figures add 1 each.
Exploring, quests and assistants
Your explorer gets the reward of the space where it stops, and points for crossing the colored barriers. A quest is paid for and gives a reward partly multiplied by your compass symbols. An assistant on a location gives its action when your ship stops there; passed unused, it scores 2 points.
The end of a round
The homeward bound spaces force you to stop. In the first three rounds, the first ship to reach the last one scores 3 points and triggers interim scoring: each player buys a card or scores 2 points, then collects the income of both income tracks. Markets are cleared and every ship goes back to Havana.
Final scoring
In the fourth round, the last space scores 5 points and triggers final scoring: a purchase or 2 points, both income tracks as points, bought cards and buildings, 3 points per nation where you have the most influence, then your noble rank times each nation’s multiplier.
Beginner traps
A round can end sooner than you think: don’t wait to buy. In a village, the distance you sailed sets your number of actions. A card in your planning area can no longer be a good. And remember the 2 points for each assistant you pass.

How to score Maracaibo

Points scored during the game
Your space on the victory point track before final scoring, 100 or 200 token included.
Two points instead of the last purchase
At final scoring, each player buys a card or scores 2 points. A card you buy counts with the project cards.
Victory point income track
The points of your marker’s space.
Points from the doubloon income track
The points printed at your marker’s space: at the end, you don’t take the doubloons.
Project cards and prestige buildings
The points of the cards you bought and of the buildings you invested in, Cathedral included. Cards in hand or in your planning area are worth nothing.
Influence majorities
3 points for each nation where you have the most influence; in a tie, every tied player scores them. Nothing if every marker is still on 0.
Noble ranks
For each nation, your rank times its multiplier: the empty spaces in its marker supply, plus 2 for the nation most present on the board, 1 for the second.

Worked example

Emma has 98 points on the track. She buys one last card rather than taking 2 points, scores 9 from her victory point income track and 4 from her doubloon income track, and 34 from her cards and buildings. She leads influence alone in Spain and is tied in France: 3 + 3 = 6. Ranks 2, 3 and 1 with multipliers of 6, 5 and 2: 12 + 15 + 2 = 29. Total: 98 + 9 + 4 + 34 + 6 + 29 = 180 points.

Common mistakes

  • Taking doubloons from the doubloon income track at final scoring: it only gives its printed points.
  • Counting cards left in hand or in your planning area: they’re worth nothing.
  • Forgetting that a tie for the most influence gives each tied player the 3 points.
  • Working out a multiplier without the majority bonus for markers on the board.

How to set up Maracaibo

Setup takes about 15 minutes. Steps marked “with 2 players” also apply to the solo game, which has its own phase at the end.

The board

  1. Place the Caribbean game board in the middle of the table.
  2. Shuffle the combat tokens and make two face-down piles on their spaces.
  3. Shuffle the quest tiles and stack them face up.Lighter-colored planks at the top.
  4. Place three quest tiles on the three spaces of the explorer track.
  5. With 2 players, cover Maracaibo with the Maracaibo city tile; with 3 or 4, return it to the box.
  6. Keep the city tiles for your player count, take the two with the special symbol and two more at random, and place these four at random on Puerto Plata, Santo Domingo, Port Royal and Cartagena.Locations 4, 5, 13 and 14.
  7. Set up the general supply: doubloons, synergy tokens, 100 or 200 victory point tokens.
  8. Place four prestige buildings above the board: the first face up, the other three face down.Return the rest unseen.
  9. Place the ownership markers to the left of their influence track: one on the left-most space, two on each of the others.France is blue, England white, Spain red.
  10. With 2 players, place a red marker on San Juan, a white one on St. Kitts and a blue one on Martinique.

The cards

  1. Place story card 75 on its space and follow its instructions.It places quest tiles depending on the player count. Cards 76 and 77 make the game harder.
  2. Separate the A and B project cards and shuffle each pile.
  3. Deal eight A-cards to each player.
  4. Shuffle forty B-cards with the remaining A-cards to form the draw pile.Return the other B-cards to the box.
  5. Reveal the top four cards of the pile.

Each player

  1. Each player takes a ship board, an overview card and the pieces of their color.
  2. Each player places two discs on each round space of their ship board, twenty-four in all.
  3. Each player places their victory point marker on 0, their ship on Havana, their explorer on the start of the explorer track and an influence marker on space 0 of each nation.
  4. Each player places their three markers on space 1 of their combat track, space 8 of the doubloon income track and space 0 of the victory point income track.
  5. Each player keeps two figures; the rest go to the general supply.
  6. The start player gets 8 doubloons, the next players 9, 10 and 11.

First decisions

  1. Each player keeps four of their eight cards, adds one to their planning area and discards the other three.
  2. Each player gets two career cards, keeps one and places three figures from the general supply on it.

Solo game

  1. Set up Jean: ship, explorer, victory point marker and three influence markers on 0.She has no figures, doubloons or project cards.
  2. Turn a ship board to its Automa side and place a disc on the spaces of the bottom track.
  3. Sort the Automa cards by letter, choose a difficulty and shuffle the cards for that level.

Frequently asked questions

How many cards do you start with in Maracaibo?

Eight A-cards: you keep four in hand, add one to your planning area and discard the other three.

Who goes first in Maracaibo?

The player who was most recently on board a ship; they get 8 doubloons, the next players 9, 10 and 11.

How is a nation’s multiplier worked out in Maracaibo?

The number of empty spaces in its marker supply, plus 2 for the nation with the most markers on the board and 1 for the second.

Ludingo’s Maracaibo sheet was last reviewed on 20 October 2026, based on: supermeeple.com 1, capstone-games.com, supermeeple.com 2, BoardGameGeek.