마라카이보의 해적
돛을 펼치고 모험 가득한 약탈을 떠나봅시다... 아마 이번이 마지막이 되겠지만요! 카리브해에서 온갖 장소를 탐색하고 위험과 모험을 마주하면서 보물을 찾아낸 뒤, 안전한 항구에 도착해 값진 금, 에메랄드, 진주를 쌓아두세요. 탐험을 벌이고, 화물을 저장하고, 선원을 고용하고, 상대 함선을 강탈하는 것도 중요하지만, 약탈품을 묻는 것도 잊으면 안 됩니다. 바다에서의 활동을 마치면 남은 생애를 보낼 은신처도 항해 중에 잘 찾아둬야겠지만, 그러기 전에 상대를 앞질러야 합니다. 카리브해 항해 한 번만으로는 아무래도 부족할 테니까요. 3번에 걸친 여행을 마치고 나서, 가장 부유하면서도 위대한 해적이 되어 은퇴해야 합니다.
마라카이보의 해적은 2019년에 출시된 마라카이보에서 유래한 독립 게임이며, 마라카이보에 익숙한 분들이라면 원조 게임에서 호평을 받았던 여러 요소를 알아볼 수 있을 겁니다. 그렇지만, 마라카이보의 해적은 더욱 쉬운 규칙을 쓰는 독립 게임이므로 원조 마라카이보를 전혀 모르더라도 문제 없이 즐길 수 있습니다. 게임은 3라운드에 걸쳐 진행되며, 카리브해를 항해하고, 선원을 고용하고, 다른 함선과 동맹을 맺고, 해안을 탐험하고, 보물을 모으면서, (모든 일이 잘 풀리면) 역사에 명성이 길이 남을 해적이 되어 외딴 섬에 은퇴해서 이야기에 끝을 맺습니다. 그럼 밧줄을 풀고 항해를 시작합시다!
플레이어 수: 1 - 4
게임 시간: 27 mn
복잡성: 3 / 5
마라카이보의 해적 및 다른 게임 1194개를 온라인으로 즐겨보세요.
다운로드가 필요없으며, 웹 브라우저에서 바로 플레이할 수 있습니다.
친구들과 그리고 전세계의 수많은 게이머들과.
무료.
마라카이보의 해적 및 다른 게임 1194개를 온라인으로 즐겨보세요.
다운로드가 필요없으며, 웹 브라우저에서 바로 플레이할 수 있습니다.
친구들과 그리고 전세계의 수많은 게이머들과.
무료.
규칙 요약
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.
