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Maracaibo rules refresher

Get back into Maracaibo in 21 minutes: a spoken refresher of the setup, how a turn goes, the rules people often forget, and how the game ends and is scored. Made for people who have played before. Listen on the way to game night and start playing without opening the rulebook.

2019 · 2–4 players · 2 min 46 s in the feed

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The rest of this one is for contributors

Contributors hear the whole refresher: how that works.

  • How to win
  • Basic setup
  • Core mechanics
  • Gameplay example
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Rules quiz

How much of Maracaibo do you still remember? Each question opens on its answer.

How many village actions do you get in a village depending on the movement points you spent, before any ship upgrade?

You get 1 village action normally, 2 if you spent 4 to 6 movement points, and 3 if you spent all 7.

When fighting for a nation, how do the majority modifiers change its combat value?

Fighting for the nation with the most ownership markers on the map lowers its value by 2, fighting for the nation with the fewest raises it by 3, and neither applies on a tie.

When does an assistant score you 2 points without you using it?

You score 2 points for each of your assistants you sail past from a lower numbered location to a higher one, stop at without using, or are sent back to Havana from while it is still ahead of you.

What happens to your explorer movement when the space you would move onto is occupied by another explorer?

Occupied spaces are skipped and do not count toward your movement, since only 1 explorer may occupy a space.

In final scoring, how are tied nations handled when awarding the majority bonus to noble rank multipliers?

Tied nations all get the higher value, so if 2 nations tie for most both get 2 and the third gets nothing, and if all 3 tie each gets 2.

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