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Maracaibo: Taking Action
Maracaibo, a bustling city located in Venezuela, is facing a multitude of challenges that urgently require attention and action. These challenges, ranging from environmental issues to social and economic concerns, necessitate a collective effort to bring about positive change.
One of the key areas that demand immediate attention is the environment. Maracaibo is grappling with an alarming level of pollution that threatens the well-being of its residents and the sustainability of the city. Air pollution, caused by factors such as industrial emissions and vehicle exhaust, has reached unprecedented levels, affecting the health of both humans and the environment. It is crucial to tackle this issue head-on by implementing strict regulations and implementing sustainable practices that promote a cleaner and healthier Maracaibo.
Another significant challenge is the social and economic disparity that plagues the city. Maracaibo is home to a diverse population, with people from different socio-economic backgrounds coexisting. However, this diversity often leads to inequality and marginalization. It is imperative to address this issue by fostering a sense of unity and inclusivity among the people of Maracaibo. By providing equal opportunities for education, healthcare, and employment, we can create a more equitable society that benefits everyone.
Furthermore, the city’s infrastructure requires attention and improvement. The roads, bridges, and public transportation systems in Maracaibo are in a state of disrepair and inefficiency. This not only hinders the daily lives of its residents but also impedes economic growth and development. It is necessary to invest in upgrading and modernizing the city’s infrastructure to enhance mobility, connectivity, and overall quality of life for the people of Maracaibo.
In addition to these challenges, Maracaibo also faces security concerns. Crime rates have increased, posing a threat to the safety and well-being of individuals and communities. It is vital to implement comprehensive security measures and invest in law enforcement to combat crime and create a secure environment for the people of Maracaibo to thrive.
Tackling these challenges requires proactive engagement from both the government and the citizens of Maracaibo. It is essential for individuals to actively participate in community initiatives, raise awareness, and support sustainable practices. Together, we can create a resilient and vibrant Maracaibo that preserves the natural beauty of its surroundings, promotes social inclusivity, and ensures a prosperous future for all.
When it’s your turn, you get to do something important in Phase B. You can choose one main action to do. Let’s talk about the actions you can do in the city:
City Actions
If you’re docked in a city, you have the opportunity to take a city action. This action is made up of two parts.
First, you can deliver a good to the market.
Hey, have you ever wondered what to do when there’s an empty space in the city’s market? Well, I’ve got the answer for you! If there happens to be an empty space, all you have to do is find a hand card with the same goods symbol and get rid of it. Then, choose a disc from your ship and place it in that empty market space. Easy, right?
Now, here’s the catch. You can only deliver one good, even if you have multiple matching cards in your hand. So, choose wisely! Oh, and if the city’s market is already full or you don’t have any matching cards, don’t worry. You can simply skip this part of your city action, or even choose not to make a delivery at all. It’s all up to you!
Time to perform the action indicated in the city!
Now, let’s dive into the different city actions:
Combat
When you take this action, you’re able to boost your influence with different nations and gain an advantage in combat.
You need to flip over one of the combat tokens from either of the two piles. These tokens will show the combat value for each nation, as well as the costs or rewards you’ll get. It’s worth noting that if both piles are empty, each nation’s combat value will be 3.
When you’re in a battle, you have to pick one of the three nations that are fighting and pay or receive the corresponding costs or bonus right away.
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Doubloons: You can pay or take the number of doubloons shown.
Doubloons are a type of currency in a game. They have a specific value that you can either pay or receive. The number of doubloons you have can change depending on the situation.
For example, let’s say there is a card that costs 3 doubloons. If you want to buy that card, you would need to pay 3 doubloons. On the other hand, if there is a card that rewards you with 2 doubloons, you would receive 2 doubloons.
Doubloons are an important resource in the game because they allow you to make transactions and acquire valuable cards or items. It’s like having money that you can use to buy things you want.
However, doubloons can be a double-edged sword. While having more doubloons can give you more purchasing power, it also means that other players might be interested in taking them from you. So, it’s important to be strategic and consider your options when it comes to doubloons.
In conclusion, doubloons are a valuable resource in the game. You can use them to buy cards or items, but you should also be cautious about how many doubloons you have. By understanding the role of doubloons and making wise decisions, you can elevate your gameplay and regenerate a positive response. So, the next time you play the game, remember the importance of doubloons and how they can impact your strategy.
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Influence: When you use this ability, I gain power with this nation. I move my marker on the fighting nation’s influence track one space to the right.
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Victory Points: Score the victory points right away, according to the number shown.
When I earn victory points in a game, I feel an instant surge of excitement. It’s like a reward for my strategic moves and decisions. Victory points are my key to success, and I always strive to gather as many as I can.
The concept of victory points is simple yet powerful. They represent my progress and achievements in the game. Each victory point I earn brings me closer to victory and boosts my confidence. It’s a satisfying feeling, knowing that my efforts are being recognized and rewarded.
But victory points are more than just a score. They have a deeper meaning and purpose. They reflect the choices I make and the strategies I employ. They are a measure of my skill and knowledge, showcasing my ability to navigate the game and outsmart my opponents.
When I see a victory point token on the board, it’s like a beacon calling out to me. It challenges me to strive for more and pushes me to explore new possibilities. I can’t help but feel a rush of excitement as I reach out to claim it.
Victory points also add an element of suspense and unpredictability to the game. They can turn the tide of the game in an instant, creating moments of tension and excitement. I never know when I’ll earn a victory point or when my opponent will snatch it away from me. It keeps me on my toes and makes every move I make count.
So, the next time you play a game, pay attention to the victory points. They are not just numbers on a scoreboard. They are the fuel that drives your ambition and the reflection of your progress. Embrace the challenge, collect those victory points, and savor the taste of victory.
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Let’s get started: First, grab a figure of your color from the supply. If there’s one available, you can use it for your next move.
Keep in mind, certain combat tokens have special modifiers that can change a nation’s combat value. Look for these modifiers in the top section of the token.
If you decide to battle against the nation that has the fewest ownership markers in the Caribbean, you gain a combat advantage of 3. This bonus doesn’t apply in the event of a tie.
If you decide to battle the nation that currently owns the most locations in the Caribbean (cities, villages, and legacy tiles), your fighting ability is decreased by 2 (this doesn’t apply if there’s a tie).
Next, engage in combat with your chosen nation. You can take part in multiple combat actions during the fight, but you can only perform each action once. All combat actions must involve the nation you selected at the start of the battle (e.g. France only).
Every combat action reduces your fighting ability. If a combat action would bring your ability below 0, you cannot perform that action.
Hey there, adventurer!
Listen up because I’ve got some important strategies to share with you. When it’s time for battle, you’ve got to be prepared to give it your all. Luckily, there’s a way to increase your combat value and dominate the fight.
Here’s the deal: you can use your combat points or return your figures to the general supply to amp up your combat value. It’s totally up to you how many points or figures you want to spend or return, as each one will increase your combat value by 1.
But hold on, there’s a catch. You can’t voluntarily reduce your combat value just to gain combat points or figures. It’s a rule, and you’ve got to stick to it.
Here’s the general rule: You can never have more than 8 combat points. So, if you’re already on space 8 of the combat track and you’re about to receive combat points, tough luck – you won’t get them. So, make your moves wisely and be strategic!
Hey there! Let’s talk about the cool things you can do in combat! There are two actions you can take:
A. Get More Power
When it’s time to engage in combat, a crucial decision must be made: whether to reduce the combat value by 2 or jl 5 points. I need to consider the consequences of both options and choose the one that suits my strategy. If I decide to reduce the combat value, it will make the battle less intense and potentially change the outcome. On the other hand, if I choose to reduce the combat value by jl 5 points, the battle will be even more challenging, but it offers the opportunity to gain more influence with the fighting nation.
B. Annex or Displace:
When you play the game, start by choosing a flag on the game board. If there’s no ownership marker on that flag yet, the combat value of that flag is reduced by 4. But if another nation’s marker is already there, the combat value is reduced by 6, and you have to remove the other marker from the game.
After choosing a flag, you gain 1 influence with the nation you’re fighting with.
Next, you can take one of the fighting nation’s ownership markers from the supply. Just take the left-most one that’s available, and place it on the location of the flag you chose. Once you do that, you’ll immediately receive the bonus indicated on that flag. Now, here’s the deal – you can only choose one of the two options: either annexing or displacing. And once you choose, that combat action is used.
However, there’s a way to get more combat actions. If you buy certain cards, you can get additional combat actions. And keep in mind, there might be new combat actions that enter the game through story cards or legacy tiles.
Hey there! Let me break it down for you. You can only do each combat action once per turn. But, here’s the kicker: you can’t mess with other nations’ ownership markers!
Once you can’t or don’t want to do any more combat actions (because your combat value will go below 0), your main action is done. Just take the combat token and put it face-down on the right spot on your ship board. And here’s the bummer: any leftover combat value goes down the drain.
Influence Tracks
Every country has its own track of influence. At the beginning of the game, the markers representing each country’s ownership are positioned on the left side of these tracks. Throughout the game, you will have opportunities to earn influence with different countries.
Whenever you gain influence, shift your influence marker for that particular country one space to the right. The tied ranks with red backgrounds indicate the noble positions you can attain with each country. The higher your noble rank, the more victory points you will earn for that country at the end of the game.
If one of your influence markers ever reaches the furthest right space on a track, keep it in place and instead gain 2 victory points for each space your marker would have advanced.
When you want to claim ownership, make sure to take the marker from the nation’s supply on the leftmost side. The more spaces you clear of ownership markers for each nation, the more victory points you will earn for your noble ranks at the end of the game.
Going on an Adventure
Hey there! Are you ready for an adventure on the explorer track? Let’s dive in and discover the rules together:
- Move your explorer forward as many spaces as the number next to the symbol.
- Remember, you can only go in one direction and can’t go back.
- If an explorer is already on a space, you skip it and don’t count it in your movement.
- You can choose to move any number of spaces, but you have to move at least one.
- Keep an eye out for special spaces that let you pick between a long way or a shortcut.
Once you finish moving, it’s reward time! You’ll receive the reward indicated on the space where your explorer stopped. Unfortunately, you don’t get anything for the spaces you passed through on your way.
If you happen to land on a space with a quest, you can complete it right away. If you do, you’ll receive your rewards and add the quest tile to your ship board. You don’t need to remove the quest tile from the game board. And from now on, whenever you move, all explorers will skip that space!
Rewards for Advancing on the Explorer Track:
When your explorer crosses the red barrier, you can instantly boost your influence with any nation of your choosing. This bonus can only be applied to one nation, and you cannot divide it between multiple nations. Just move your influence marker three spaces to the right on the corresponding influence track.
If you’re the first player to cross the yellow or green barrier with your explorer, you earn a big reward. You score four victory points on the spot! However, if other players manage to cross these barriers later, they can still score two victory points. It’s not as lucrative, but it’s something!
When your explorer reaches the end of the track, it stays there for the entire game. You can take immediate action in the village. Multiple explorers can be on the last space of the track.
The first explorer to reach this space earns 10 victory points. The second earns 8 victory points, the third earns 6 victory points, and the fourth earns 4 victory points. If another action later lets you move your explorer, you lose this move.
Additional Actions in the City
When you play this card, you are able to gain 1 influence with any nation you choose. After doing so, you can then take a village action.
When you earn 1 combat point, you have the option to take a disc off your ship board. This disc will be permanently removed from the game.
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If you complete the journey, you earn 3 combat points. However, once you reach the end of the path, you won’t receive any additional combat points.
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When you want to perform a village action, you need to take 2 doubloons from the supply.
When you participate in this activity, you’ll receive a combat point and an influence point with the nation you select. It’s a simple way to increase your standing and impact with the nation of your choice.
When it comes to playing the game, you have the opportunity to take one village action for every compass symbol that you have. These symbols can be found on your ship board or on the project cards that are displayed in front of you.
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When you have combat tokens on your ship board, you earn 1 victory point for each of them. If you want, you can get rid of all the cards in your hand. If you do this, you will receive 4 doubloons from the supply.
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Imagine this: you’re sailing the vast Caribbean sea, seeking adventure and treasure. But in order to fulfill your lofty ambitions, you need a crew of trusty assistants. These skilled individuals will help you navigate the treacherous waters and uncover hidden riches. But here’s the twist: for every assistant you enlist, you’ll earn not just their loyalty, but also 4 doubloons or 2 victory points.
Let’s break it down. Each assistant you have on board is worth either 4 doubloons or 2 victory points. This means that the more assistants you recruit, the greater your potential rewards.
So, how do you gather these valuable helpers? Well, it’s simple really. Whenever one of your figures is in a location in the Caribbean, that figure counts as an assistant. And for each of these trusted aides, you can add 4 doubloons to your treasure chest or earn 2 victory points to boost your overall score.
It’s an intriguing proposition, isn’t it? As you embark on your seafaring journey, keep in mind the importance of amassing a crew of capable assistants. They will prove to be your secret weapon in this high-stakes adventure.
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If you want, you have the option to pay 2 combat points. If you choose to do so, you will gain 1 influence with the nation of your choosing and receive 6 doubloons.
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To take a village action as your main action, you need to have your ship in a village. Usually, you can only take one village action. However, if you spent between 4 and 6 movement points during the movement phase (Phase A), you can take two village actions instead.
If you spent all 7 movement points, you can even take three village actions.
When you have village actions to use, you get to pick one of three choices:
A. If you want, you can throw away all of your cards. If you do, you’ll earn 2 doubloons. Just remember, you won’t draw new cards until the next phase.
B. Another option is to take just 1 doubloon.
C. Your last choice is to buy one of the cards you have. Once you buy it, place the card next to your ship board and use its effects right away.
If you want, instead of buying a card, you can decide to invest in a prestige building. Just pay the costs and it’s yours.
If you have two or three village actions, you can choose any of these options more than once if you want. For example, if you have three village actions, you could take 1 doubloon twice and then buy a project card.
Hey there! Let me tell you how to play the game Maracaibo.
Completing Tasks 
To complete a task in the game, you need to take discs off your ship. This will give you access to new actions you can take in the village. Some cards also give you new actions once you buy them.
You can only complete tasks at locations that have a quest tile.
When you complete a task, you have to pay a cost. But don’t worry, because you also get a cool reward and the quest tile. If you can’t afford the cost, you can’t complete the task. So make sure you have enough resources!
Once I complete a quest, I get to add the quest tile to my ship board. I flip the tile over and put it on the space at the left end of the empty quest track on my ship board. If it’s the fourth quest I’ve completed, I immediately earn 3 victory points. And for every quest I complete after that, I earn 2 victory points each.
Tiles with a Story
When I’m playing a game with story cards, I’ll often find a quest on each one. To complete that quest, my ship needs to be at a location with a numbered story tile and I have to pay the cost shown on the card.
If I manage to fulfill the quest on the story card, I get to take that story tile and attach it to my ship board, just like any other quest tile. These story tiles count as quest tiles in every way, whether it’s for prestige buildings or certain card effects.
Once the round is over and it’s time for scoring, I’ll flip the story card over to its reverse side. This not only moves the story forward, but it also introduces new quests and usually a fresh story tile to spice up the game. Sometimes, new rules and locations are also added into the mix.
If you want to complete this mission, you need to make sure your ship is at location 15 and have 1 combat point to spend.
Once you meet these requirements, you’ll receive some great rewards. You’ll get 5 doubloons, earn 1 victory point for each compass symbol you have, and acquire the story tile, which you can add to your ship’s quest track.
Getting Help 
Some cards you buy will allow you to place a figure in a specific location. This figure is called an assistant. The assistant lets you do a special action described on the card.
To do an assistant action, your ship must be in the same location as the assistant. You perform the action shown on the assistant’s project card. Remember, you can only use assistants that match your color.
When you’re playing the game, there might be times when more than one assistant ends up in the same place. Now, even though you have multiple assistants there, you can still only pick one to take action. That’s because each turn only allows for one main action to be taken.
When you decide to skip a certain action or pass up on a specific place while your assistant is there, you earn 2 victory points for each assistant that goes unused. There are a few ways this can happen:
- By not going to a location,
- By choosing to do something else in that location instead, or
- By returning your ship to Havana at the end of a round, leaving some assistants behind in locations your ship didn’t reach.
You’ll see a reminder of this on your ship board.