Maracaibo scores points during play, pays income at the ends of rounds I–III, and performs final scoring after round IV. This page explains the final sequence and, in particular, why “most influence wins the nation” is an incomplete summary.
Final scoring, in rulebook order
- One last decision: starting with the player who triggered the end, each may buy one project card from hand or planning, invest in an eligible prestige building instead, or take two VP. This is a special scoring choice, not a new full turn.
- Income-track VP: score the printed points from the VP income track and the endgame points indicated by the doubloon income marker. You do not receive another pile of doubloons at this step. The doubloon track’s extra final VP are distinct from the money income paid in earlier rounds.
- Built projects and prestige: score applicable project cards in your display and your prestige building investments. Unbought cards still in hand or planning score no project value.
- Most influence: for each of France, England and Spain, the player furthest along that influence track receives three VP. Tied leaders each receive three; if all markers in that nation are still at zero, nobody receives the bonus.
- Noble-rank multiplication: calculate each nation’s multiplier and multiply it by your own noble rank there. All players with a positive rank can benefit from the same nation, even if only one receives the separate three-point lead bonus.
How a nation’s multiplier is built
Count the empty spaces in that nation’s ownership-marker supply: these were emptied when ownership markers went onto the map. Then compare the number of each nation’s ownership markers on the board. The nation with the most gains a multiplier bonus of two; the second-most gains one. Tied nations receive the higher applicable bonus. If two tie for first, both get two and the third gets none; if all three tie for first, each gets two.
Worked example: if France has four emptied supply spaces and the most ownership markers, its multiplier is six. A player whose France influence marker reached noble rank two scores 2 × 6 = 12 VP for that nation. That player’s rank, not a comparison of players’ rankings, drives the multiplication. The separate three-point lead bonus depends on who actually has the most influence on the France track.
What exploration and ship upgrades do
The explorer track pays its printed rewards during play. Its final position is not automatically a separate scoring category. A specific card or prestige building can add points for exploration progress: for example, the Abbey scores based on barriers crossed if you invested in it. Ship upgrades also give their printed benefits during play; the Academy prestige building can score them if you invested, but the base rules do not award points for every uncovered upgrade by default.
Career tasks can pay points and money when completed. During final scoring, the rulebook allows eligible career tasks before and after the last-purchase choice, which may change what you can afford. In a campaign game, resolve any newly satisfied story-card conditions as instructed after the standard scoring steps. The highest total wins; tied leaders share the win.
Quick check before declaring a winner
Check the final buy-or-two-points choice, both income tracks, displayed cards and prestige investments, each nation’s three-point influence lead, then all three rank multiplications. Do not convert unspent doubloons into VP by an invented exchange rate or count cards that were never bought. If an expansion or current story card changes a rule, follow that component’s text.
Continue with the game and edition hub, turn guide, strategy guide, and final-scoring reference.
Source and scope: Maracaibo base game, excluding The Uprising and the standalone Pirates of Maracaibo. dlp Games’ product page and linked English rulebook, checked October 2, 2026. Examples and recommendations are editorial analysis.