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PIRATES
BERMUDA TRIANGLE
Rules
Something stirs beneath the
bow of your ship... and it feels
colossal! The old sailor warned you, but
the promise of gold was too tempting to ignore.
Will you sail back to beloved Maracaibo unscathed and
with your cargo hold full of treasure— or fall victim to the
dangers lurking below?
NEW COMPONENTS
7 Tier I Cards
(6 Improvements &
1 Kraken "Location")
28 Tier II Cards
(25 Improvements
& 3 Locations)
24 Treasure Hunt Cards
(5x "A", 8x "B", 8x "C",
and 3x "D")
1 Solo Card
(see page 10)
---
NEW CARDS
To incorporate the new improvement and location cards
into your games of Pirates of Maracaibo, modify the
followings steps of the base game setup:
3. Shuffle the new "Kraken" Location card with its base
game counterparts and then return one Location
card at random to the game box. Shuffle the new Tier
I Improvement cards with their base game counter-
parts and draw 15 of them. With these and 4 random
Residences, set up the Tier I deck as described in the
base game rules.
5. Shuffle the new Tier II cards with their base game
counterparts.
The new Icons on the Improvement and Location Cards
from this expansion are explained in the glossary.
TREASURE HUNT MODULE
The Treasure Hunt Module turns "Pirates of Maracaibo"
into a race!
Players try to complete 4 tasks to collect all pieces of the
treasure map and find the treasure. The first player to
complete the map finds the treasure and is declared the
winner!
SETUP
To play with the Treasure Hunt Module, modify the
followings steps of the base game setup:
2
---
6. Place all Marker cubes on the matching Treasure Island
boards.
7. Return the 6 Treasure Value tiles to the game box;
you will not need them for the Treasure Hunt module.
After you complete the remaining steps of the base game
setup, carry out the following additional steps:
16. Build the Treasure Map: (see example on page 5)
Sort the Treasure Hunt cards by the letters on their backs
(A, B, C, and D) into 4 stacks and shuffle each stack sepa-
rately. Then set up the Treasure Map as follows:
• Draw 2 "A" cards and place them face up in the
1st column of the layout.
• Draw 3 "B" cards and place them face down in the
2nd column.
• Draw 4 "C" cards and place them face down in the
3rd column.
• Place all 3 "D" cards face up in the 4th column.
Each column is offset to the previous one just like in
the Carribean.
17. Each player places one of their Player tokens to the left
of the Treasure Map.
---
COURSE OF PLAY
There are no Rounds!
Play still goes clockwise around the table, but each player
sails through the Caribbean at their own pace. If a player
visits Maracaibo, perform a Ship upgrade, gain 6 VP, take
your income (green scrolls) and place your ship back in
the starting zone. Opponents' ships are not affected.
Completing Tasks on the Treasure Map
Each card that makes up the Treasure Map shows one or
more requirements. To advance your Player token to a
card in the "A" column, you must meet all requirements
of that card.
If you do, proceed as follows:
1. Move your Player token onto the card whose requi-
rements you meet.
2. Reveal 1 adjacent face-down "B" card and draw 1 "B"
card from the stack.
3. Then decide whether you want to exchange the
revealed card with the drawn one.
4. Return the unused card to the bottom of the "B"
stack.
Skip steps 2-4 if both cards to the right of your Player
token are already revealed (by other players who got
there before you).
4
---
Example: You are the blue player. Your Ship token is in Bonaire and
you have crossed a river on the Exploration board, so you meet the
requirements of the pictured "A" card. First, you move your Player
token onto that card. Then you reveal the bottom card to the right of it
and draw a "B" card from the stack-from these two you choose one
and place it in that spot, returning the other to the bottom of the deck.
You could not have chosen to reveal the top card to the right of the "A"
card, as that card is already face up.
Similarly, if you meet the requirements of an adjacent "B"
card, move your Player token onto it and repeat the above
steps to reveal a "C" card. The same applies to the "C"
column, except skip steps 2-4, as all "D" cards are already
face up.
You may advance on the Treasure Map at any time during
your turn and as many times as possible, as long as you
meet the requirements of the cards that you move to.
---
END OF THE GAME
The first player to move their Player token onto a Treasure
Hunt card in the "D" column triggers the end of the game.
Play continues until all players have had an equal number
of turns, i.e., the player whose Player token is in Maracai-
bo (step #15 of setup) takes the last turn of the game. If
that player is the first to reach a "D" card, the game ends
immediately.
If there is only one player on a Treasure Hunt card in the
"D" column, that player is declared the winner. If more
than one player reaches a "D" card, of those players, the
player with the most Victory Points on the scoring track
wins. If tied, enjoy a shared victory.
GLOSSARY
General Icons
? -2
Ongoing:
When upgrading your ship, the requirements on all
barrier lines are reduced by 2.
5 3
Ongoing:
You now have two additional bonus spaces for any
type of Treasure that you gain. These bonus spaces
follow the same rules as the bonus spaces on your
player board.
: 3
Ongoing:
Each time you bury treasure, gain 3 Doubloons.
6
---
Immediate effect:
Stack 3 Player tokens from your supply on an
intersection of 3 or fewer cards in the Caribbean.
Each time any player, including you, visits a card
adjacent to these tokens, you may remove one and place it on the
bonus space on this card and gain the indicated bonus. You may
earn this bonus up to three times.
You must stop on this card when you move
your Ship token onto it.
Immediate effect:
1. Gain a ship Upgrade.
2. Acquire a Ship Improvement card in the Carib-
bean, according to the normal rules.
3. Roll a die and swap the Kraken with an adjacent
card based on the rolled number. Re-roll if the indicated position
does not contain a card. Ships stay on the Kraken when it moves.
Immediate effect:
Place 1 Treasure from your Hideout board onto
your Explorer's current space to gain 2 Treasures
of your choice. Any future Explorer that stops
there may take the Treasure from that space in addition to the
reward of that space.
Immediate effect:
Move your Explorer to the space right after the
next river and activate its effects. If no river is
ahead, ignore this effect.
7
---
Immediate effect:
Move your Ship token to an adjacent card (inclu-
ding the Gulf, if it is adjacent) and carry out the
actions of that card (or Gulf).
Immediate effect:
Discard one of your Quest cards and gain 5 VP and
5 Doubloons for it.
Immediate effect:
Gain 3 Doubloons and 3 VP per river that you
have crossed.
Immediate effect:
Move your Explorer back 3 or more spaces on the Ex-
ploration board to gain the reward of the space your
Explorer stops and 10 VP. You must move at least 3
spaces. You may not use any Exploration abilities to gain benefits for
forfeiting movement.
Immediate effect:
Gain a Figurehead from the Figurehead Market at
no cost, even if you already have a Figurehead.
Immediate effect:
Place 1 Treasure from your Hideout board onto
your Explorer's current space to gain 1 Doubloon
and 1 VP per ship Upgrade you have. Any future
Explorer that stops there may take the Treasure from that space
in addition to the reward of that space.
8
---
Immediate effect:
Bury all your Treasures of the indicated type.
Immediate effect:
Place 1 Treasure from your Hideout board onto
your Explorer's current space to gain 7 VP and then
perform an Explore action at value 2. Any future
Explorer that stops there may take the Treasure from that space in
addition to the reward of that space.
Immediate effect:
Move one of your Black Market tiles that is already
in play to a different legal location and activate it.
Game end:
Gain 7 VP per set of improvements (crew, equip-
ment and ships) you have on cards.
Game end:
Gain 2 VP per discount you have, for example on cards
(e.g., for a total discount of 4 Doubloons get 8 VP).
Game end:
Gain 3 VP per permanent swords you have, for
example on cards (e.g. for a total of 4 permanent
swords get 12 VP).
Game end:
Gain 4 VP per additional exploration movement
you have, for example on cards (e.g. for a total of 2
additional exploration movement get 8 VP).
9
---
New Islands
St. Lucia
Immediate effect:
The first player to visit St. Lucia places a Marker
cube on any available space and activates its
effect. Any subsequent player moves the Marker
cube to an adjacent space and activates its effect.
Atlantis
Immediate effect:
Choose a Crew or Equipment card in the
Carribean and carry out the action on its beige
scroll. In addition, gain 4 VP per set of Treasures
that you have.
Treasure Trove Cove Island
Immediate effect:
Place 1 Treasure from your hideout board onto
a bonus space. Gain the depicted bonus of the
space you choose.
SOLO
Add the solo card to deck A. When Jordan
reveals it, Jordan purchases an Improve-
ment card following the standard base game
rules, with one exception—movement ran-
ge. Jordan first attempts to buy a card within
a range of 1. If that's not possible, increase
the range to 2, then to 3.
10
---
A CARDS
BT-37: Requires that your Ship token is in Barbados
and that you have at least 2 Equipment Improvement
cards in your possession.
BT-38: Requires that your Ship token is in Grenada
and that you have at least 2 Crew Improvement cards in your
possession.
BT-39: Requires that your Ship token is in Tobago and that you
have at least 2 Treasures (of any types) in your possession.
BT-40: Requires that your Ship token is in Bonaire and that you
have crossed at least 1 River on the Exploration board.
BT-41: Requires that your Ship token is in Curaçao and that you
have placed at least 1 Black Market tile in the Carribean.
B CARDS
BT-42: Requires that your Ship token is in Barbados
and that your income is at least 8 Doubloons.
BT-43: Requires that your Ship token is in Grenada
and that your income is at least 5 VP.
BT-44: Requires that your Ship token is in Bonaire and that your
cards are worth at least 17 VP.
BT-45: Requires that your Ship token is in Tobago and that you
have at least 5 Treasures (of any types) in your possession.
BT-46: Requires that your Ship token is in Curaçao and that you
have at least 7 ship Upgrades.
BT-47: Requires that your Ship token is in Aruba and that you
have at least 4 Quest cards in your possession.
BT-48: Requires that your Ship token is in Trinidad and that you
have at least 2 Ship Improvement cards in your possession.
11
---
BT-49: Requires that your Ship token is in Montserrat and that
you have at least 3 cards with on-going effects in your possession.
C CARDS
BT-50: Requires that you have crossed at least
3 Rivers on the Exploration board.
C
BT-51: Requires that you have at least 2 full sets of Trea-
sures in your possession.
BT-52: Requires that you have at least 30 Doubloons in your
possession.
BT-53: Requires that you have buried at least 3 Gold.
BT-54: Requires that you have buried at least 3 Emeralds.
BT-55: Requires that you have buried at least 3 Pearls.
BT-56: Requires that you have at least 4 cards with an immediate
action in your possession.
BT-57: Requires that you have at least 6 Improvements cards (of
any types) in your possession.
D CARDS
BT-58: Requires that you have at least 40 VP on the
scoring track, at least 18 VP from fulfilled Quest cards,
and at least 20 VP from gray scrolls.
D
BT-59: Requires that you have at least 30 VP on the scoring track,
at least 22 VP from fulfilled Quest cards, and at least 20 VP from
gray scrolls.
BT-60: Requires that you have at least 30 VP on the scoring track,
at least 18 VP from fulfilled Quest cards, and at least 25 VP from
gray scrolls.
12
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