Review

Pirates of Maracaibo

Pirates of Maracaibo condenses Maracaibo into a quicker, lighter card-driven form. Its routes to points are not equally convincing, but the two expansions turn it into a notably more complete package.

Pirates of Maracaibo

Pirates of Maracaibo

Published
2023
Designer
Ralph Bienert, Ryan Hendrickson, Alexander Pfister
Publisher
dlp games, Game's Up, BoardBros
Players
1–4
Playing time
100 min

Pirates of Maracaibo is Maracaibo on a budget, in both the flattering and less flattering senses of that phrase: much of the theme and the larger game's feel survive, while its demand on time and attention does not. This is not a radical redesign. It is a deliberate compression, and mostly a sensible one.

The countries-and-ports system has gone, while the exploration track now carries considerably more weight. Ships travel through regions revealed gradually from a deck, with enough randomness to give each game a slightly different geography without asking anyone to relearn the design. It is Maracaibo travelling lighter; the route is still familiar, but there is less administrative work at every stop.

It is Maracaibo travelling lighter; the route is still familiar, but there is less administrative work at every stop.
TheTrainSpotter

There are several ways to score, combining exploration, raiding, quests, and a little engine building in a game that moves remarkably smoothly and leaves virtually no downtime. The interesting decision is whether to invest in the engine or press the race across the map and into raids. That also exposes my main reservation: quests appear distinctly weaker as a scoring route than exploration or raiding, so the apparent range of options is not always matched by equal returns.

Even so, the game does its job with unusual clarity: it delivers pirate adventure and recognisable Maracaibo play without exhausting the table. The two expansions make it feel substantially more complete, although selling them separately has the faint aroma of milking the line rather than meeting a design necessity.

Updated session

The later sessions, which reached the same conclusion twice, raised my estimation of it: I now prefer it to the full Maracaibo because it retains the theme and the essential gameplay without the fatigue or the lengthy commitment. The concern over quest balance has not vanished, but the complete package with both expansions is a very rounded title for many happy plays. If you want Maracaibo without the full-board Maracaibo commitment, this is the correct, almost obvious, choice.

If you want Maracaibo without the full-board Maracaibo commitment, this is the correct, almost obvious, choice.
TheTrainSpotter

Source: BoardGameGeek

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