
Pirates of Maracaibo - Commanders
🐸 Dettagli da BoardGameGeek
Consiglio BGG sul numero di giocatori
Categorie
Meccaniche
Design & Art
Lingua
Pre-order - leggi i dettagli
🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
FroGames — Moments You'll Remember
Ruthless commanders, cannons aimed at forts, rum flowing below deck. The route you already loved, now with a new soul.
What it's about
The route reopens — this time you command
You've already sailed the Caribbean hunting for treasure in Pirates of Maracaibo. Now you're no longer just any captain: Pirates of Maracaibo: Commanders puts you in the shoes of infamous commanders, each with a special ability that redefines your priorities in every game.
This first expansion — designed by Alexander Pfister, Ralph Bienert, and Ryan Hendrickson — adds much more than just a few cards. Cannons arrive to assault forts, rum as a new resource to be transformed into power, a modular double-sided exploratory map, and new figureheads for your ship.
This is not a standalone game: Pirates of Maracaibo: Commanders requires the base box. But if that engine has gotten under your skin, this is the extra gear that makes it different on every route.
The secret in two lines
It doesn't add rules on top of rules: each commander redefines what's worth doing. The same map, played by different captains, becomes another game.
The secret of Pirates of Maracaibo: Commanders in one line
Cannons, forts, and rum give new bite to an already brilliant euro. Suddenly stopping in front of a fort is no longer a waste of time.
From the gaming experience
Pirates of Maracaibo: Commanders
What the expansion adds
Four novelties that change the table
Commanders & Captains
12 double-sided commander boards, each with an ability that bends the rules in your favor. Choose who you are — and it will change how you play.
Cannons & Forts
Equip your ship with cannons and assault the forts that appear on the new map. More risk, more glory, more points.
Rum
A new resource with its own market. Transform it into powers or scoring criteria for your commander.
Modular Map
A double-sided exploration board that interlocks in different ways. New paths, new temptations, game after game.
The base box taught you to navigate. The commanders will teach you to command. And no route will ever be the same.
📦
Components13 types · expansion for Pirates of Maracaibo
A game in five moments
What happens at the table
Not the rules. The experience, with commanders in play.
Choose your commander
Even before setting sail, you flip the commander boards. One rearranges upgrades as they please, one always rolls a 7 during raids, one only aims for the easiest bounties. Your choice has already determined the type of game you'll play.
Set sail among the cards
Move your ship one to three cards, without going back. Take a location, build your engine, accumulate resources. But the line changes with every purchase — and what you wanted, the next player also wants.
Cannons to port, fort in sight
You've mounted the cannons and a fort is before you. You roll for the assault: if successful, there are riches inside that you couldn't even touch before. A route that didn't exist in the base game.
Rum changes everything
Sell rum at the market, activate your commander's ability, unlock a scoring criterion no one saw coming. This is the turn where your plan suddenly seems better than all the others.
Three rounds, a final count
The ships return to their starting point one last time, then points are tallied. The player who best wove together their route, forts, rum, and commander wins. And you're already thinking about which commander you'll try next time.
How to play
The flow of each turn
The skeleton of Pirates of Maracaibo remains the same — the expansion integrates into actions you already know, without slowing down the pace.
Move your ship 1 to 3 spaces along the line of cards. No going back: where you stop determines what you can do.
Acquire or utilize the card you landed on — location, upgrade, or residence — and grow your point engine.
Mount cannons, manage rum, and activate your commander's ability: here the expansion opens up moves the base game didn't have.
Assault forts on the new map, advance along the exploration track, and collect points. After three rounds, the score is tallied.
Why it's worth buying
Six things that change after Commanders
Commanders rewrite the rules
They're not passive bonuses: their abilities truly change how best to play. The same map, with different commanders, demands different strategies.
Cannons & forts
A new aggressive dimension: arm your ship and assault forts for otherwise unreachable riches. More risk, more reward.
Rum as economy
A resource with its own market, to be converted into powers or points. Opens up chains of moves that reward those who plan ahead.
Double-sided modular map
The exploration board fits together in different ways: new paths in every game, without having to learn a system from scratch.
Enhanced solo play
Cards and actions dedicated to solo play keep the challenge alive even without company, with the same depth as multiplayer.
Multiplied replayability
Twelve commanders for the modular map and variable decks: combinations multiply and the base game is refreshed.
Objective and honesty
How to win and what to know beforehand
The expansion doesn't change the goal — the richest player wins — but it broadens the paths to get there. And there are a couple of things to know before adding it to your cart.
How to win
- Accumulate the most victory points after three rounds
- Commanders open new scoring avenues: choose the right one for you
- Cannons, forts, and rum add new point sources that the base game didn't have
Things to know before setting sail
- Not a standalone game: requires the Pirates of Maracaibo base box
- English edition — cards and rulebook are in the original language
- Designed for those who already know the game: not an entry point for beginners
If Pirates of Maracaibo is already on your table, Commanders is the most natural way to reopen the route and make it feel like a new game.
Frequently Asked Questions
FAQ about Pirates of Maracaibo: Commanders
Is it really worth it if I already own the base game?
Yes, if you love the base game. Commanders don't just add content: they change the strategic approach to each game. Cannons, forts, and rum bring a new aggressive dimension and a modular map that revamps the paths. It's the expansion that makes Pirates of Maracaibo feel like a different game without overhauling it.
Does it only add unnecessary complexity on top of the base game?
No. Most modules integrate into existing actions, so the pace doesn't slow down. Commanders, rather than increasing rules, guide your strategy — it's their effect on the dynamics, not their weight, that makes the difference. It remains a medium-weight Eurogame, not a rulebook monster.
Can I play it without the base box?
No. Pirates of Maracaibo: Commanders is an expansion and requires a copy of Pirates of Maracaibo to be played. It does not contain everything needed for a game on its own.
Does it work well solo?
Yes. The expansion includes cards and an action dedicated to solo mode, which combine with the base game's solo experience. The depth in solo play remains comparable to that of multiplayer, which is why many players appreciate it even alone.
Is it available in Italian?
This is the English edition. The commander boards are very iconic and visual, but the cards and rulebook are in English: keep this in mind, especially for cards with text.
What exactly does it add to the experience?
12 double-sided commander boards with special abilities, cannons to assault forts, rum as a new resource with its own market, a double-sided modular exploration map, new ship figureheads, and extra solo support. It is designed by Alexander Pfister, Ralph Bienert, and Ryan Hendrickson.
Pirates of Maracaibo: Commanders is the first expansion for the strategic board game Pirates of Maracaibo, for 1–4 players (ages 14+, approximately 30 minutes per player). Designed by Alexander Pfister, Ralph Bienert, and Ryan Hendrickson, published by Capstone Games / dlp games. It adds 12 double-sided commander boards with special abilities, cannons to assault forts, rum as a new resource, a double-sided modular exploration board, new figureheads, and solo support. Features card management and tableau building mechanics in a Caribbean pirate setting. Requires the Pirates of Maracaibo base box. English edition. Available on FroGames.it.

Pirates of Maracaibo - Commanders
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
Absolutely! Secure payments, tracked shipments, and a team that loves board games as much as you do. If something goes wrong, we'll do our best to fix it.
🛠There's a problem with my order, what should I do?
Write to us now! Whether it's a missing part, damage, or an error, we'll help you resolve it as soon as possible. Your experience truly matters to us.

