RuleSage cited table rulings
← Pirates of Maracaibo

You asked

What does this expansion add?

Answered counted as answered

Asked with: Pirates of Maracaibobg-397385-en-1e · Pirates of Maracaibo: Commandersbg-424911-en-1e

This expansion adds the following:
* **New Components and Setup:**
* New Exploration Board pieces that replace the base game board.[1]
* Expansion Tier I Improvement cards and Expansion Tier II cards.[1]
* Expansion Figurehead tiles.[1]
* Two Commander boards per player, which provide a unique special ability.[1]
* Commander Black Market tiles.[1]
* Fort tiles, which are placed on certain Location cards, the Exploration Board, and the Gulf (depending on player count).[1]
* Two Rum Market tiles.[1]
* **Gameplay Changes:**
* Players benefit from a Commander with a unique special ability.[1]
* The Exploration board pieces introduce variations to the Gulf and Maracaibo, such as gaining a cannon or performing an "Attacking a Fort" action in 3- and 4-player games.[2]
* New scoring rules for the endgame, specifically adding conditional victory points from the Commander board if it has been activated.[2]
* Two new solo cards added to their respective decks, resulting in a 7-card solo deck for Jordan.[3]
[1] RULEBOOK Pirates of Maracaibo: Commanders — Rulebook · p.3 · SETUP CHANGES · GAMEPLAY · Commanders
[2] RULEBOOK Pirates of Maracaibo: Commanders — Rulebook · p.7 · THE GULF & MARACAIBO · Cursed Ship · ENDGAME SCORING
[3] RULEBOOK Pirates of Maracaibo: Commanders — Rulebook · p.11 · Vicious Viviana · Escarlata Ebuto · Fearsome Feng · Flintlock Frank · Sour Seraphina · Victor Vile · …
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 86 ms · ask 4098 ms · total 4185 ms
single-flight (PR-5)
queued 0 ms · generation 4185 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 3, "score": 0.032787, "snippet": "Replace the base game Exploration Board with the new Exploration Board pieces; randomly select one side of each piece and place the two pieces together so that the Gulf is on the left. There are four possible board combinations. Shuffle all base game and expansion Tier 1 Improvement cards together a", "headingPath": "SETUP CHANGES · GAMEPLAY · Commanders", "sharpsignalDocId": 923}, {"page": 9, "score": 0.032522, "snippet": "0 Example: Jasmin buries her only Emerald. For covering a Buried Bonus space, she adds one Marker cube to the Emerald Treasure Island, page 7. Aruba The player may gain 1 Quest card from the top of the Quest deck or from the face-up Quest Market. If a face-up card is gained, immediately replace it w", "headingPath": "Treasure · Gain Quest · Acquire Improvement · Upgrading Ships · Gain Figurehead · Place Black Market Tile", "sharpsignalDocId": 427}, {"page": 16, "score": 0.031514, "snippet": "Gain points equal to the total of all point income icons on your Improvements and Figurehead. II Spyglass Gain doubloons equal to the total of all doubloon income icons on your Improvements and Figurehead. Guadeloupe 35 Acquire any Crew Improvement card in the Caribbean, paying 3 extra doubloons. Th", "headingPath": "CREDITS", "sharpsignalDocId": 427}, {"page": 13, "score": 0.031025, "snippet": "When Jordan gets a Ship Upgrade, place a Marker cube on the left-most and top-most uncovered Upgrade spot on their Ship board. The first column is completed from top to bottom before proceeding to the second column, etc. All Upgrades have an immediate effect: B + Advance the Marker cube on Jordan's ", "headingPath": "Ship Upgrades · Bonus Actions · Important Notes:", "sharpsignalDocId": 427}, {"page": 6, "score": 0.030331, "snippet": "Perform actions based on the type of space you ended movement on. There are five types of spaces: Improvement cards, Residence cards, Location cards, the Gulf, and Maracaibo. When you end movement on an Improvement card , you must choose one of the following options: Ignore the card and gain 5 doubl", "headingPath": "2. Perform Actions", "sharpsignalDocId": 427}, {"page": 7, "score": 0.029877, "snippet": "All cards in the right-most column of cards are considered adjacent and touching the Gulf of the Exploration board (regardless of how it might look with how your cards are set up). Important: When you move your ship onto the Gulf, you must immediately end your movement (forfeiting all remaining move", "headingPath": "", "sharpsignalDocId": 427}, {"page": 7, "score": 0.029236, "snippet": "When you end movement on an Location card , you have no choice, do all of the following in order: A) Ignore the card and gain 5 doubloons from the supply. B) Construct it by spending doubloons equal to the shown cost at the top-left corner of the card (reduced by any discounts). After paying, place ", "headingPath": "2. Perform Actions · 1. Increase Treasure Value", "sharpsignalDocId": 427}, {"page": 7, "score": 0.028814, "snippet": "After paying, place 1 of your Player tokens, with the symbol-side face up, in the le/f_t-most empty spot of the card. /T_his is now considered to be a Residence token. /T_he /f_irst player to Construct each Residence scores 2 VP immediately (from covering the 2VP bonus spot). Each player with their ", "headingPath": "", "sharpsignalDocId": 427}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 3, "quote": null, "headingPath": "SETUP CHANGES · GAMEPLAY · Commanders", "sharpsignalDocId": 923}, {"page": 7, "quote": null, "headingPath": "THE GULF & MARACAIBO · Cursed Ship · ENDGAME SCORING", "sharpsignalDocId": 923}, {"page": 11, "quote": null, "headingPath": "Vicious Viviana · Escarlata Ebuto · Fearsome Feng · Flintlock Frank · Sour Seraphina · Victor Vile · …", "sharpsignalDocId": 923}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 427 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 427 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
answer fence
passed — letter density 0.90012 of 851 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 12, 2026 23:41

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Pirates of Maracaibo: Commanders — Rulebook (corpus doc 923) SETUP CHANGES · GAMEPLAY · Commanders p.3 0.032787 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) Treasure · Gain Quest · Acquire Improvement · Upgrading Ships · Gain Figurehead · Place Black Market Tile p.9 0.032522 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) CREDITS p.16 0.031514 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) Ship Upgrades · Bonus Actions · Important Notes: p.13 0.031025 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) 2. Perform Actions p.6 0.030331 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) p.7 0.029877 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) 2. Perform Actions · 1. Increase Treasure Value p.7 0.029236 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) p.7 0.028814 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

candidate pool: the answering read scored 47 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Pirates of Maracaibo: Commanders — Rulebook (corpus doc 923) SETUP CHANGES · GAMEPLAY · Commanders p.3 #1 0.032787 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#2 RULEBOOK Pirates of Maracaibo: Commanders — Rulebook (corpus doc 923) THE GULF & MARACAIBO · Cursed Ship · ENDGAME SCORING p.7 #17 0.012987 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#3 RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) Actions of the solo card p.13 #33 0.010753 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#4 RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) Ship Upgrades · Bonus Actions · Important Notes: p.13 #4 0.031025 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it
#5 RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) 1. Increase Treasure Value · 3. Upgrade Ship · 4. Location Actions · Raiding · Explore p.8 #16 0.013158 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#6 RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) The Gulf · Maracaibo · END OF ROUND p.10 #21 0.012346 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#7 RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) Gameplay p.14 #15 0.013333 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#8 RULEBOOK Pirates of Maracaibo: Commanders — Rulebook (corpus doc 923) Vicious Viviana · Escarlata Ebuto · Fearsome Feng · Flintlock Frank · Sour Seraphina · Victor Vile · … p.11 #24 0.011905 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Pirates of Maracaibo: Commanders — Rulebook (corpus doc 923) SETUP CHANGES · GAMEPLAY · Commanders p.3 no quote on the wire
[2] RULEBOOK Pirates of Maracaibo: Commanders — Rulebook (corpus doc 923) THE GULF & MARACAIBO · Cursed Ship · ENDGAME SCORING p.7 no quote on the wire
[3] RULEBOOK Pirates of Maracaibo: Commanders — Rulebook (corpus doc 923) Vicious Viviana · Escarlata Ebuto · Fearsome Feng · Flintlock Frank · Sour Seraphina · Victor Vile · … p.11 no quote on the wire
timing split
retrieval 86 ms · first delta 2424 ms · total 4185 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 0 ms · retrieval 86 ms · ask 4098 ms · gateway work 4185 ms · total 4185 ms
tokens in (the prompt the answerer read)
3385
tokens out (what the answerer generated)
259
tok/sec
150.8 tok/sec — 259 output tokens in 1.718 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 9s ago)
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 356), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.