
Maracaibo Score Calculator & Scoring Guide
Start from your victory point track, then add nation influence, career cards, quests, combat, synergy tokens and the rest — nine end-game buckets, totaled for you. Free, for 1 to 4 players.
Score Calculator
| Category | ||
|---|---|---|
| Victory Points Track | ||
| Influence with Nations | ||
| Career Cards | ||
| Quest Tiles | ||
| Combat Points | ||
| Figures in Supply | ||
| Unlocked Ship Upgrades | ||
| Synergy Tokenscount × 3 pts | ||
| Explorer Positioncan be negative | ||
| Doubloons | ||
| Total | 0 | 0 |
It's a tie at the top — check your rulebook's tiebreaker.
This calculator totals your track position plus all nine end-game buckets, and forgets when you leave. Saved games, player stats, and win rates live in the free Meeply app →
How Maracaibo Scoring Works
Maracaibo is scored twice over, in a sense. Points land continuously as your ship travels the Caribbean circuit across the game's four voyages, and by the end most players already have a substantial number on the track. Then final scoring adds nine more buckets on top — and that's where a game that looked settled often isn't. Here's each one, in the order the sheet counts them.
1Victory Points Track
Most of a Maracaibo score arrives long before final scoring. Deliveries, buildings, cards played, missions completed — almost everything you do over the four voyages nudges your marker along the scoring track. When the last round ends, read off where your marker sits. That number is the base; every bucket below gets added on top of it, so record it before you start sweeping the table.
2Influence with Nations
Each of the three nations — Spain, France, and England — tracks your influence separately, and each one pays out on its own at game end: the higher your influence with a nation, the more points it's worth. Score all three nations one at a time and enter the combined figure. Splitting your effort across all three is usually worth less than committing to one or two, which is exactly the decision this bucket is measuring.
3Career Cards
Career cards come to you as you progress through the game, and each one scores at the end for the condition it names. Check them one at a time against your final board — this is the bucket where points hide, because a career card can reward something you'd otherwise never think to count. Only cards you actually fulfilled score.
4Quest Tiles
Every quest tile sitting on your ship board is worth 1 victory point. Count the tiles and enter the number — that is the whole rule. Quests do plenty of work during the game beyond this point apiece, so treat the end-game value as a small bonus rather than the reason to chase them.
5Combat Points
Each combat point you hold is worth 1 victory point at the end. The trap here is the figures on your board: they are not combat points, and they do not count toward this row. Count your combat points only, then use the separate figures row below for anything still in your supply.
6Figures in Supply
Any figure you never placed is worth 1 victory point, so the ones still sitting in your personal supply at the end are not wasted. Count what's left in supply — not what you have out on the map — and enter the total.
7Unlocked Ship Upgrades
Every ship upgrade you unlocked on your player board is worth 1 victory point. Count the unlocked spaces, not the ones you still have covered. Upgrades earn most of their value through the abilities they hand you during play, but this row is the small end-of-game thank-you for having built the engine.
8Synergy Tokens
Synergy tokens are worth 3 victory points each — the richest per-item row on the sheet. Enter how many tokens you collected and the calculator multiplies by three for you. Because they triple, a handful of synergy tokens can quietly swing a close game, so it's worth counting these twice.
9Explorer Position
This is the only row that can go negative. Your explorer's final position is compared against the other players — or against Jacques, the automated opponent, in a solo game. Finishing ahead scores you points; finishing behind costs you points. It's a small swing either way, at most five points in either direction, but in a tight game it decides things. Enter a negative number here if you finished behind.
10Doubloons
Money left over at the end converts into victory points — typically at a rate of 3 doubloons per point, so check the conversion printed in your rules before you total. Enter the resulting points here rather than the raw doubloon count. It's rarely worth hoarding coins for this alone, but it does mean an unspent pile at the end isn't a total loss.
There's also an expansion, Maracaibo: The Uprising, which adds a new campaign and fresh cards to the box — the buckets above are still what you total at the end.
Looking for a Maracaibo Score Sheet?
If you came here hunting for a Maracaibo score sheet to print, the calculator above does the same job with the math built in — one row per bucket, one column per player, the synergy multiplier and the negative explorer row handled for you. It forgets everything when you leave, though. For a score sheet that remembers — every game, every player, every win — Maracaibo is one of 300+ games in the free Meeply app.
This Page Adds. Meeply Remembers.
A calculator gives you tonight's total and forgets it. Meeply keeps the whole story — every Maracaibo game, every player's win rate, every "the synergy tokens won me that one" settled with receipts.
Free to try. Maracaibo is one of 300+ games with rules-aware scoresheets built in.

