Time to set sail again! We, the Pirates of Maracaibo, have already conquered forts, scattered their defenders, and, most importantly, claimed the best part of the loot. Gold and jewels? Sure, they’re nice. But let’s be honest, pirates know the real treasure is rum. And with new commanders stepping up to lead the fleets, competition for riches (and the finest barrels) is fiercer than ever. The question is: who will come out on top?
👥 1-4 players, ages 12+
⌛ Playing time: 25 min/player
📝 Designers: Ralph Bienert, Ryan Hendrickson & Alexander Pfister
🎨 Artwork: Christian Fiore, Fiore GmbH & Odysseas Stamoglou
🏢 Publisher: dlp games (review copy provided)



Gameplay Overview – A Quick Refresher
If you enjoy heavier strategy games, you’ve probably heard of Maracaibo by Alexander Pfister. And if you’ve ventured further into these waters, you might have played its standalone spin-off, Pirates of Maracaibo, which came out in 2023. It takes the familiar Caribbean setting and adds its own twist. Now, with the Commanders expansion, things are about to get even more interesting.
Before we jump into what’s new, let’s do a quick refresher on the base game.
On your turn, you move your ship one to three spaces across a sea of cards, taking the action at your destination. Maybe you’ll upgrade your ship, raid an island for treasure, build a residence for end-game points, or even bury your loot for extra rewards; because what’s a pirate without a secret stash?
The game plays over three rounds. Whenever a player reaches the Gulf and docks at Maracaibo, the round ends, players collect their income, and the ships reset for another voyage. After three rounds, it’s time to tally up points from exploration progress, improvement cards, residences, treasures, and quests.
Want to dive deeper into the base game? We’ve got you covered here.



What’s New in Commanders?
The Commanders expansion packs in plenty of new content. You’ll get new locations, improvement cards, extra figurehead tiles, and two double-sided exploration boards, giving you different setups each time you play. That alone brings some nice variety, but the biggest change is right there in the name: Commanders.
At the start of the game, each player gets two Commanders and chooses one to lead their fleet. Each Commander has a unique ability, which nudges you toward a specific playstyle. It’s a small but impactful addition that makes you rethink your strategy from game to game.
And then there are cannons because, really, what kind of pirate game doesn’t let you fire some cannons? Now, instead of just plundering, you can blast your way through forts. Adding a cannon upgrade replaces one of your previous ship upgrades, and if you land on a fort location, you can attack it instead of taking the regular action. Take it down successfully, and you’ll earn victory points and activate powerful special actions from your Commander’s board.
And then… there’s rum.
Some locations now have rum market tiles, letting you buy or trade barrels, but that’s not just a fun little side quest. Rum is a key resource for activating your Commander’s abilities, so managing it well can give you an edge. Who knew that in Pirates of Maracaibo, alcohol is basically a strategy mechanic? (Not that we recommend trying that in real life.)
The core gameplay stays the same, but these additions mix things up in just the right way. And just when you start feeling like you’ve mastered the Caribbean, a cursed ship might appear, forcing you to adjust your plans on the fly.



So, Is It Worth Adding to Your Collection?
The base game already offers plenty of replayability, thanks to the way the map shifts each game, but Commanders brings variety to a new level. The best part, at least for us, is how each Commander gives you a unique ability, encouraging you to approach the game differently each time. Instead of falling into the same routine, you’ll want to experiment with different playstyles to see how they shape your strategy.
At our table, Pirates of Maracaibo is already a staple. It’s got smooth gameplay, just enough depth to stay interesting, and plenty of tense moments. With Commanders, cannons, and rum, the choices get even more challenging, and the competition feels tighter. The expansion doesn’t overcomplicate the game; it just gives you more decisions to make.
If you already enjoy Pirates of Maracaibo, this expansion is a solid addition. It enhances the game without messing with what made it great in the first place. And since the box calls it the “first expansion”, we can’t help but wonder… what’s coming next?
Until then, may your cannons fire true, your treasures stay hidden, and your rum barrels never run dry.
📝 We received a review copy of the game from the publisher, dlp games.








