A printable Maracaibo log lives or dies on the one record nobody keeps: what each player actually held when the ship reached space 22, because Maracaibo ends suddenly — the player who ends a turn on space 22 scores 5 victory points and final scoring begins at once — and the final total is not the score track alone but the track plus five separate endgame additions, each scored by its own rule and each easy to score wrong. Nobody at the table argues about the game they played; they argue about whether cards still in hand were counted, whether a tied nation paid both players or neither, whether the doubloon income track paid points or doubloons one last time, and whether a noble rank was multiplied by empty spaces alone or by empty spaces plus the majority bonus. The only evidence is the log: a line for each endgame category, or a single number on the track that was written at the end and can be defended by nobody.
The final buy and the income tracks are the first trap the sheet is built to catch, because both are decided in a fixed order and both are easy to blur after the fact. Starting with the player who triggered final scoring, each player in turn either buys one project card from hand or planning area and places it in their display, or invests in a prestige building, or scores 2 victory points instead — and only then does each player score victory points from the victory point income track, plus additional victory points from the doubloon income track position, taking no more doubloons. A player who writes down "final scoring: bought a card" with no note of whether the card went into the display or stayed in planning, or "income: 9" with no split between the two tracks, has written down numbers nobody can re-add. The log records the buy-or-2-points choice first, then the two income-track figures separately, so the order of scoring is visible and the doubloon track is never mistaken for one last payout.
Display cards and influence majorities are the second trap, because both turn on a distinction that is invisible once the cards are swept up. Only project cards in a player's display score at the end, together with prestige building investments — cards still in hand or in the planning area are worth nothing, however strong they looked all game. And for each nation, the player with the most influence scores 3 victory points, with all tied players scoring 3 each, and no points at all for a nation where every influence marker is still on the 0 space. A player who remembers "I had a big hand and led two nations" has remembered nothing a sceptical opponent can check, because the hand scores zero and a tie pays everyone tied. The log therefore has one row for each display card and prestige investment with its points, a separate struck-through row for hand and planning cards worth zero, and one row per nation with the influence totals and the tie noted, so that neither total is a number anyone has to remember.
The noble-rank multiplier is the third trap, and it is the one that decides games, because it multiplies a small rank by a multiplier that is itself two numbers added together. For each nation, a player multiplies their noble rank — the value of the last red band reached on that nation's influence track — by the nation's multiplier, and the multiplier is the number of empty spaces beside that nation's influence track, spaces from which all nation markers were removed, plus a majority bonus: the nation with the most nation markers on the board, in cities, villages, and on legacy tiles, gains 2, the second-most gains 1, and ties take the higher value, so two nations tied for first both gain 2 and the third gains nothing, and if all three tie for first they all gain 2. A player who writes down "Spain rank 3, multiplier 2" with no note of how many empty spaces and what majority bonus produced that 2 has written down a total nobody can audit. The log records, per nation, the empty spaces, the marker count, the majority bonus, and the rank, so the multiplication is a calculation anyone can repeat rather than a total anyone has to trust.
The worked tally is where the sheet earns its price, because it shows the exact arithmetic a buyer will have to defend at their own table. Player A finished with 58 victory points on the track, plus 2 for taking the 2-point option instead of a final buy, plus 9 from the income tracks (6 from the victory point track and 3 from the doubloon track), plus 26 for display cards and prestige investments, plus 6 for influence majorities (3 for leading Spain outright and 3 for tying France), plus 16 for noble ranks (France rank 2 times multiplier 3, from 2 empty spaces plus a majority bonus of 1; England rank 1 times multiplier 4, from 4 empty spaces plus no bonus; Spain rank 3 times multiplier 2, from 0 empty spaces plus a majority bonus of 2), for 58 + 2 + 9 + 26 + 6 + 16 = 117. Player B finished with 64 points on the track, plus 0 for a final buy whose value sits inside the display total, plus 7 from the income tracks (5 from the victory point track and 2 from the doubloon track), plus 18 for display cards, plus 6 for influence majorities (3 for leading England outright and 3 for tying France), plus 16 for noble ranks (France rank 2 times 3, England rank 2 times 4, Spain rank 1 times 2), for 64 + 0 + 7 + 18 + 6 + 16 = 111, so A wins by 6 despite trailing B on the track by 6. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if A multiplies ranks by empty spaces alone and forgets the majority bonus, A scores 8 instead of 16 for noble ranks and falls to 109, losing a game actually won by 6; if B counts three cards still in hand worth 9 points, B scores 120 and falsely flips the result, because hand cards are worth nothing; and if A scores the doubloon income track as doubloons instead of its 3 victory points, A scores 114 and invents a false margin. Every one of those errors is a single line the log either records or does not.
That is the product: not a rules summary, but a scoring log a seller can print, a buyer can fill in as the ship reaches space 22, and a table can trust when the winner is announced. The sheet lists the final buy-or-2-points choice, the two income-track figures separately, each display card with its points beside a struck-through row for hand and planning cards, each nation's influence total with ties noted, and per nation the empty spaces, marker count, majority bonus, and rank, so that the final total is the sum of lines anyone can re-add, and the game-end trigger is recorded alongside it in case anyone disputes when scoring stopped.
A buyer who has lost a game to a noble-rank multiplier counted without its majority bonus or a hand counted as a display will pay for a sheet that makes both visible before the totals are announced, and a seller who has watched that argument ruin a game night will buy the sheet that ends it. Sell the log, not the lesson: the buyer already knows how Maracaibo scores, and what they are missing is the record that proves it.
This log is a printable download for personal table use. It is not affiliated with the publisher or the designer, and it does not replace the rulebook: where the log and the rulebook disagree, the rulebook wins, and the sheet should be checked against the cards, tracks, and nations actually in play before the game starts.
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