Learn Coimbra
Learn the game in 5 short steps. Everything links to the full rules.
Welcome to Coimbra

Portugal in the Age of Discovery. You lead one of Coimbra’s old houses and win over its council members, merchants, clerics and scholars, send a pilgrim to the monasteries and fund voyages.
4 rounds. Each round you draft 3 dice: their values buy cards and favors, their colours pay your income. The most victory points at the end wins.
2–4 players, 60–90 minutes. Ready to set up? Open the setup checklist — it adapts to your player count.
The board

- Left: the castle and the upper, central and lower city — where dice go.
- Middle: the pilgrim map with 14 monasteries.
- Right: four influence tracks — council (gray), merchant (orange), cleric (purple), scholar (green) — each paying an income.
- Bottom: six voyages to invest in.
Your player board holds up to 20 guards and 20 coins. Tour of both boards.
Draft and place dice
In player order, take a die and place it:
- Castle: a row from low (left) to high — each die takes a favor tile.
- Cities: rows from high (left) to low — each die buys one character card next to it, paying the die’s value in coins or guards.
Leftmost dice choose first. Then everyone retrieves their dice in that order. Rules.
Crowns, income and voyages
- Crowns set the next player order: most crowns plays first.
- Income: each of your three dice pays the reward of the track of its colour — guards, coins, pilgrim steps or points. The higher your disk, the more it pays. White = any track.
- Voyages: you may invest in one voyage for its end-game task.
Game end and scoring
After round 4 you score:
- Your voyages’ tasks.
- The influence tracks’ majorities.
- Diploma sets.
- Game end cards.
- Leftover guards + coins + crowns, halved.
Most points wins; ties go to the player first in player order. Scoring