Ludexv2026.11.01-65114139CoimbraOfficial rulebook ↗

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Cards & Components

Every face of Coimbra: the board and player board, all 56 character cards, 15 voyages, 24 monasteries, favor and influence scoring tiles, die tokens, crown tokens and the icons.

Every distinct face of the game, grouped by type, each with what it does and a link to the rule that uses it. Pictures come from a public Tabletop Simulator mod of the English edition; two monasteries the mod lacks come from the publisher’s rulebook. The Royal Treatment upgrade set changes only the look of the pieces, not the rules.

Boards

PictureBoard
The game boardGame board — castle and three cities, score track, player order flags, pilgrim map, influence tracks and voyage spaces (numbered tour).
A player boardPlayer board (4) — guard and coin tracks, shutter spaces, phase reminders and bonus zones (numbered tour).

Rulings about the boards:

Cards

56 character cards (8 start cards, then 24 for rounds 1–2 and 24 for rounds 3–4, an even mix of the four classes) and 15 voyage cards.

How to read a character card

Character card III 9 with numbers 1–6 on its parts

  1. Cost — coins coins or guards guards. The price is the value of your die, not a printed number (paying).
  2. Class — council member (gray) council member, merchant (orange) merchant, cleric (purple) cleric or scholar (green) scholar.
  3. Influence — how far your disk moves up that class’s track when you take the card.
  4. Diplomas — scored in sets at the end (diplomas); not every card has one.
  5. When the bonus works — immediate bonus once, when you take it; phase E bonus every Phase E; game end bonus at game end; phase C bonus in Phase C (start cards only) (bonus zones).
  6. The bonus itself, explained in the tables below.

A card with several rewards: take them in any order, and skip any you cannot or do not want to take — the card still counts for its influence.

Rulings:

Start cards

8 cards, dealt in pairs at setup. They cost nothing and carry no crown token. All players choose their pair and their starting corner first; only then do the start bonuses and pilgrim steps resolve.

PictureCard
Start 1: merchant, influence 1Start 1 · merchant (orange) Merchant · influence 1
phase C bonus Phase C, all game: Whenever you buy a card with a guards guard cost in phase C, pay 1 guard less (it can be 0).
Start 2: scholar, influence 2Start 2 · scholar (green) Scholar · influence 2
Diploma black diploma
immediate bonus At setup: 1 coins.
Start 3: council member, influence 2Start 3 · council member (gray) Council member · influence 2
immediate bonus At setup: 4 guards.
Start 4: merchant, influence 2Start 4 · merchant (orange) Merchant · influence 2
immediate bonus At setup: 4 coins.
Start 5: cleric, influence 1Start 5 · cleric (purple) Cleric · influence 1
phase C bonus Phase C, all game: Whenever you buy a council member (gray) council member in phase C: after its own bonus, also 1 guards, 1 and 1 .
Start 6: scholar, influence 1Start 6 · scholar (green) Scholar · influence 1
phase C bonus Phase C, all game: Whenever you buy a merchant (orange) merchant in phase C: after its own bonus, also 1 coins and 2 .
Start 7: council member, influence 1Start 7 · council member (gray) Council member · influence 1
phase C bonus Phase C, all game: Whenever you buy a card with a coins coin cost in phase C, pay 1 coin less (it can be 0), including a card you acquire from the discard pile.
Ruling: Does the start card’s 1-coin discount apply to a card taken from the discard pile?
Start 8: cleric, influence 2Start 8 · cleric (purple) Cleric · influence 2
immediate bonus At setup: 1 guards and 1 .

Rulings:

Character cards II

24 cards, used in rounds 1–2. For the Phase E cards that count dice of one colour, the white die never counts as that colour — Does the white die count as a colour for “per die of this colour” phase E bonuses?.

PictureCard
II 1: scholar, influence 1II 1 · scholar (green) Scholar · influence 1
Pay with coins coins · Diploma red diploma
game end bonus Game end: Your disk on the scholar (green) scholar (green) track: 7–9 → 5 , 10–12 → 7, 13–15 → 10.
II 2: cleric, influence 3II 2 · cleric (purple) Cleric · influence 3
Pay with guards guards
immediate bonus When bought: 2 and 2 .
II 3: cleric, influence 2II 3 · cleric (purple) Cleric · influence 2
Pay with coins coins
immediate bonus When bought: 2 .
II 4: cleric, influence 3II 4 · cleric (purple) Cleric · influence 3
Pay with guards guards
immediate bonus When bought: 3 .
II 5: council member, influence 3II 5 · council member (gray) Council member · influence 3
Pay with coins coins
phase E bonus Every Phase E: For each orange die on your shutter spaces, 2 coins more
II 6: merchant, influence 2II 6 · merchant (orange) Merchant · influence 2
Pay with guards guards
immediate bonus When bought: 4 coins.
II 7: cleric, influence 1II 7 · cleric (purple) Cleric · influence 1
Pay with guards guards · Diploma teal diploma
phase E bonus Every Phase E: For each green die on your shutter spaces, 2 more
II 8: merchant, influence 3II 8 · merchant (orange) Merchant · influence 3
Pay with guards guards
phase E bonus Every Phase E: For each gray die on your shutter spaces, 2 guards more
II 9: merchant, influence 1II 9 · merchant (orange) Merchant · influence 1
Pay with coins coins · Diploma teal diploma
phase E bonus Every Phase E: At any time in phase E, pay 2 coins for 1 , as often as you like, before or after income.
Ruling: Can the phase E cards that turn coins or guards into points be used more than once in the same phase E?
II 10: cleric, influence 2II 10 · cleric (purple) Cleric · influence 2
Pay with guards guards
immediate bonus When bought: 3 and 1 .
II 11: council member, influence 3II 11 · council member (gray) Council member · influence 3
Pay with guards guards
immediate bonus When bought: Each other player gives you 1 guards and 1 coins, or 2 (their choice; no resources → points). If they cannot pay resources, they must give the points even if their score drops below zero.
Ruling: An opponent must give me resources or victory points but has no resources. What happens?
II 12: merchant, influence 1II 12 · merchant (orange) Merchant · influence 1
Pay with guards guards
phase E bonus Every Phase E: At the start of phase E, move one disk 1 space up any influence track, and gain 1 guards.
Ruling: Do the “+1 on a track” phase E cards act before or after income?
II 13: council member, influence 2II 13 · council member (gray) Council member · influence 2
Pay with guards guards
immediate bonus When bought: 2 coins and 2 .
II 14: scholar, influence 2II 14 · scholar (green) Scholar · influence 2
Pay with coins coins · Diploma wild diploma
game end bonus Game end: Your disk on the council member (gray) council (gray) track: 7–9 → 5 , 10–12 → 7, 13–15 → 10.
II 15: scholar, influence 3II 15 · scholar (green) Scholar · influence 3
Pay with guards guards · Diploma black diploma
phase E bonus Every Phase E: For each purple die on your shutter spaces, 1 more
II 16: cleric, influence 1II 16 · cleric (purple) Cleric · influence 1
Pay with guards guards
phase E bonus Every Phase E: At the start of phase E, 2 if none of your dice is purple (the white die is not purple).
II 17: scholar, influence 3II 17 · scholar (green) Scholar · influence 3
Pay with coins coins · Diploma orange diploma
game end bonus Game end: 1 for each of your character cards with influence value 1 or 2 (include each matching card once).
II 18: council member, influence 1II 18 · council member (gray) Council member · influence 1
Pay with coins coins
phase E bonus Every Phase E: At the start of phase E, move one disk 1 space up any influence track, and gain 1 coins. Because this happens before income, the new track space pays out this round.
Ruling: Do the “+1 on a track” phase E cards act before or after income?
II 19: merchant, influence 3II 19 · merchant (orange) Merchant · influence 3
Pay with coins coins
immediate bonus When bought: Take a favor tile still beside the castle and use it as usual.
II 20: scholar, influence 2II 20 · scholar (green) Scholar · influence 2
Pay with coins coins · Diploma wild diploma
game end bonus Game end: Your disk on the merchant (orange) merchant (orange) track: 7–9 → 5 , 10–12 → 7, 13–15 → 10.
II 21: council member, influence 2II 21 · council member (gray) Council member · influence 2
Pay with coins coins
immediate bonus When bought: 4 guards.
II 22: scholar, influence 1II 22 · scholar (green) Scholar · influence 1
Pay with coins coins · Diploma blue diploma
game end bonus Game end: Your disk on the cleric (purple) cleric (purple) track: 7–9 → 5 , 10–12 → 7, 13–15 → 10.
II 23: merchant, influence 2II 23 · merchant (orange) Merchant · influence 2
Pay with coins coins
immediate bonus When bought: 2 guards and 2 .
II 24: council member, influence 1II 24 · council member (gray) Council member · influence 1
Pay with guards guards · Diploma orange diploma
phase E bonus Every Phase E: At any time in phase E, pay 2 guards for 1 , as often as you like, before or after income.
Ruling: Can the phase E cards that turn coins or guards into points be used more than once in the same phase E?

Character cards III

24 cards, used in rounds 3–4.

PictureCard
III 1: council member, influence 2III 1 · council member (gray) Council member · influence 2
Pay with guards guards
immediate bonus When bought: Every player behind you on the council track gives you 3 coins or 3 (their choice; no coins → points). If they cannot pay the resource option, they must give the points even if their score falls below zero.
Ruling: An opponent must give me resources or victory points but has no resources. What happens? · Who is “behind” me on the council track for the cards that make others pay?
III 2: cleric, influence 2III 2 · cleric (purple) Cleric · influence 2
Pay with coins coins
immediate bonus When bought: Pay 5 guards to move up to 5 ; the cost stays 5 even if you take fewer steps.
Ruling: The card that trades 5 guards for up to 5 steps — can I pay less for fewer steps?
III 3: scholar, influence 1III 3 · scholar (green) Scholar · influence 1
Pay with coins coins · Diploma orange diploma red diploma
immediate bonus When bought: 1 for each monastery holding your disk.
III 4: council member, influence 3III 4 · council member (gray) Council member · influence 3
Pay with guards guards
immediate bonus When bought: Use the immediate bonus of one of your council member (gray) council members once more.
III 5: merchant, influence 2III 5 · merchant (orange) Merchant · influence 2
Pay with guards guards
immediate bonus When bought: 4 coins, and invest in one voyage — a coin-cost one only.
III 6: merchant, influence 3III 6 · merchant (orange) Merchant · influence 3
Pay with coins coins · Diploma black diploma
immediate bonus When bought: Use the immediate bonus of one of your merchant (orange) merchants once more.
III 7: scholar, influence 2III 7 · scholar (green) Scholar · influence 2
Pay with guards guards · Diploma teal diploma
immediate bonus When bought: 2 and 2 .
III 8: cleric, influence 2III 8 · cleric (purple) Cleric · influence 2
Pay with coins coins
immediate bonus When bought: 4 and 1 .
III 9: scholar, influence 4III 9 · scholar (green) Scholar · influence 4
Pay with coins coins · Diploma teal diploma red diploma
immediate bonus When bought: Gain the current income of the scholar (green) scholar track, as a green die would.
III 10: scholar, influence 2III 10 · scholar (green) Scholar · influence 2
Pay with coins coins · Diploma blue diploma
game end bonus Game end: 5 for each set of 4 cards, one of each class (this card counts).
Ruling: Does the scholar that scores 5 points per set of four classes count itself?
III 11: cleric, influence 4III 11 · cleric (purple) Cleric · influence 4
Pay with guards guards
immediate bonus When bought: Gain the current income of the cleric (purple) cleric track, as a purple die would.
III 12: cleric, influence 3III 12 · cleric (purple) Cleric · influence 3
Pay with guards guards
immediate bonus When bought: Use the immediate bonus of one of your cleric (purple) clerics once more. This card can repeat an earlier card already in your zone; the FAQ leaves same-turn discard-pile timing unsettled.
Ruling: Can the card that repeats a cleric’s immediate bonus repeat the discard-pile card I am still resolving?
III 13: cleric, influence 3III 13 · cleric (purple) Cleric · influence 3
Pay with guards guards · Diploma blue diploma
immediate bonus When bought: Choose a card from the discard pile, pay 3 guards or 3 coins (its own cost icon) and gain it as if bought.
Ruling: Can I look through the discard pile before deciding? · Does the start card’s 1-coin discount apply to a card taken from the discard pile?
III 14: cleric, influence 1III 14 · cleric (purple) Cleric · influence 1
Pay with guards guards
immediate bonus When bought: 5 . Each opponent, in order, loses 3 or one of their clerics (with its influence). A Start cleric qualifies, and its influence also moves that player’s disk back on the cleric track.
Ruling: When an opponent’s card makes me lose a cleric, may I give up a start cleric?
III 15: merchant, influence 1III 15 · merchant (orange) Merchant · influence 1
Pay with guards guards
immediate bonus When bought: 1 coins and 1 for each of your merchants (this one included).
III 16: merchant, influence 4III 16 · merchant (orange) Merchant · influence 4
Pay with guards guards
immediate bonus When bought: Gain the current income of the merchant (orange) merchant track, as an orange die would.
III 17: merchant, influence 3III 17 · merchant (orange) Merchant · influence 3
Pay with coins coins
immediate bonus When bought: 2 guards and 4 .
III 18: merchant, influence 2III 18 · merchant (orange) Merchant · influence 2
Pay with coins coins
immediate bonus When bought: 4 guards, and invest in one voyage — a guard-cost one only.
III 19: council member, influence 4III 19 · council member (gray) Council member · influence 4
Pay with coins coins
immediate bonus When bought: Gain the current income of the council member (gray) council track, as a gray die would.
III 20: council member, influence 2III 20 · council member (gray) Council member · influence 2
Pay with coins coins
immediate bonus When bought: Every player behind you on the council track gives you 3 guards or 3 (their choice; no guards → points). A tied player counts as behind only if their disk arrived later and sits higher in the stack. If resources are unavailable, the opponent must give points even below zero.
Ruling: An opponent must give me resources or victory points but has no resources. What happens? · Who is “behind” me on the council track for the cards that make others pay?
III 21: scholar, influence 3III 21 · scholar (green) Scholar · influence 3
Pay with coins coins · Diploma black diploma
game end bonus Game end: The game end bonus of one of your other cards scores once more.
III 22: council member, influence 3III 22 · council member (gray) Council member · influence 3
Pay with guards guards · Diploma red diploma
immediate bonus When bought: 2 coins and 3 .
III 23: council member, influence 1III 23 · council member (gray) Council member · influence 1
Pay with coins coins
immediate bonus When bought: 1 guards and 1 for each of your council members (this one included).
III 24: scholar, influence 3III 24 · scholar (green) Scholar · influence 3
Pay with coins coins · Diploma orange diploma
immediate bonus When bought: Pay 5 coins for 7 .

Voyage cards

15 cards; 6 are used each game. The cost is paid in coins on the 3 left voyage spaces and in guards on the 3 right ones (investing, scoring). In Phase F, use the new player order created in Phase D. While holding the 3-crown favor, its 2-coin/guard discount also applies to any extra voyage investment.

PictureVoyage
Voyage card TangerTanger — cost 5. 2 for each voyage holding your disk (this one included).
Voyage card MadeiraMadeira — cost 6. 1 for each diploma you have, of any kind.
Voyage card MacauMacau — cost 6. 2 for each of your merchant (orange) merchants.
Voyage card BarbadosBarbados — cost 6. 1 for each monastery holding your disk.
Voyage card DiuDiu — cost 6. 2 for each of your council member (gray) council members.
Voyage card MaskatMaskat — cost 6. Double the space number of your least advanced disk on the influence tracks; a disk on space 6 scores 12 VP. How does Maskat score — double what?
Voyage card Cabo VerdeCabo Verde — cost 7. Add the space numbers of your disks on the council member (gray) council and merchant (orange) merchant tracks, then halve and round down; for example, spaces 8 and 5 score 6 VP.
Voyage card MalacaMalaca — cost 7. 2 for each of your cleric (purple) clerics.
Voyage card SansibarSansibar — cost 7. Add the space numbers of your disks on the cleric (purple) cleric and scholar (green) scholar tracks, then halve and round down; for example, spaces 8 and 5 score 6 VP.
Voyage card CeilãoCeilão — cost 7. 2 for each of your scholar (green) scholars.
Voyage card BrasilBrasil — cost 8. 2 for each monastery of stack I holding your disk.
Voyage card CeutaCeuta — cost 8. 1 for each monastery without your disk.
Voyage card GoaGoa — cost 8. 9 .
Voyage card Ilhas dos AçoresIlhas dos Açores — cost 8. 3 for each character card beyond your tenth; with 14 cards, score 12 VP. Can Ilhas dos Açores give more than 12 points?
Voyage card CalicutCalicut — cost 8. Add your guards, coins and crowns, then halve and round down; for example, 5 guards, 6 coins and 3 crowns score 7 VP.

Tiles

Monasteries

24 tiles: 12 of stack I (8 used), 8 of stack II (4 used), 4 of stack III (2 used) (visiting). immediate bonus = immediate bonus; the others last all game. If a tile moves your disk on an influence track, the higher pilgrim-step income starts on your next move, which can still happen later in the same Phase E. A game-end card scored now by a monastery scores again at the end.

PictureMonastery
Monastery I: guardsStack I. immediate bonus 3 guards.
Monastery I: coinsStack I. immediate bonus 3 coins.
Monastery I: mixedStack I. immediate bonus 1 guards, 1 coins and 2 .
Monastery I: council trackStack I. immediate bonus Move up 3 on the council member (gray) council track.
Monastery I: merchant trackStack I. immediate bonus Move up 3 on the merchant (orange) merchant track.
Monastery I: scholar trackStack I. immediate bonus Move up 3 on the scholar (green) scholar track. (Pictured from the rulebook.)
Monastery I: cleric trackStack I. immediate bonus Move up 3 on the cleric (purple) cleric track. If my pilgrim reaches a monastery that moves me up the cleric track, do I get the extra steps at once?
Monastery I: all tracksStack I. immediate bonus Move up 1 on every influence track. If my pilgrim reaches a monastery that moves me up the cleric track, do I get the extra steps at once?
Monastery I: crownsStack I. immediate bonus 1 for each crown you have right now (counted as in phase D).
Monastery I: castle diceStack I. Lasting: from now on, 4 each time you place any die in the castle in phase B; the die need not be white. Does the monastery worth 4 points per die in the castle need the white die?
Monastery I: monastery pointsStack I. Lasting: from now on, 1 each time you put a disk above another monastery.
Monastery I: wild diplomaStack I. Lasting: counts as 1 wild diploma wild diploma.
Monastery II: guards coinsStack II. immediate bonus 3 guards and 3 coins.
Monastery II: councilsStack II. immediate bonus 2 for each of your council member (gray) council members. (Pictured from the rulebook.)
Monastery II: merchantsStack II. immediate bonus 2 for each of your merchant (orange) merchants.
Monastery II: clericsStack II. immediate bonus 2 for each of your cleric (purple) clerics.
Monastery II: scholarsStack II. immediate bonus 2 for each of your scholar (green) scholars.
Monastery II: value 3 4Stack II. immediate bonus 2 for each of your character cards with influence value 3 or 4.
Monastery II: four classesStack II. immediate bonus 5 for each complete set with one card from each class; extra cards do not start another set. Example: 5 cards with one repeated class make one set, for 5 VP. Does the scholar that scores 5 points per set of four classes count itself?
Monastery II: wild diplomasStack II. Lasting: counts as 2 wild diplomas wild diploma wild diploma.
Monastery III: monasteriesStack III. immediate bonus 2 for each monastery holding your disk (this one included).
Monastery III: diplomasStack III. immediate bonus Score your diploma sets now, as at the end of the game.
Monastery III: voyagesStack III. immediate bonus Score up to 2 different voyages holding your disk now, as at the end of the game.
Monastery III: game endStack III. immediate bonus Score one of your game end cards now; it remains and scores again at the end. Also choose a track and gain what its scoring tile pays your current place — only you score. If a monastery lets me score a game end card now, does that card score again at the end?

Favor tiles

When your castle die is triggered, choose any favor tile still available; you do not have to take them in display order. Must favor tiles be taken in the order they are laid out?

PictureFavor tile
Favor tile with 3 crowns3 crowns. While you hold it, voyages cost 2 less; also invest in one voyage now (castle). The 3-crown favor tile lets me invest in a voyage. Can I invest again in phase F?
Favor tile with 2 crowns2 crowns. 4 ; you may put the cap tile on one of your city dice (+3).
Favor tile with 1 crown1 crown. 2 and up to 3 .
Favor tile without crownsNo crown. 7 guards or 7 coins.
The cap tileCap tile — +3 to the value (and the price) of the die it covers. In a city, move it to the slot for its new value, to the right of dice tied at that value; it changes card order and price, not its colour for income. Return it when retrieving the die. How does the cap tile work with ties and when does it come off?

Influence scoring tiles

Each picture shows the 2/3-player side (left) and the 4-player side (right). Lion numbers mark the places: on the 2/3-player side, second place scores with 3 players, or with 2 players only within 3 spaces of the leader (scoring). With two players, second earns the middle value only when within 3 spaces; otherwise there is no second-place award. Influence beyond space 15 gives no extra reward.

PictureTile
Influence scoring tile 7/3, back 10/6/37 / 3 — 4 players: 10 / 6 / 3. Do I gain anything for moving beyond space 15 on an influence track? With 2 players, what does second place on an influence track score?
Influence scoring tile 9/4, back 12/8/49 / 4 — 4 players: 12 / 8 / 4.
Influence scoring tile 11/5, back 14/9/511 / 5 — 4 players: 14 / 9 / 5.
Influence scoring tile 13/6, back 16/11/613 / 6 — 4 players: 16 / 11 / 6.

Die tokens

5 tokens, used with 2–3 players as dice of a neutral player (die tokens).

PictureToken
Die token 22 — 2 players: upper city.
Die token 33 (two) — 2 players: upper and central city; 3 players: upper and lower city.
Die token 44 — 2 and 3 players: central city.
Die token 55 — 2 players: lower city.

Tokens & pieces

Crown tokens

One per class, worth 2 crowns each in the round you take them (crown tokens) Crown tokens show two crowns. Do they count as 2? Which crowns count in the final scoring of guards, coins and crowns?. At final scoring, count the last round’s crown tokens, favor tiles and the crowns beside your player-order flag. Community rulings disagree about whether that flag means your Phase D or end-of-game order; agree which one you use before play.

PictureToken
Council crown tokenCouncil crown token. Which crowns count in the final scoring of guards, coins and crowns? Crown tokens show two crowns. Do they count as 2?
Merchant crown tokenMerchant crown token.
Cleric crown tokenCleric crown token.
Scholar crown tokenScholar crown token.

Other pieces

Icons

IconMeaning
coinsCoins — a card or voyage paid with coins; a coin reward
guardsGuards — a card or voyage paid with guards; a guard reward
Victory points
Pilgrim steps
Crowns (player order, final scoring)
council member (gray) merchant (orange) cleric (purple) scholar (green)The four classes and their influence tracks
immediate bonusImmediate bonus — once, when gained
phase C bonusPhase C bonus — start cards, each time you buy a matching card
phase E bonusPhase E bonus — every income phase
game end bonusGame end bonus — final scoring
black diploma red diploma teal diploma orange diploma blue diplomaThe five diploma kinds
wild diplomaWild diploma — any kind
Rules

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