Income and Voyages
Coimbra's phase E — income from the four influence tracks by die colour, the white die and phase E card bonuses — phase F voyages, resource limits and the end of a round.
Phase E: influence income
In the new player order, each player collects income. Look at the colours of the 3 dice on your shutter spaces and, in any order, activate each once: it pays the income reward beside your disk on the influence track of its colour. The dice’s values do not matter, and income never moves your disks.
| Your disk on space | ||||
|---|---|---|---|---|
| 0 | 1 | 1 | 1 | 1 |
| 1–3 | 3 | 3 | 2 | 3 |
| 4–6 | 5 | 5 | 3 | 4 |
| 7–9 | 7 | 7 | 4 | 5 |
| 10–12 | 9 | 9 | 5 | 6 |
| 13–15 | 10 + 2 | 10 + 2 | 6 + 1 | 8 |
The white die
The white die collects the income of any one track of your choice.
When done, put your dice back beside the board for next round and leave the empty holders on your shutter spaces.
Phase E bonuses
Cards in your phase E zone add to your income every round:
- Per die of a colour: for each die of the shown colour on your shutter spaces, gain the shown reward as well. The white die never counts for these.
- +1 on any track: at the beginning of phase E, move one disk up 1 space (and gain the shown resource) — so the better income already applies.
- Exchange 2 for 1: at any time in phase E, trade guards (or coins) for points at 2 to 1, as often as you like.
- No purple die: at the beginning of phase E, gain 2 steps if none of your dice is purple.
All of them are listed in Cards & Components.
Phase F: invest in a voyage
In player order, each player may invest in one voyage card below the board that does not yet hold one of their disks (each voyage at most once per player, however many others invested):
- Pay the cost on the card in the resource the board shows above it: the 3 left spaces take
coins, the 3 right ones
guards. - Put one of your disks on the card’s compass rose (on top of any disks already there).
At the end each voyage you invested in scores its task. The favor tile with 3 crowns makes every investment 2 cheaper while you hold it.
Limits
- You can hold at most 20 guards and 20 coins; any excess is lost. You can never spend what you do not have.
- A disk can never go above 15 on an influence track; excess influence is lost.
- On every track the order is clear: a disk that reached a space first (lower in the stack) is ahead of disks placed on it later.
- Any reward may be forfeited, in full or in part.
End of the round
After phase F, if the character stack is empty the fourth round is over and the game ends. Otherwise repeat setup steps 10–12: favor tiles and cap tile back beside the castle, 4 new cards beside each city, crown tokens out again. The first player then starts phase A.