Ludexv2026.11.01-65114139CoimbraOfficial rulebook ↗

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Teach the Game

A script to teach Coimbra at the table — how you win, the board and your player board, a round of six phases, the end, every way to score and what each resource is for.

How you win

“Portugal, the Age of Discovery. We head old houses of Coimbra and court its council members, merchants, clerics and scholars. Four rounds, about an hour and a half. Each round we draft dice: a die’s value is its price and its place in line, its colour is the income it brings later. Most victory points wins.”

You score from many sources, mostly at the end:

The loop: place three dice, then cash them in — for favor tiles in the castle or character cards in the three cities — then each die’s colour pays income from the matching influence track.

The boards

The game board with numbered parts

  1. Castle — dice here win favor tiles; lowest die first.
  2. Score track — victory points, 0–99.
  3. Influence scoring spaces — the tile above each track pays its leaders at the end.
  4. Player order flags — the lions; flags 2–4 come with crowns.
  5. Upper city — 4 character cards to its left; highest die first.
  6. Pilgrim map — roads from Coimbra to 14 monasteries.
  7. Influence tracks — council, merchant, cleric and scholar, 0–15, with their income.
  8. Central city — another row of 4 cards.
  9. Lower city — the last row.
  10. Voyage card spaces — 3 voyages paid with coins, 3 with guards.

A player board with numbered parts

  1. Guard track — 0–20 guards guards.
  2. Coin track — 0–20 coins coins.
  3. Immediate bonus zone — used cards go to the right.
  4. Phases A–C reminder — roll, place, retrieve.
  5. Phase D reminder — most crowns plays first.
  6. Shutter spaces — your 3 die holders; retrieved dice wait here for income.
  7. Phase E reminder — income.
  8. Phase F reminder — one voyage.
  9. Final scoring reminder — voyages, tracks, diplomas, game end cards, resources.
  10. Phase C bonus zone — start cards with a lasting bonus.
  11. Phase E bonus zone — cards that add to your income.
  12. Game end bonus zone — cards that score at the end.

A round

Four rounds of six phases. Details.

  1. A – Roll: the first player rolls the dice pool.
  2. B – Place: in player order, take a die, put it in a die holder and place it in the castle (ascending row) or a city (descending row) — until everyone has placed 3.
  3. C – Retrieve: castle, upper, central, lower city in turn: the leftmost die’s owner takes a favor tile or buys a card for the die’s value in coins or guards, or takes the distress action.
  4. D – New order: most crowns plays first.
  5. E – Income: each die’s colour collects the reward beside your disk on that track; white = any track.
  6. F – Voyage: in order, you may invest in one voyage.

Then deal 12 new cards, put the crown tokens out and play the next round.

How the game ends

Ways to score

SourceHow and when
Cards, favors, monasteriesDuring play, whenever a bonus shows points
scholar (green) Scholar incomePhase E: a green die pays 1–8 points
Influence tracksEnd: the scoring tile’s top value for the leader, middle for second (third with 4 players)
VoyagesEnd: each voyage you invested in scores its task
wild diploma DiplomasEnd: sets of different kinds — 1, 2, 4, 8 or 12 points
game end bonus Game end cardsEnd: each card’s condition
guards coins LeftoversEnd: guards + coins + crowns, halved (round down)
LossesSome opponents’ cards make you give or lose points; your score can drop below 0

What each resource is for

ResourceWhy you need itHow you get itHow you use it
DiceYour three actions each roundDraft from the poolValue = place in line and price; colour = income
coins CoinsCards with a coin icon, voyagesMerchant income, cards, favorsPay a card’s cost (= the die value), coin voyages
guards GuardsCards with a shield icon, voyagesCouncil income, cards, favorsPay a card’s cost, guard voyages
Pilgrim stepsMonastery bonusesCleric income, cards, favorsWalk the map; each new monastery gives its bonus
CrownsPlayer order, end pointsCrown tokens, favor tiles, back flagsPhase D order; added to leftovers at the end
Character cardsInfluence and bonusesBuy with a city dieInfluence value moves your disk; bonus by type
InfluenceBigger income, end majoritiesCards’ influence values, monasteriesSets your income on each track; leaders score

Teaching tips

Rules

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