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Coimbra

Coimbra Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Choosing the individual start conditions
  • The character cards
    • The start character cards
    • The other character cards
  • Playing the game
    • Phase A: Rolling dice
    • Phase B: Drafting and placing dice
    • Phase C: Retrieving dice
      • Action in the castle: Take one of the available favor tiles
      • Action in the upper, central or lower city: Acquire one character card
      • Distress action
    • Phase D: New player order
    • Phase E: Influence income
    • Phase F: Invest in a voyage
      • Action: Invest in one voyage
  • End of the round
  • End of the game
    • Score victory points for investments in voyages
    • Score victory points for majorities on the influence tracks
    • Score victory points for sets of diplomas
    • Score victory points for character cards with game end bonuses
    • Score victory points for guards, coins and crowns
  • Bonus overview
  • Most common rewards
    • Reward: Move your pilgrim
    • Reward: Gain coins / guards / victory points
  • Bonuses of the favor tiles
  • Bonuses of the start character cards
  • Bonuses of the other character cards
    • Immediate bonuses
    • Phase E bonuses
    • Game end bonuses
  • Bonuses of the monasteries
    • Immediate bonuses
    • Other bonuses
  • Tasks of the voyage cards

Components

  • 1 game board
  • 4 player boards
  • 13 dice (in various colors)
  • 24 monasteries (12 x back "I", plus backs "II" and "III")
  • 15 voyage cards
  • 56 character cards, each belonging to one of 4 classes: 14 Council members, 14 Merchants, 14 Clerics, 14 Scholars. Each character card has one of 3 backs (I, II, III).
  • 4 favor tiles
  • 8 influence scoring tiles
  • 5 die tokens
  • 12 die holders
  • 100 disks
  • 4 pilgrims
  • 4 lions
  • 8 markers
  • 4 crown tokens
  • 1 cap tile
  • 3 of each player color (die holders), 25 disks of each player color, 1 pilgrim / 1 lion of each color, 2 markers of each color

Setup

  1. Place the game board in the middle of the table.

  2. Sort the monasteries by their backs and form one stack for each (I, II, III). Shuffle each stack separately and place these three stacks face down beside the game board.

    • Draw 8 tiles from the I-stack and place one of them at random face up onto each blue monastery space (I) on the pilgrim map.
    • Next draw 4 tiles from the II-stack and place one of them at random face up onto each brown monastery space (II).
    • Finally, draw 2 tiles from the III-stack and place one of them at random face up onto each ruby monastery space (III).
    • Return the remaining monasteries to the box.
  3. Shuffle the 4 influence scoring tiles and place one at random onto each influence scoring space above the 4 influence tracks. Make sure that each tile's face-up side matches your player count (2/3 or 4).

  4. Take the 5 die tokens:

    • In a 4-player game: Return all 5 die tokens to the box. They are not needed.
    • In games with fewer than 4 players: Distribute die tokens onto the cities so that (together with the players' dice) every location will act as though it holds neutral dice. In a 2-player game, place one die token onto the upper city, one onto the central city and one onto the lower city (returning the remaining tokens to the box); in a 3-player game, use one die token accordingly. Any die tokens in a location count as regular dice of a neutral color during play.
  5. Shuffle the voyage cards, draw 6 at random and place one face up onto each voyage card space at the bottom of the game board. Return the remaining voyage cards to the box.

  6. Take the 13 dice and form the dice pool:

    • 4 players: Place all 13 dice beside the game board as the dice pool.
    • 3 players: Remove 1 purple and 1 green die and return them to the box. Then place the remaining 11 dice beside the game board as the dice pool.
    • 2 players: Remove 1 gray, 1 orange, 2 purple and 2 green dice and return them to the box. Then place the remaining 7 dice beside the game board as the dice pool.
  7. Each player chooses a player color and receives the following items of that color:

    • the player board, which he places in front of him
    • the 3 die holders, which he places onto their shutter spaces on his player board
    • the 2 markers, one placed onto space 7 of the coin track and the other onto space 7 of the guard track
    • the pilgrim, which he places next to his player board for now
    • the 25 disks: one placed onto space 0 of each of the four influence tracks on the game board, and one placed onto space 0 of the game board's score track. The remaining 20 disks are placed beside his player board as a supply.
  8. Determine the player order at random. The first player places his lion onto the player order flag with the 1, the second player onto the flag with the 2, the third (if any) onto the flag with the 3 and the fourth (if any) onto the flag with the 4.

  9. Sort the character cards by their backs, form one stack for each number (I, II, III) and shuffle each stack separately. Take the II-stack and place it face down onto the face-down III-stack. This combined stack is called the character stack and is placed above the game board. Next to it, leave room for a discard pile that will form during the game. Keep the I-stack ready for later (see step 13).

  10. Display the 4 favor tiles in a row next to the upper left of the game board (beside the castle) and place the cap tile above the favor tile with 2 crowns.

  11. Set up the 12 cards of the character display:

    • Draw 4 cards from the character stack and display them at random in a face-up row to the left of the upper city.
    • Draw another 4 cards from the character stack and display them at random in a face-up row to the left of the central city.
    • Then draw another 4 cards from the character stack and display them at random in a face-up row to the left of the lower city.
  12. Take the 4 crown tokens and distribute them to the character cards of the character display in the following way: First, go from top to bottom through the cards of the fourth column, then through the cards of the third column, then (if necessary) through the second and finally (if necessary) the first column. Onto the first card of each class that you encounter, place the crown token of that class' type until all 4 crown tokens have been placed. If there is no card of a certain class in the display, the corresponding crown token is left unused.

Note: Steps 10, 11 and 12 are also done at the end of each round.

  1. Finally, take the I-stack with the start character cards and proceed as follows:
    • 4 players: Form 4 groups of 2 random cards and display those 4 groups face up next to the game board.
    • 3 players: Form 3 groups of 2 random cards and display those 3 groups face up next to the game board. Return the 2 remaining cards to the box.
    • 2 players: Form 2 groups of 2 random cards and display those 2 groups face up next to the game board. Return the 4 remaining cards to the box.

Choosing the individual start conditions

In reverse player order (starting with the player whose order marker is on the player order flag with the highest number), each player chooses one of the following two actions:

  • a) Take both character cards of one of the available groups made in step 13 of the setup and place them face up in front of you.

or

  • b) Place your pilgrim onto a free starting corner of Coimbra in the center of the pilgrim map (see pilgrim movement, below).

After each player has carried out one of these actions, each player — now in player order — carries out the other of these two actions. Once this is done, each player should have his pilgrim on a different starting corner in the center of the pilgrim map and 2 start character cards in front of him.

Finally, each player gains the influence value as well as any immediate bonuses of his two start character cards as described below.

The character cards

Each player starts with 2 start character cards and can gain new ones from the character display during phase C of each round. These give different kinds of bonuses and are the main source of movement up the influence tracks.

The start character cards

For each of your 2 start character cards, do the following:

  1. On the influence track that matches the card's class, move your disk as many spaces up as the card's influence value.
  2. Then:
    • If the card has an immediate bonus, gain that bonus now once. Then place the card to the right of your player board in the immediate bonus zone.
    • If the card shows a phase C bonus, place it below your player board in the phase C bonus zone. This bonus can be triggered in phase C of each round.

The other character cards

The cards you can acquire during the game show in their upper left corner either a guard icon or a coin icon. This icon determines which of the two resources you must spend to acquire that card. Like the start cards, they have a class and an influence value. Each of these cards also has either:

  • an immediate bonus, which is triggered once when the card is taken
  • a phase E bonus, which may be applied during phase E of each round
  • a game end bonus, which gives points at game end for a specific task

Some cards also show one or two diploma icons. There are 5 regular diploma icons and 1 wild diploma icon. At game end (and sometimes during the game), you can score points for each set of different diploma icons that you own.

Playing the game

Coimbra is played over 4 rounds. Each round comprises the following phases:

  • A — Rolling dice: The first player creates the dice pool by rolling the dice.
  • B — Drafting and placing dice: In player order, players choose one die each and place it onto a city location until each player has placed 3 dice.
  • C — Retrieving dice: In an order determined by the position of their dice, the players retrieve their dice from the city locations to gain favor tiles and acquire character cards.
  • D — New player order: The new player order is determined by the number of crowns each player has.
  • E — Influence income: In player order, the players receive their influence income according to the color of their chosen dice.
  • F — Invest in a voyage: In player order, each player can invest in one voyage.

Afterwards, the new round is set up and 12 new character cards are put in the character display. The game ends after the fourth round (when the character stack has run out). Then there is a final scoring. The player with the most points wins the game.

Phase A: Rolling dice

The first player (the one who has his lion on the player order flag with the 1) takes all dice from the dice pool (as made in step 6 of the setup), rolls them once and thus creates the dice pool for this round.

Phase B: Drafting and placing dice

In player order, starting with the first player, players take turns. On your turn, choose one die from the dice pool and put it with the result facing up in one of your die holders. Then place that die (inside its die holder) onto one of the 4 city locations:

If you place it onto the castle and there are already dice there (of any color), you must abide by the rule that all dice present must form a row of ascending values from left to right (1 to 6). This means you must place your die:

  • to the right of any dice that have a lower or equal value
  • AND to the left of any dice that have a higher value than your die.

Note: In phase C, each of your dice in the castle allows you to take a favor tile. The farther left a die is placed, the more likely it is that you'll get the favor tile you want.

If you place it in one of the other city locations (upper city, central city or lower city) and there are already dice in that location (of any color), you must abide by the rule that all present dice must form a row of descending values from left to right (6 to 1). This means you must place your die:

  • to the right of any dice that have a higher or equal value
  • AND to the left of any dice that have a lower value than your die.

Note: In phase C, each of your dice in these city locations allows you to acquire a character card from the row next to its location. The farther left a die is placed, the more likely it is that you'll get the card you want, however, it will also be more expensive.

Important: If you are playing with fewer than 4 players, note that any die tokens in a location count as regular dice of a neutral color.

In player order, keep placing one die at a time until each player has placed 3 dice (and thus has no die holders left).

Notes:

  • The colors of the 3 dice you choose determine what kind of income you will receive in phase E "influence income".
  • There is no limit to the number of dice the four locations may hold. Also, any player may have several of his dice in the same city location.

Phase C: Retrieving dice

This phase is not played in player order. Instead the sequence of play is determined by the order of the dice in each of the 4 city locations.

To retrieve the placed dice, the 4 city locations on the left side of the game board are now evaluated from top to bottom:

  • First the castle,
  • then the upper city,
  • then the central city,
  • and finally the lower city.

When a city location is evaluated, each die there — going from left to right — is triggered once. This means that the player with the leftmost die in that location takes the first turn by performing one action and then retrieving his triggered die. Then it is the turn of the player with the new leftmost die in that location, who also performs one action and then retrieves his triggered die and so on. Once there are no dice left in the evaluated location, the next city location is evaluated likewise until all locations have been evaluated.

When it is your turn in a location (when you own the current leftmost die there), perform that location's action:

  • In the castle: Take one of the available favor tiles.
  • In the upper, central and lower city: Acquire one of that location's character cards.

If you cannot or do not want to take a location's action, you must instead perform the distress action.

After you have performed your action, retrieve your triggered die — keeping it inside its die holder — and place it onto an empty shutter space of your player board.

Action in the castle: Take one of the available favor tiles

When you perform this action, take one of the favor tiles that are still available to the left of the castle and place it in front of you. Then carry out the immediate bonus(es) of that tile. Afterwards, keep the tile in front of you until the end of the round.

Note that each favor tile that you collect during this round also adds between 0 and 3 to your total number of crowns, which is mainly important for determining the player order in phase D.

Note: In contrast to the city locations, where acquiring a character card has a cost, taking a favor tile in the castle is free of charge.

Action in the upper, central or lower city: Acquire one character card

Choose one of the character cards displayed in the row next to the location being evaluated and acquire it. To do so, you must immediately pay its cost, which is determined by the following factors:

  • the icon in the upper left corner of the chosen card determines whether you must spend guards or coins to pay this cost
  • the cost equals the value of your triggered die.

After you have paid the cost of your chosen card (by moving the corresponding marker on your player board backward), take the card and immediately gain its influence value on the influence track of the card's class (by moving your disk there up accordingly). Then proceed according to the card's bonus:

  • If the card has a game end bonus, place it in your game end bonus zone at the bottom right of your player board.
  • If the card has a phase E bonus, place it in your phase E bonus zone below your player board.
  • If the card has an immediate bonus, carry out this bonus once, then place it in your immediate bonus zone to the right of your player board.

Afterwards, check if acquiring that new card has triggered the phase C bonus of one of your start character cards. If so, carry out that phase C bonus now once. Finally, if there is a crown token on the acquired card, remove the token from the card and place it in front of you for later.

Important (games with fewer than 4 players): When a die token is triggered (because it is the leftmost die), do the following: From the row next to the city location being evaluated, remove the character card with the highest influence value and place it face up onto the discard pile. If there is a tie for the highest influence value, remove the leftmost of those tied cards. Afterwards, flip the triggered die token face down, leaving it where it is. Then continue by triggering the die that is now leftmost (if any) as usual.

After the last die in a city location has been triggered but before you move on to evaluating the next city location, remove any remaining character cards from the row next to the current location and place them face up onto the discard pile. Also flip any face-down die tokens in that city location face up again.

Distress action

Instead of using a city location's action, gain up to 2 coins AND up to 2 guards (by moving the markers on your player board forward on their tracks accordingly).

Once all 4 city locations have been evaluated, continue with phase D.

Phase D: New player order

In this phase, the new player order is determined. To do so, each player now sums the number of crowns he has. This includes:

  • Crowns on crown tokens that he has collected this round.
  • Crowns on favor tiles that he has taken this round.
  • Crowns next to his player order flag (the one currently holding his lion).

The player with the highest crown total moves his lion to the order flag with the 1, the player with the second highest to the order flag with the 2 and so on. In the case of a tie, the relative player order among the tied players is reversed.

Phase E: Influence income

In the new player order, each player now collects his income from the influence tracks. To collect your income, look at the colors of the 3 dice on the shutter spaces of your player board. In an order of your choice, activate each of those dice once to immediately gain the income reward of the influence track matching that die's color:

  • Gray die → Income reward = guards (move the marker on your guard track forward)
  • Orange die → Income reward = coins (move the marker on your coin track forward)
  • Green die → Income reward = steps with your pilgrim
  • Purple die → Income reward = victory points (move your disk on the score track forward)
  • White die → Collect the income reward of an influence track of your choice.

The value of each income reward depends on how far up your disk is on the respective influence track. This means that you gain the reward depicted in the box to the right of that disk.

Once you have collected the income reward for each of your 3 dice, take them out of your die holders. Then place the dice beside the game board again (so that they can be rerolled next round) and leave your empty die holders on your shutter spaces.

Notes:

  • The results shown on the dice are irrelevant in this phase, only their colors matter.
  • When gaining resources (guards or coins), you can never move a marker on your player board beyond space 20 of its track and thus can never own more than 20 of each resource at any time (any excess must be forfeited).

Important: Pay close attention to the bonuses that the character cards in your phase E bonus zone may provide.

Phase F: Invest in a voyage

In player order, each player is now asked once if he wants to invest in one voyage. Each player who chooses to do so immediately carries out the action "Invest in one voyage" once.

Action: Invest in one voyage

Invest in any one voyage card at the bottom of the game board that does not yet have your disk on it (you can invest in each voyage only once throughout the game). It does not matter how many of the other players have already invested in that voyage. To invest in the voyage, pay the cost stated in the upper left corner of the card:

  • If the banner above the cost shows a coin symbol, you must spend coins to pay for it.
  • If the banner shows a guard symbol, you must spend guards to pay for it.

After paying, place one of your disks onto the rose below the cost of the card to mark your investment. If there are already other players' disks there, put yours on top. At the end of the game, for each voyage card that you have invested in, you will score victory points depending on how well you have fulfilled its task.

End of the round

After phase F, check whether the character stack is empty. If so, the fourth round has been played and the game ends now (continue with "End of the game"). Otherwise, set up the next round by once again following steps 10, 11 and 12 of the initial setup (display favor tiles / cap tile, set up 12 new character cards, distribute crown tokens).

End of the game

After the fourth round, the game ends. Now carry out the final scoring as follows.

Score victory points for investments in voyages

Each player scores the voyage cards he has invested in (which hold one of his disks). For each, he gains victory points depending on how well he has fulfilled that card's task.

Score victory points for majorities on the influence tracks

Go through the 4 influence scoring tiles above the influence tracks. For each tile, check the track below that tile:

  • The player whose marker is farthest up that track gains the number of victory points printed on top of the influence scoring tile (first place).
  • The player whose disk is in second place gains the number of victory points printed in the middle of the tile.
  • The player whose disk is in third place (only in 4-player games) gains the number of victory points printed at the bottom of the influence scoring tile.

If 2 or more players have their disks on the same space of the track, the player whose disk got there first (and is therefore lower in the stack) is considered to be farther up the track.

  • (2/3 players) victory points are only awarded to first and second places.
  • A player only gains the victory points for second place if his disk is no more than 3 spaces farther down the track than the other player's. Otherwise, second place is not awarded.

Disks still on space 0 of an influence track do not yield victory points to their owners.

Score victory points for sets of diplomas

Each player checks his character cards and monasteries for diploma icons and forms sets from those. Each set can comprise up to 5 different diploma icons (one of each kind). Wild diplomas can count as any diploma icon.

  • Each set comprising all 5 diploma icons gives its owner 12 victory points.
  • Each set comprising 4 different diploma icons gives its owner 8 victory points.
  • Each set comprising 3 different diploma icons gives its owner 4 victory points.
  • Each set comprising 2 different diploma icons gives its owner 2 victory points.
  • Each single diploma icon gives its owner 1 victory point.

Note that no diploma icon may be used in more than one set.

Score victory points for character cards with game end bonuses

Each player checks which character cards with game end bonuses he has. For each of them, he gains victory points depending on that bonus.

Score victory points for guards, coins and crowns

Each player sums the guards and coins that he has left on the tracks of his player board and adds his number of crowns (determined as in phase D) to the result. Then he divides this result by 2 and gains the final result (rounded down) as victory points.

The player with the most victory points wins the game. In the case of a tie, the tied player who comes first in the player order wins the game.

Bonus overview

Bonuses are usually depicted in banners that are entirely mint green or have a mint green bottom. Whatever is depicted in the mint green part is the reward the player receives.

  • A multiply symbol (x) between the requirement and the reward means that you gain the reward as many times as you meet the requirement.
  • No symbol between the requirement and the reward, or no requirement at all, means that you gain the bonus only once (and not multiple times).
  • If there is a differently colored part above the mint green portion, the icon(s) depicted in that part represent requirements (beige) or costs (red).
  • If there is a slash (/) depicted between two icons or two banners, you get only one of the rewards. In both of these cases, you choose which of the depicted rewards to get. Otherwise, all depicted icons and banners yield their rewards.

Most common rewards

Reward: Move your pilgrim

When you get a reward that shows this icon, move your pilgrim along the roads of the pilgrim map. The number depicted in the icon tells you the maximum number of steps you may move your pilgrim.

One step means that you move your pilgrim from its current location along a road to the very next location. There are two kinds of location: stopovers and monasteries.

  • When you move onto a stopover, nothing happens. Provided you have steps left, you just move on.
  • When you move onto a monastery, you must immediately place one of your disks above that monastery, but only if you do not already have a disk there. If there are already other players' disks present, put yours on top. Placing your disk gives you the monastery's bonus:
    • If it is marked as an immediate bonus, carry the bonus out immediately or forfeit it.
    • If it is not marked, you will be able to use it later on.

If you have steps left after you reach a monastery, you continue to move on along the road as usual. Thus, you can reach several monasteries in one turn.

Further notes and rules for moving your pilgrim:

  • With your very first step, you must move from your starting corner of Coimbra along the adjoining one-way road to one of the two reachable stopovers.
  • It is not possible to move back along any of the one-way roads that lead away from Coimbra during the game.
  • You can always choose to move fewer steps than allowed or none at all.
  • You can change directions at any time (including moving back to the location you just came from).
  • Other pilgrims do not interfere with your movement; there can be several pilgrims on the same location.
  • Throughout the game, each player may place only one of his disks above each monastery.
  • You are allowed to move back onto monasteries that already have your disk above them but you do not carry out their bonuses again.
  • All roads and stopovers work exactly the same. Their different colors are merely for visual clarity, showing to what kind of monastery particular roads lead.

Reward: Gain coins / guards / victory points

  • Gain coins: Gain the number of coins depicted in the icon by moving the marker on your coin track that many spaces forward.
  • Gain guards: Gain the number of guards depicted in the icon by moving the marker on your guard track that many spaces forward.
  • Gain victory points: Gain the number of victory points depicted in the icon by moving your disk on the score track that many spaces forward.

General notes about bonuses, rewards and special cases:

  • You can always choose to forfeit (in full or in part) any rewards that you get.
  • The storage limit for your resources (guards and coins) on the tracks of your player board is 20 each. You can never move your marker beyond space 20 at any time (any excess must be forfeited). Nor can you spend what you don't have.
  • On any influence track, you cannot move your disk higher than the influence value 15 (any excess you get must be forfeited).
  • On each influence track, there is always a clear order of positions. If 2 or more players have disks on the same space, the player whose disk is lower in the stack is considered ahead of the players whose disks are on top of it (because he reached the space earlier).

Bonuses of the favor tiles

  • Favor tile (voyage cost reduction): As long as you have this favor tile in front of you: Whenever you perform the action "Invest in one voyage", the cost you must pay for investing in that voyage is reduced by 2. (For example, to invest in a voyage costing 7 guards, you pay 5 guards instead.)
  • Favor tile (invest now): Immediate bonus — Perform the action "Invest in one voyage" once. (The cost reduction of the other favor tile applies here as well.)
  • Favor tile (cap): Immediate bonus — Gain 4 victory points. AND Immediate bonus — You may take the cap tile and put it over one of your dice located in the upper, central or lower city. If you do, the value of that die is increased by 3. This means you must immediately move it up within its row of dice to the position dictated by this combined value (following the rules for placing dice in city locations). This way, a combined value of up to 9 is possible.
    • Attention: When your die with the cap tile is triggered in phase C and you acquire a card, you must pay the combined value.
  • Favor tile (points): Immediate bonus — Gain 2 victory points.
  • Favor tile (resources): Immediate bonus — EITHER gain 7 guards OR 7 coins. AND Immediate bonus — Move your pilgrim 3 or fewer steps.

Bonuses of the start character cards

Immediate bonuses: Gain the rewards depicted.

Phase C bonuses:

  • Whenever you acquire a character card with a coin cost in phase C, pay 1 coin less for it (it can be 0).
  • Whenever you acquire a character card with a guard cost in phase C, pay 1 guard less for it (it can be 0).
  • Whenever you acquire a council member card in phase C, first carry out any bonuses of that acquired card as usual. Then also gain 1 guard, 1 victory point and 1 step with your pilgrim.
  • Whenever you acquire a merchant card in phase C, first carry out any bonuses of that acquired card as usual. Then also gain 1 coin and 2 victory points.

Bonuses of the other character cards

Immediate bonuses

  • Gain the rewards depicted.
  • Each of the other players must give you: In player order, each opponent chooses what to give you (so you gain what he decides to lose): Either 1 guard and 1 coin OR 2 victory points. It is possible to drop below 0 victory points on the score track. If a player does not have the resources, he must give you the victory points.
  • You gain 5 victory points. Each of the other players loses: In player order, each opponent must decide to lose 3 victory points OR one of his cleric cards. If he decides to lose the card, he puts it on the general discard pile and also loses the influence value of that card on the cleric influence track. If his disk lands on a space where there are other disks, he places it on top of those. If he has no clerics, he must lose the victory points.
  • Take the discard pile and choose one card from it. Pay a cost of 3 (of the resource indicated by the cost icon of the chosen card). Gain everything the card has to offer (influence value + bonus) and place it in its zone at your player board, as if you had acquired it the usual way.
  • Each player whose disk is behind yours on the gray council influence track must give you: In player order, any players whose disks are behind yours on the gray council influence track must each choose which of the two depicted icons to cede to you. It is possible to drop below 0 victory points on the score track. Affected players who do not have the resources must give you the victory points.
  • For each of your council member character cards (including this one), gain 1 guard and 1 step with your pilgrim.
  • Take one of your favor tiles still available next to the castle (if any). Place it in front of you and use it as usual.
  • For each of your merchant character cards (including this one), gain 1 coin and 1 victory point.
  • Gain 4 coins and perform the action "Invest in one voyage". However, you can only invest in a voyage that has a coin cost.
  • Gain 4 guards and perform the action "Invest in one voyage". However, you can only invest in a voyage that has a guard cost.
  • For each monastery that has your disk above it, gain 1 victory point.
  • Use the immediate bonus of one of your character cards of the depicted class once more.
  • Gain the current income reward of the depicted track (as you would with a die of that color in phase E).
  • Pay 5 guards to gain up to 5 steps with your pilgrim.
  • Pay 5 coins to gain 7 victory points.

Phase E bonuses

  • At the beginning of each phase E, choose one influence track and move your disk on that track 1 space up. Also gain the depicted resource.
  • In each phase E, for each die of the depicted color that you have in your die holders on your shutter spaces, gain the depicted reward in addition to its regular income reward. (The white die does not count towards any of these bonuses.)
  • At the beginning of each phase E, gain 2 steps with your pilgrim if you have no purple die in any of your die holders on your shutter spaces. (The white die does not count as purple!)
  • At any time in each phase E, you can exchange the depicted resource for victory points at a rate of 2 to 1. This is especially helpful if your income reward of that resource frequently exceeds your storage limit.

Game end bonuses

  • Influence track position: Check which space (value) of the depicted influence track your disk sits on: If it is on space 7, 8 or 9, gain 5 victory points. If it is on space 10, 11 or 12, gain 7 victory points. If it is on space 13, 14 or 15, gain 10 victory points. If it is on space 0 to 6, you gain nothing.
  • For each of your character cards that has an influence value of either 1 or 2, gain 1 victory point.
  • For each 4-card set that includes one character card of each of the 4 classes, gain 5 victory points.
  • Gain the game end bonus of one of your other character cards once more (if you have any).

Bonuses of the monasteries

Immediate bonuses

  • Gain the rewards depicted.
  • For each of your character cards of the depicted class, gain 2 victory points.
  • For each of your character cards that has an influence value of either 3 or 4, gain 2 victory points.
  • For each 4-card set that includes one character card of each of the 4 classes, gain 5 victory points.
  • On the depicted influence track, move your disk 3 spaces up.
  • On all influence tracks, move your disks 1 space up.
  • For each monastery that has your disk above it (including this one), gain 2 victory points.
  • For each crown that you have right now (determined as in phase D), gain 1 victory point.
  • Choose up to 2 different voyage cards with one of your disks and score their task now the same way as you will at the end of the game.
  • If you have any character cards with a game end bonus, score one of them now. Also choose one influence track and — depending on the current position of your disk on it — gain the victory points stated by the influence scoring tile above that influence track (so if your disk is farthest up that track, gain the victory points printed on top of the tile; if you are in second place, gain the victory points printed in the middle, etc.). Attention: The other players do not get any victory points now, no matter where their disks are on your chosen track.
  • Score your sets of diplomas now the same way as you will at the end of the game.

Other bonuses

  • Henceforth, each time you place a die in the castle during phase B, you immediately gain 4 victory points.
  • Henceforth, each time you place a disk above a monastery, you immediately gain 1 victory point (not for this one).
  • Diploma monastery: Counts as 1 wild diploma.
  • Diploma monastery: Counts as 2 wild diplomas.

Tasks of the voyage cards

  • Tanger: For each voyage card that has your disk on it (including this one), gain 2 victory points.
  • Madeira: For each diploma that you have (irrespective of its kind), gain 1 victory point.
  • Cabo Verde: For each diploma that you have (irrespective of its kind), gain 1 victory point.
  • Sansibar: Check which values you have reached on the two depicted influence tracks (the printed number on the spaces your disks are on). Sum both values. Then divide that sum by 2. Gain the result (rounded down) as victory points.
  • Ceuta: For each monastery that does not have your disk above it, gain 1 victory point.
  • Calicut: Sum your guards, coins and crowns. Then divide that sum by 2. Gain the result (rounded down) as victory points.
  • Maskat: On the influence tracks, check which of your disks has advanced the least (compared to your disks on the other influence tracks). Double the value of the space that disk is on and gain the result as victory points. (If more than one track is your least developed, you only get the victory points of one.)
  • Barbados: For each monastery that has your disk above it, gain 1 victory point.
  • Brasil: For each monastery with a "I" that has your disk above it, gain 2 victory points.
  • Ilhas dos Açores: For each of your character cards beyond your tenth, gain 3 victory points. (So if you have 11 cards, gain 3 victory points; if you have 12 cards, gain 6 victory points and so on.)
  • Goa: Gain 9 victory points.
  • Macau: For each of your character cards of the depicted class, gain 2 victory points.
  • Malaca: For each of your character cards of the depicted class, gain 2 victory points.
  • Ceilão: For each of your character cards of the depicted class, gain 2 victory points.
  • Diu: For each of your character cards of the depicted class, gain 2 victory points.