Coimbra Solo Cards Rules

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Color Color Color Color Pips

- + + - -
1 4 2 2 4

Pips Pips Pips Pips Pips


+ - - - +
3 3 1 3 4

Color Color Color Color Pips


- - - - -
4 3 4 2 2

Pips Color Pips Color Color


- + + + +
2 3 3 2 3
Color Pips Color Color Color
+ - + + +
3 4 4 2 4

Pips Pips Color Color Pips


+ + + - +
4 2 3 1 2
Coimbra Solo Rules
1. To play 1 human player vs 1 automa, setup Coimbra for 2 players as usual,
including the appropriate number of dice and dice cardboard tokens.
The automa uses:
a. the 3 castle holders for its dice;
b. the pilgrim token;
c. 1 round token on the VP track;
d. 4 round tokens for the 4 influence tracks;
e. the rampant lion for the order position.

2. Roll to determine if you or the automa go first. Arrange 2 pairs of characters as


normal.
a. The automa chooses a lvl. 1 pair at random, by rolling a die — 1-3 pips for
the left pair, 4-6 pips for the right pair (the pips are the dots on a die).
b.The automa picks a starting position for the pilgrim by rolling a die and
counting clockwise for the number of pips rolled, starting from the top left
quadrant.

3. Phase A proceeds as normal. Phase B alternates between the human and the
automa. The automa chooses and places each die using 2 decks. Draw 1 card
from each of the 2 automa decks. These 2 decks always remain separate and are
shuffled separately. One deck includes all the colored bar cards and determines the
priority color for the die picked by the automa. One card is drawn for each die,
therefore a total of 12 cards will be drawn per game.
The other deck includes all cards with text and determines 3 things, one being
whether the automa prioritizes color or pips. Color means that the automa will select
that die giving priority to the color. Pips means the automa will prioritize the number
of pips over the color. The choosing order for the colors goes from top to bottom of a
card.
For example: the automa draws the cards on the left.
Color
The card says Color, which means the automa will
-
choose the die according to the color bars. It will try
1 to take a gray die first, regardless of pips. If no gray
die is available, it will try to pick white, and so on.

Coimbra the official game is designed by Flaminia Brasini and Virginio Gigli, published by EggertSpiele.
These solo rules for Coimbra are unofficial and designed by Bear (CardBear on BGG).
If there is only 1 die of that color, the automa simply picks that die, and it is now the
human’s turn to pick, as normal. If there is more than 1 die of the same color, the
automa rolls a die (you can use one of the unused Coimbra dice), and picks a die with
the closest number of pips.

Continuing the previous example: The card says Color,


Color therefore the automa will try to pick a gray die. There
- are 2 gray dice available, a 2 pips and a 4 pips. The
1 automa rolls an unused die and rolls 5 pips. The automa
will pick the closest available pips, therefore it picks
the gray die with 4 pips.

The second line of the text cards has either a + or a -. These resolve ties when choosing
the closest number of pips. In the example above, if the automa rolls a die with 3 pips,
there is now a tie between the available 2 pips and the available 4 pips. Both dice
are equally close to the value of 3 pips rolled by the automa. The automa will choose
the higher die if the text card says +, and the lower die if the card says -. In the
example above, if the automa rolls 3 pips, it will pick the die with 2 pips because the
text card says -.

When a card says Pips instead of Color, the automa will prioritize pips over color.
The automa will pick a die similarly to how it picks between different pips once
a color is chosen, as explained above. The only difference is that now the automa rolls
a die and picks between the available dice regardless of color.

For example: The text card now says Pips. The automa
Pips rolls an unused die and obtains 4 pips. If there is
+ a single die with 4 pips, the automa will pick it,
3 regardless of color. If there are multiple dice with 4,
the automa will prioritize the colors according to the
color card drawn. In this example there is a white die
with 4 pips, and a purple die with 4 pips. The automa
will pick the white die with 4 pips.
When the automa is prioritizing pips over color, it will use the + or - to select the closer
die in pips, regardless of color. If a further tiebreaker is needed after using + or -, the
automa will use the color order shown in the drawn card. The automa draws a pair
of cards every time it needs to pick a die.
The automa places a die in a location according to the number shown in the text
card drawn for that die: 1 for the castle, 2 for the upper city, 3 for the middle city,
and 4 for the lower city.

For example: The automa will try to pick a gray die,


Color and place it in the castle. There are two gray dice
- available: a 5 pips and a 1 pip. The automa rolls
1 an unused die to break the tie, and gets 3 pips.
The automa will break the tie between the 1 pip
and 5 pips (equidistant from 3 pips) by using -.
The automa therefore picks the 1 pip gray die and
places it in the castle (1).

The automa always attempts to select a castle tile or a character card. If the automa
will not be able to pick a tile or a card because there are already 4 dice in that
location (counting human dice, automa dice, and dice tokens), the automa will
draw another card to select a new location instead of wasting a dice. Draw as
many cards as needed to pick a new location. The exception is if the human player
die owns the 4th die and will lose its pick if the automa enters the location. For
example, in the upper city the human player has a 5 pips die, and the automa has
a 1 pip die, and the usual 3 pips and 2 pips tokens are there. The automa will not
place another die in the upper city but will select a new location by drawing another
card. If, however, the situation is reversed and it is the automa who has the 5 pips
die, while the human player has the 1 pip die, then the automa will be able to
place a 2nd die in the upper city, if by doing so it would cause the human player
to miss the card. Therefore, the automa, in this example, would place any 2nd die
in the upper city, except if it had only 1 pip (this example assumes the automa draws
two cards with the 2 location).

4. Phase C proceeds as normal, with the automa picking a tile or card by rolling a
die. For each location, count from the left to the right according to the rolled number
of pips. For example, it is the automa’s turn to pick a card in the upper city. The automa
rolls an unused die and gets 3 pips. There are 4 cards available, therefore the automa
picks the 3rd from the left. If there are more pips than cards or tiles available in that
location, continue counting iteratively. For example, if there are 4 cards and the
automa rolls 6, the automa counts 1, 2, 3, 4 from left to right, then restarts counting
from left to right, ending up picking the 2nd card from the left. If the automa has
no card or tile left when it is its turn to pick, it gains 2 VPs.
The does not have coins or guards, and therefore does not pay anything to pick
cards. The automa also ignores any benefit or ability displayed on the cards it picks.
The automa does gain influence according to the value of the card, including the
lvl. 1 cards at the start of the game. The automa also can benefit from the crowns
in the castle tiles, as well as the crown tokens placed on the character cards.
The automa crowns are used when determining player order in phase D, and
when counting VP at the end of the last turn. While the player sums coins, guards
and crowns for VP, the automa only counts crowns for VP. Cards that cause other
players to lose VP, coins, guards or a cleric have no effect on the automa. However,
if the card lists a benefit for the player that does not depend on another player
losing something, then the human player gains that benefit.

5. Phase D proceeds as normal, counting crowns for the human player and for the
automa.

6. Phase E proceeds as normal for the human player, while the automa skips this
phase. The automa ignores the pilgrim map, though it places its pilgrim token in
a quadrant at the start of the game, with one exception. At the end of the game,
the automa gains every track advancement listed in any monastery on the board.
For example, if there is a lvl. 1 monastery that gives 3 influence on the green track,
the automa will gain that at the end of the game, prior to the final VP scoring. The
automa will advance on the influence tracks accordingly, before the final order is
determined for each influence track.
7. Phase F proceeds as normal for the human player, while the automa skips this
phase.
8. Final scoring proceeds as normal for the human player. The automa will gain VP
from the bell tiles in the influence tracks just like a human player. The automa will
score diplomas and end of game green card bonuses just like a human player,
depending on the cards owned by the automa. The automa will gain VP only from
crowns, since it does not own any coins or guards. The automa gains a bonus of
100 VP as a counterbalance from ignoring all card and tile benefits (apart influence
and diplomas). Finally, the automa gains VP from all 6 voyages as if it had funded all
of them.

A note on adjusting difficulty: if you find the automa too easy or difficult, reduce or
increase the 100 VP bonus.

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