Navegador - General game info
2-5 players, 60-90 minutes, 12 years and older
AuthorMac Gerdts
IllustratorsMarina Fahrenbach
Mac Gerdts
Published byPD-Verlag
Online since 2017-08-17
Developed byAdrian Kügel (ak15)
Boardgamegeek66589 owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
Navegador - Rules
If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.

Show → summary only → detailed version only → both summary and detailed version


→ Original rules (pdf)

In the 15th century, the Portuguese Prince Henry the Navigator (Henrique o Navegador) summoned the best cartographers and navigators of his time and instructed them to explore the shores of the African coastline. They thereby won expertise in navigation and shipbuilding, heralding the Age of Exploration and enabling Portugal to later find a direct trade route to India and China. In the height of its power Portugal controlled the sea trade from Brazil to Japan and attained overwhelming wealth with the trade monopoly on spices.

Game Components
game board
Navegador card
markers for double loss of ships
coins (30 x 10, 14 x 50, 12 x 100 and 14 x 200 Cruzados)
game rules
quick intro
almanac of historical persons

104 Wooden Pieces

36 ships (7 each per red, green, yellow, blue, and black player, 1 orange Navegador ship)
5 workers (red, green, yellow, blue, and black)
5 game stones (red, green, yellow, blue, and black)
12 wooden disks (teal)
10 churches (grey)
10 shipyards (brown)
23 factories (6 white, 6 yellow, 6 brown, 5 orange huts)
3 price markers (1 white, 1 yellow, and 1 brown cube)

33 colony tokens

9 sugar colonies
11 gold colonies
13 spice colonies
The colony tokens above are face down, here a colony token is demonstrated face up.

35 privilege tokens

6 colony privileges
6 factory privileges
6 explorer privileges
6 shipyard privileges
6 church privilege
5 king's privileges

Setting up the game is described in detail in the quick intro (download:

This is a short summary:

1. Market

In the fourth row from the top, cubes marking the prices for sugar, gold and spices are placed.

2. Players

Each player starts with 2 ships of his color in Portugal, places his worker in Lisboa inside the column showing “3“, and his game stone onto the middle of the rondel. In addition everyone receives 200 Cruzados, a King‘s privilege, the other five ships into his supply, and a player sheet which is equipped with 1 factory (orange), 1 shipyard (brown) and 1 church (grey).

3. Colonies

Each region receives a hidden stack of randomly shuffled colony tokens.

4. Privileges

One privilege of each type is put inside each arch of the gallery.

5. Dangerous sea regions

In Nagasaki (with 2 and 3 players in Macau as well) a token for the extra loss of ships is placed.

6. Explorers

Each sea region except Portugal receives a teal round wooden disk.

7. Buildings

In the lower right corner of the game board the buildings are placed: Inside the upper three lines 6 factories each for sugar, gold, and spices, and inside the lower 2 lines the remaining shipyards and churches from left to right (with more than 2 players, the most expensive fields are left free).


Players represent wealthy trade dynasties which take part in building up the Portuguese colonial empire. The first aim is to explore the unknown sea regions. The player who first enters such a region is rewarded with an explorer and a premium of cash, but also has to sacrifice one ship. Along with a player’s other achievements (colonies, factories, shipyards, churches), the explorers count for victory points at the end of the game. Colonies are an important economic factor as their goods can be sold on the market. Factories are an alternative source of income, because they generate profits when processing goods taken from the market.

With their shipyards players build new ships, and with their churches they recruit new workers. Ownership of workers is necessary to found new colonies or to erect new buildings. A worker must be paid in order to acquire privileges. Privileges augment the victory points (VPs) which can be earned in five categories. On the player‘s sheet, the basic VPs for each category are shown on the first line, and the privileges are placed in the lines below. The situation depicted aside would mean that the player gains 1 VP per colony, 2 VPs per factory, 5 VPs per explorer, 7 VPs per shipyard, and 3 VPs per church. In addition, each worker, ship, and full amount of 200 Cruzados earns one extra VP.

End of game:

After the last sea region has been explored, or the last building has been taken, one final round of turns is executed. The player with the most victory points wins the game.


The money of the bank is not limited. Should in rare cases the bank run out of money, the King‘s Privilege could be used as a substitute: A player places his King‘s Privilege onto one of his coins and pays ten times of its value into the bank. This token now has the value paid to the bank.

Players are not allowed to lend money neither from one to another nor from the bank. The player‘s money is kept open so that other players may look at it anytime they wish.

Action Selection
The players execute one turn after another in clockwise seating order. They choose an action on the rondel. The next fields ahead of the current position of the game stone can be chosen free of charge, for each additional step on the rondel one own ship needs to be taken from the game board.

The players execute one turn after another in clockwise seating order. A turn is chosen by placing the octagonal game stone on the circular rondel depicted here, and performing the indicated action.

In the first turn the position on the rondel is chosen freely. On each following turn, the game stone moves forward on the rondel in clockwise direction. When moving forward, any of the next three fields ahead can be chosen free of charge. If the game stone moves further than three fields, each additional field has to be paid for with 1 of the player’s ships, which is taken from any position on the game board back into the player’s personal supply. It is not allowed to stay in the same field twice in a row; executing the same action on two consecutive turns would require moving forward 8 fields, and paying 5 ships.

Several game stones in the same position on the rondel do not affect each other.


The game stone is on “Sailing” and could move from here to “Workers”, “Market”, or “Colony” without cost. In order to enter “Privilege” the player would have to take back 1 ship, to enter “Ships” 2 ships etc.

At start
The game runs in three phases (phase explanation). The player sitting to the right of the start player receives the playing card Navegador. This card allows to take an additional sailing action and is passed to the player sitting to the right after usage. In the first round the Navegador card cannot be used.

The game runs in three phases and starts at phase I. Phases II and III are triggered after the sea regions of Cabo da Boa Esperanca or Malaca have been explored. The borderline to these regions has a red color instead of blue. A detailed description can be found here.

After the starting player has been drawn by lot, the last player (sitting to the right of the starting player) receives the playing card “Navegador”. This card allows for combining any turn with an additional sailing action. When used, the card is then passed to the player’s right. In the very first round, however, the Navegador card cannot be used. A detailed description can be found here.

Player's Actions
There are 7 different actions which can be chosen on the rondel (“Market“ exists twice):


For each own church one worker can be bought for 50 Cruzados each. Additional workers cost X * 100 Cruzados, where X is the current game phase. Each worker above 9 workers is then sold for 100 Cruzados each.

The player may recruit one new worker per church owned for the price of 50 Cruzados each. Additional workers each cost 100 Cruzados per game phase (for instance 300 Cr. in phase III). The new number of workers is tracked on the chart at Lisboa and the costs are paid to the bank. The minimum possible number of workers is 2, the maximum is 9.

If a player already has 9 workers in Lisboa, he cannot receive more. In this case his churches may recruit virtual workers for 50 Cr. each, which are sold instantly to the bank for 100 Cr. each, resulting in a net gain of 50 Cr. per worker. It is necessary however to pay 50 Cruzados per worker in church beforehand.

Example recruit workers:
A player with 2 churches may recruit up to 2 new workers for 50 Cr. each. For 2 workers he pays 100 Cr. to the bank and moves with his marker in Lisboa 2 positions to the right. If he wants 3 new workers in game phase II, he would have to pay 300 Cruzados (2x50+200).

Example more than 9 workers:
A player owns 8 workers and 3 churches, he pays 150 Cruzados for 3 workers. His worker in Lisboa moves to column “9”. For the remaining 2 new workers he receives 200 Cruzados out of the bank.


For each own shipyard one ship can be bought for 50 Cruzados each. Additional ships cost X * 100 Cruzados, where X is the current game phase. Each ship above 7 ships is then sold for 100 Cruzados each.

For ships the same prices are applied as for workers. The player may build as many ships as he has shipyards for 50 Cruzados each. Additional ships each cost 100 Cruzados per game phase paid to the bank (100 in phase I, 200 in phase II, 300 in phase III). All new ships are placed in the sea region of Portugal.

If a player already has all his 7 ships on the game board, he cannot receive more. Additional ships produced with shipyards are sold instantly to the bank for 100 Cruzados each, after having paid 50 per ship beforehand.

Example building ships:
A player with 3 shipyards wants to build 4 ships. The game is in Phase I. He pays 250 Cruzados (3x50+100) to the bank and places 4 ships in Portugal.


Each ship can sail up to X steps, where X is the current phase. If a region with explorer marker is entered, the ship movement ends there and a second (sometimes even a third) ship needs to be moved there. When exploring such a region, 1 (or 2) ships are lost. The colony tokens will be revealed and the player receives as much money as the price of the cheapest revealed colony. Also, the player receives the explorer disk. During one action "Sailing" only one region can be explored.

The player may sail with all his ships into another sea region. In game phase I a ship can cross only one border (blue or red) in order to enter an adjacent region. In phase II it may cross up to two and in phase III up to three borders during a single turn.

Several ships in the same region, regardless of their owner, do not affect each other.

Unknown waters containing an explorer (round wooden disk) cannot be entered by a single ship. A minimum of 2 ships is required to enter that region simultaneously, otherwise that region cannot be entered. One of those ships is lost in the unknown waters. At least one other ship has to remain in the newly discovered region, even if it still should have the possibility to sail. When exploring the player

  • takes one of the exploring ships back into the personal supply,
  • places the explorer disk from the board on his player sheet,
  • reveals the colony tokens from the corresponding stack, and
  • receives a bonus from the bank, amounting to the price for the cheapest revealed colony.

The newly revealed colony tokens are displayed face up at the region. It is not possible to explore more than one new sea region per turn.

When exploring sea regions marked with the token for double loss of ships (Nagasaki and maybe Macau), the player has to take back 2 ships instead of 1 into his supply. Accordingly, he needs at least 3 ships to enter that region.

Example Explorer:
Red sails from Guiné and Rio de Janeiro into the hitherto unknown sea region of Angola. He loses 1 ship, takes the explorer disk on his player sheet, and reveals the colonies stacked in Angola. As the cheapest colony in Angola would cost 70 Cruzados, he is paid a bonus of 70 Cruzados out of the bank.


Colonies can be bought for the displayed price, if for each colony bought there is one own ship in the region and two workers can be assigned.

The player may found one or more new colonies. He pays the prices printed on the colony tokens to the bank and takes the respective tokens into his personal supply. In addition the player has to meet two requirements per new colony:

  • at least one own ship in the same region,
  • and two workers in Lisboa.

It does not cost ships or workers to found colonies, but every ship and worker can be used only once per turn. For instance, to found 2 colonies in one region at the same time, the player has to be present with at least 2 ships in that very region, and has to own at least 4 workers in Lisboa.

The prices for colonies are as follows:

  • Sugar (white): from 40 to 120 Cruzados,
  • Gold (yellow): from 50 to 150 Cruzados,
  • Spices (brown): from 60 to 180 Cruzados.

If a player has the choice, he will always found the cheapest colony, because apart from their price colonies of the same type do not differ.

Example found colonies
Red has 6 workers, 2 ships in Bahia, and 1 ship in Guiné. He can found only 2 colonies, one in Guiné (80 Cruzados) and one in Bahia (100 Cruzados). He pays 180 Cruzados to the bank and takes both colony tokens in his supply. If he had 2 ships in Guiné, he would be able to found 3 colonies if he could afford them. He cannot found colonies in Rio de Janeiro because he has no ship there. If he had only 3 workers, he could found only 1 colony, because every new colony requires the ownership of 2 workers.


The player can buy buildings for the displayed price. Each factory also requires 3 workers, each shipyard 4 workers and each church 5 workers. Those workers are not lost.

The player may build new factories, shipyards, and churches. He pays the respective prices printed at the chart to the bank and places the new buildings on his player sheet. In addition he needs

  • 3 workers per new factory,
  • 4 workers per new shipyard,
  • 5 workers per new church.

His number of workers has to be sufficient for all new buildings together. The number of workers in Lisboa remains unchanged, as it does not cost workers to build.

Example buildings
The player has 7 workers and the available buildings are depicted above. The player could for instance build 1 gold factory and 1 shipyard; in this case he would pay 220 Cruzados to the bank (70+150). He could as well build 2 gold factories, or 1 gold and 1 spice factory, paying in both cases 170 Cruzados. But as he has only 7 workers, he could not build 2 shipyards (4+4=8). If he wanted to build a church, he could not build a second building at the same time.


For every type of goods a player can either sell goods with his colonies, or process goods with his factories. When selling goods, for each unit sold the player receives the current market price indicated by the price marker in that color. After selling the price marker is moved as many steps downward. When processing goods, for each unit processed the player receives the price indicated in the rightmost column. After processing, the marker is moved as many steps upward. The starting factory is a joker and can process any type of goods that is not sold in this round.

The player may sell goods with his colonies and take goods from the market to process them with his factories. The number of colonies and factories remains unchanged when selling or processing goods.

Selling goods with colonies

For each colony 1 respective unit of goods may be sold on the market. For each unit sold the player receives its current price on the market. After that, the price marker moves down as many fields on the market as units have been sold. If the price marker reaches the bottom line it simply stays there, but further sales of units are still possible.

Processing goods with factories

For each factory 1 respective unit of goods may be processed. White factories process sugar, yellow factories gold, and brown factories process spices. The starting factory (orange) works as a wildcard and can be used to process 1 unit of any type. All units to be processed are taken from the market, therefore it is not necessary to own colonies of the same type.

For each processed unit the player receives income from the bank amounting to as many Cruzados as are shown inside the red (rightmost) column corresponding to the price marker’s current position. After receiving the total income, the price marker moves a number of fields up equal to the number of units that have been processed. If the price marker reaches the highest line of its column it simply stays there, but further processing of units is still possible.

Selling and processing

The decision whether to sell or to process is taken separately for every type of goods. It is possible to sell one type and process the other, but it is not possible to process and sell goods of the same type at the same time. Of course players may decide to sell or process only a subset of the possible units, in order to influence the prices on the market for their future plans.

Example selling goods with colonies
The player owns 3 gold colonies and sells at the depicted price of 50 Cruzados (although the current price is covered by the marker, it still can be read because every number occurs twice). He receives 150 Cruzados (3x50) out of the bank and the price marker moves down onto the upper “30”. If the player would sell from 5 gold colonies, he would receive 250 Cruzados and the marker would reach the bottom line. The next player on the market would now receive only 30 Cruzados per sold unit of gold.

A complete market action
The player’s 3 colonies and 4 factories, along with the current prices on the market, are depicted. He sells 2 units of gold for 40+40=80 and 1 unit of spices for 70 Cruzados. Gold and spices thus cannot be processed in the same turn. Thus his gold factory cannot be used and his orange factory may only process sugar. He processes 3 units of sugar receiving a revenue of 3x30=90. The total payment from the bank is 80+70+90=240 Cruzados. The new prices are depicted to the right.
As an alternative, the player may process 2 units of gold with his factories for a total of 100, instead of selling gold with his colonies. Together with 2 units of sugar processed for 60, and one unit of spices sold for 70 , he then would earn a total of 230 Cruzados. Although he would earn 10 Cruzados less now, there may be a chance to sell his gold for a better price later on.


Privileges increase the multiplier for one of the point categories colonies, factories, explorers, shipyards or churches. Additionally the player receives a one-time bonus that depends on how many such privileges and items of the category the player already owns. The player choose one of the available categories, and pays one worker. It is not allowed to have less than 2 workers, and a player can have no more than 3 privileges in each category.

On top of the game board is a gallery with five different historic persons, whose privileges give a cash bonus at once and victory points (VPs) at the end of the game.

The player loses 1 worker in Lisboa and chooses one privilege currently available on the game board in return. The privileges reward the possession of (from left to right) colonies, factories, explorers, shipyards, and churches.

On every turn, no more than only one privilege token can be taken. The privilege is placed onto his player sheet in the highest possible position of the appropriate column showing a bonus, which decreases with every additional privilege. The newly covered bonus is multiplied with the number of respective achievements (colonies, factories, explorers, shipyards, churches) and the result is paid to the player from the bank.

Each player can take no more than 3 privileges per type during the game. If a player has only 2 workers, he cannot take a privilege either, because players must always have at least two workers in Lisboa.

Example taking a privilege
The gallery still contains every type of privileges. The player pays with 1 worker and takes a church privilege. As he already owns one privilege of this type, the new privilege is placed in the second position from above, showing a bonus of “40”. For his 2 churches he receives a bonus of 80 Cruzados (40+40) out of the bank. If he had taken an explorer privilege instead, he would have received 5x20=100 Cruzados, and for a shipyard privilege 50 Cruzados. In the first column the respective bonus would have been 30 per colony, and in the second column 20 per factory.

Game Phases
There are 3 game phases. The game starts in phase I. Whenever a ship crosses a red line, the next game phase starts. A ship can sail up to X regions per turn, where X is the current phase. Additional workers and ships cost X * 100 Cruzados each. At the beginning of a new phase the privileges are replenished depending on the number of players.
The game starts in phase I. After the exploration of Cabo da Boa Esperança the game enters phase II, and after the exploration of Malaca it enters phase III. This is emphasized on the game board by red borderlines (instead of the usual blue ones), and by a small diagram showing the phase numbers which now change. The diagram for phase II to the right shows that all ships may now sail up to 2 regions per turn, and that additional workers and ships now cost 200 Cruzados each. In phase III all ships may sail up to 3 regions, and additional workers and ships cost 300 Cruzados each.
The new phase comes into effect on the next turn, therefore the old sailing distance is still applied to all ships in a turn where a new sea region is explored.
At the beginning of a new phase the privileges are replenished depending on the number of players. The depicted chart on the game board shows to which number the privileges are replenished.
Replenish privileges to:
Players Phase 2 Phase 3
2 1 1
3 1 2
4 2 2
5 2 3

Example Replenishing Privileges
In a 5 player game, the game enters phase II because the first red borderline has been crossed for the first time. The chart on the game board shows in case of 5 players (last line), that in phase II all privileges are replenished up to a total of two. In the situation illustrated here, the following privileges are added to the gallery: 2 x Colony, 1 x Factory, 1 x Explorer and 1 x Church privilege. Note that the depicted situation cannot happen in a real game, because in Phase 1 there is always only 1 privilege of each type, but it shows what happens if there are still enough privileges at the end of the last phase so that no additional privilege has to be added.

The Navegador can be used at the beginning of a player's turn to take an extra action "Sailing". Then the Navegador card is passed to the player sitting to the right. The Navegador has to be played within one round on the rondel, otherwise it expires and is passed to the player sitting to the right.

The “Navegador“ card allows for an extra sailing action immediately before the player’s turn on the rondel. After being used once, the card is given to the player sitting to the right. For this extra action the usual rules for sailing are applied. In particular, the card may be used to explore an unknown sea region. Thus in combination with a regular sailing turn even two explorers can be taken before the next player makes his turn. If using the Navegador leads to a new game phase, the new phase has already come into effect with the regular turn on the rondel.

If the card is not used within one round circling around the rondel, it automatically expires. The round is marked with the orange ship, which is placed on the rondel at the current position of the new owner at the moment when he receives the card. If he again enters or passes that field without using the card, it is given to the player on his right, and the ship on the rondel is moved to the new owner’s current position on the rondel.

End of the game
The game ends when a player has explored Nagasaki, or if the last building has been bought. After that one complete round is played (i.e., the game ends with the action of the player who has triggered the game end).

The game end can be triggered in two ways:

  • either after the sea region of Nagasaki has been explored,
  • or after the last building has been taken.

After the game end has been triggered in one of those ways, each player, including the one who triggered the end, takes a single final turn and then the game ultimately finishes.

If a player explores Nagasaki by use of his Navegador card, he may take his regular turn and only after that every player, including himself, executes his final turn.

In each point category (colonies, factories, explorers, shipyards and churches) for each such item the player receives points (base points plus privileges). Shipyard privileges and church privileges increase the point value of their category by 2, all other privileges increase the point value by 1. Additionally the king's privilege can be assigned to a category with fewer than 3 privileges. Each ship, worker and 200 Cruzados are worth 1 point each. A possible tie is won by the player who would get the Navegador next (or still has it).

Each player uses his game stone taken from the rondel to count his final victory points (VPs) on the scoring track running around the game board. If the player’s score exceeds 100 VPs, a player’s ship is placed at the scoring track, marking 100 VPs. The player with the most VPs wins the game. A possible tie is won by the player who currently holds the Navegador or, if not the case, who is the next player who would receive him.

Victory Points (VPs):
Each player receives 1 VP per his worker in Lisboa, ship on the game board and full amount of 200 Cruzados cash.

After that the player sheets are evaluated. Each sum inside the 5 columns, where the numbers already printed on the player sheet are counted as well, is multiplied with the number of the corresponding achievements. In the situation shown here, every colony counts as 4 VPs, every factory as 2 VPs, every explorer as 5 VPs, every shipyard as 7 VPs, and every church as 5 VPs.

Before calculating the final results, each player places his King’s privilege on a free position inside his player sheet, but without receiving the related cash bonus. The King’s privilege counts as a privilege of the chosen type: 2 VPs per shipyard or church, or 1 VP inside one of the other 3 columns.

In this variant the King‘s Privilege has to be acquired in the course of the game, otherwise it will expire. One King‘s Privilege per player is placed onto the game board near Goa, the capital of the Portuguese Colonial Empire. When choosing the action „Privilege“, the player may take his King‘s Privilege instead of another one available at the gallery, but only if he has a ship at Goa at the same time. For his King‘s Privilege the player does not have to pay a worker. But like any other privilege, it is immediately placed onto his player sheet on a free position and gives the respective cash bonus. A player may take no more than 1 King‘s Privilege throughout the game.

Things which are sometimes overlooked

  • In order to use factories, possessions of colonies are not required (factories take their commodities from the market, thus causing prices to rise)
  • Each type of goods can only be sold from colonies, or processed with factories.
  • Ships may sail in any direction including back to Portugal.
  • When exploring a new region, at least one ship must be left in the region (mapping it for Portugal).
  • When taking the „sailing“ action, only one new region can be explored. However, use of the Navegador is an extra action and thus would allow the use of a second „sailing“ action to be used to explore another new region.
  • In the very first round, the Navegador cannot be used, the player with the Navegador card simply marks his position on the rondel with the orange ship.
  • The Navegador can only be used before the player reaches the position on the rondel marked with the orange ship.
  • If a player triggers the end of the game during his Navegador action by sailing to Nagasaki, the player completes the Navegador turn, as well as the regular turn and then everyone gets one more turn, including the player who triggered the end of the game.
  • A player is not required to take any actions on the rondel when they land on the space. For example a player could land on Privilege and not take any privileges.
  • At the beginning of each new game phase, the privileges are only refilled to the number depicted on the game board (based on the number of players). In other words, if the refill number is 3 and 1 privilege is still left from the previous phase, only 2 privileges would be added to bring the total to the refill number of 3.
Workers and Ships
  • When reaching more than 9 workers or 7 ships while recruiting them, the surplus can only be sold to the bank for 100 Cruzados each, when it has been paid before with 50 Cruzados each to the bank.

About the development of Navegador

Visiting LeiriaCon in Portugal in January 2009, I decided to create a game about the Golden Age of Portugal. After some playtests in Hamburg and with the Brettspielbären from Berlin, a prototype was presented at LeiriaCon 2010 that met with great enthusiasm. From then on, a lot of tireless playtesters contributed to the adjustments and changes which still had to be made. Just to name a few, my special thanks go to Stephan Borowski, Jens Külpmann, Ann-Christin Dähnke, Lars Brügging, Rüdiger Kuntze, Holger Gentemann, Michael Lopez, and the players from the Rieckhof cultural center. In Portugal, Paulo Soledade tested with his friends, and in the United States it was Mark Bigney. Without the great help of Mark an English edition of Navegador could not have been realized. In addition, presenting Navegador at the Herner Spielewahnsinn, Hamburger Spieletage, Heidelberger Spielevent on castle Stahleck, and at the game nights with Pete in Jork helped immensely to improve the game. At the same time I decided to contribute to the graphic design, which additionally cost me many nights of hard work. Without the professional help and good ideas of Marina Fahrenbach this would have been in vain. Peter Doersam, who was playtester, editor and publisher at the same time, was engaged as ever doing his level best. For my wife Kathia and our 4 years old Johann this was a hard time, but both were backing me by sharing my enthusiasm.
Mac Gerdts

Hints for handling

Action selection

The default configuration allows you to choose actions by clicking on the corresponding section on the rondel. Sections which are highlighted in green can be chosen without costs, sections which are highlighted in red cost at least 1 ship. If you can choose the Navegador, the Navegador image is displayed in the center of the rondel. If you click on the image, you can execute the extra Sailing action.

If you prefer to choose your actions via a popup dialog, you can configure that in the side panel (click there on the heart icon) and choose "Action selection via dialog".


On the market the potential final marker positions resulting from the market action are shown with a blue border. This final position usually indicates how many units of the type of goods are sold or processed. If the price marker is moved to the topmost position (or if it is already there) it is assumed that the player wants to process as many such goods as possible. If the price marker is moved to the bottommost position, it is assumed that the player wants to sell as many such goods as possible. Below the market the current earnings are shown based on the selected new positions of the price markers. Clicking on the "Trade" button in the lower right corner of the window performs the trade.

There is one edge case when the price marker is moved to the topmost position or if it is already there: It is not possible to tell if the user also wants to use his orange factory for that type of goods. If the orange factory is not explicitly used for any other type of goods, it will be automatically used for one type of goods for which the price marker is in the topmost position. This is already included in the calculated earnings shown below the market, but not included in the calculation that is shown when you move your mouse over the topmost position.


Above the available privileges the bonus is shown that the player would receive in case he takes the privilege below. In the player info the current points per item in the point categories is shown. Each privilege taken increases the multiplier by 1 (or 2 in case of shipyard or church privileges). The king's privilege is automatically assigned when the game ends in such a way as to maximize the final points of the player.

When playing with the variant "King's privilege in Goa", the King's privilege is shown in the player info in case it has not been "collected" yet. If the player has a choice to take this privilege, a blue border will appear and it becomes clickable.


When performing the action "Sailing", first click on the region where a ship should depart, and then choose the final destination for the ship. If the final destination is an unexplored region, you will be asked to choose another region from which a ship should sail to that same destination, because you need to have at least 2 ships when sailing into an unexplored region. If this choice is unique, it will be done automatically. To reveal the colonies in the unexplored region, you have to click on the explorer disk. This action cannot be taken back, and therefore is never executed automatically.

Player info

When playing with many players, it might make sense to switch the display to show only one player info at a time. This can be done by clicking on the heart icon in the side panel, and then choosing "Tabbed view". Alternatively (if you don't want to change the setting for all your Navegador games) you can click on the tab symbol in the title bar.

In the player info you can see in the upper right your current points. The number in parentheses is the number of points including the points for workers, ships, money and the king's privilege.

In the row below you can see the number of Cruzados, ships and explorers of a player. Also the Navegador card can be seen in case the player currently has it.

In the third row the three types of colonies of a player are shown. Since only the number of colonies of a type are relevant, you can't see the prices at which the individual colonies have been bought. After the colonies, you can see what the currently optimal assignment of the king's privilege is.

In the fourth row you can see the buildings of a player, first the factories of the three types of goods, then the joker start factory, then the shipyards and the churches.

In the last row the current multipliers for the point categories are listed. The starting values are: 1x (colonies), 2x (factories), 4x (explorers), 3x (shipyards), 3x (churches). When clicking on a privilege image, you can see those starting values, as well as the number of privileges of that type, how many items of this point category the player owns, and what the next bonus payment would be when the player collects another such privilege.

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