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Castles of Burgundy

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Sourced from: https://jmo.name/games

Player Aid Author: Jarrod Moore

Description

Build your princedom into a bustling metropolis of commerce.


  • Put the board in the middle of the table on the side matching game's player count
  • Divide hex tiles by colours on their backs and place them face down next to game board
  • Shuffle goods tiles face down, then make 5 stacks of 5 stacks of goods tiles:
    • Leave the remaining tiles in a pile nearby
  • Place 12 bonus tiles on their spaces on the board (big tiles stacked on top of small tiles)

Each player takes:

  • A player board
  • 1 castle hex tile
  • 3 random goods tiles from the remaining 17 that were put aside:
    • Stack any same colour tiles on top of each other on your board
    • After this step, the pile that was put aside is no longer needed
  • 1 overview board
  • 2 dice
  • 2 playing pieces:
    • Place one of them on start space of victory track
  • 1 silver coin
  • 1 victory point tile

Determine starting player by rolling a die:

  • Highest result wins

Each player receives workers based on starting position:

  • 1st player: 1 worker
  • 2nd player: 2 workers
  • 3rd player: 3 workers
  • 4th player: 4 workers

In reverse turn order, place token on first space of bridge track, stacking tokens so that first player is on top

Starting player gets the white die

The game takes place over 5 rounds, with each round consisting of 5 phases, lettered A to E

At the beginning of each phase:

  • Remove any hex tiles that are still on the game board:
    • Do not remove inn tiles, they are an exception
  • One by one, replenish hex spaces of the six numbered depots from the face down supply with random hex tiles of the corresponding colour
  • Replenish eight spaces of central black depot with random tiles with black backs
  • Place one inn next to the central black depot
  • Take stack of 5 goods from current phase space and place them face up on 5 "square round spaces"

A round is performed as follows:

  • All players roll their dice:
    • Starting player also rolls white die
    • All dice must be visible to all players
  • Starting player places the first face-up goods tile from round spaces that matches white die result:
    • This is the purpose of the white die, the starting player:
      • Cannot use this for any of their actions
      • Cannot change the result with a worker
  • Each player, in bridge track order, take their turn:
    • If pieces are stacked, turns go from top to bottom
    • Players can take two actions, one for each die they rolled
    • You are also allowed to spend 2 silver coins to take one tile from the black depot to an empty storage space on your board:
      • This can be done in addition to your two die actions
    • You can spend worker chips to change the result of a die either one number up or down:
      • 6 can become a 1 and vice versa
      • You may use multiple workers at a time
    • Used dice are placed on the duke's portrait on the player board
  • When all players have finished their turn, the next round begins

At the end of a phase:

  • Players must pay the fee for any shields they have on their board:
    • 1 silver coin per shield on the board
    • They must do this before receiving silver for mines
  • Players receive one silver coin for each mine in their duchy
  • There may be yellow monastery tiles that also have an effect at the end of a phase

In addition to spending die to take actions, you can buy one tile of your choice from the black depot in the centre of the board. This can be done at any time during your turn before, during, between or after the two dice actions

  • Take one hex tile from the depot matching the die result
  • Place the tile on an empty storage space (the "key spaces"):
    • If you don't have an empty slot, discard a tile on your board to make space:
      • You should really avoid having to do this discard if at all possible

  • Choose one hex tile in your player board storage:
    • Place it on an unused hex space in your duchy that matches the die result and tile colour
    • The space you choose must be adjacent to at least one previously placed tile
    • The first time you take this action, you must place the tile next to your castle
  • Gain the benefit from the placed tile:
    • You only gain the benefit of a building when it is placed:
      • Livestock are an exception to this rule
    • If you cannot take the benefit immediately, you skip it and cannot receive it later
  • You can never place a tile in your duchy directly from the game board
  • Any tiles that are placed are permanent, cannot be moved, removed or replaced
  • If by placing this tile, you fill a coloured area on your board, the area is considered complete:
    • Immediately gain victory points depending on the size of the area:
    Spaces in AreaVictory Points112336410515621728836
    • Gain additional victory points based on which phase the area was completed in:
    PhaseVictory PointsA10B8C6D4E2
    • The first player who manages to completely cover all spaces of one colour takes the large bonus tile and scores it immediately:
    No. of PlayersVictory Points253647
    • The second player who the completes that same color in their duchy gets the small bonus tile and scores it:
    No. of PlayersVictory Points223344
    • The victory point chip can be used to mark when you have scored more than 100 or 200 points

  • Place all goods tiles of the colour matching the die result face down on the sold goods storage space on your player board
  • Receive one silver coin (regardless of how many tiles you sold)
  • Score victory points for each goods tile sold:
    • 2P => 2 victory points
    • 3P => 3 victory points
    • 4P => 4 victory points
  • You must always sell the complete stack of tiles of that type

  • You may use any die result to take two worker chips from the supply
  • The die result is irrelevant when taking this action

The game ends at the end of the fifth phase (phase E). Final scoring then commences.

In addition to the points scored during the game, players additionally score:

  • 1 victory point for each left over:
    • unsold goods tile
    • silver coin
    • two worker chips
  • For each placed yellow monastery, score its victory points:
    • Only tiles placed into hex spaces in duchy count

The winner is the player with the most points. Tiebreakers are:

  • Fewest unused hex spaces
  • Farthest behind on bridge

Otherwise, the victory is shared

  1. You are no longer limited to one building (beige) per type in each of your towns.
  2. For each mine you have placed, you get a worker in addition to the silver coin at the end of each phase
  3. You get 2 silver coins instead of 1 whenever you sell goods
  4. Whenever you sell a type of goods, you gain a worker in addition to the silver coin you normally receive.
  5. Whenever you place a ship tile, in addition to taking all goods tiles from a depot of your choice, you may also grab all goods tiles from an adjacent depot.
  6. You may spend 2 worker chips instead of 2 silver coins to buy a hex tile from the game board, and you may choose a hex tile from all depots, not just the central black depot. You still may only buy once per turn, and only one hex tile.
  7. Whenever you place a livestock tile, in addition to the usual bonus for existing livestocks of the same type in the same pasture, you also gain 1 victory point for each livestock tile that scores at that time.
  8. Whenever you use a worker to change the result of a die, you may add or subtract 2 instead of 1.
  9. Whenever you want to place a building (beige) in your duchy, you may change the die result by 1 (just as if you were using a worker).
  10. Whenever you want to place a ship or a livestock tile (blue and light green tiles) in your duchy, you may change the die result by 1 (just as if you were using a worker).
  11. Whenever you want to place a castle, mine or monastery tile (dark green, gray, and yellow tiles) in your duchy, you may change the die result by 1 (just as if you were using a worker).
  12. Whenever you want to take a hex tile from the game board, you may change the die result by 1 (just as if you were using a worker).
  13. Whenever you use the "Take worker chips" action, you get 1 silver coin in addition to the 2 worker chips from the supply. Note: This and the next tile have no effect when placing a Boarding house.
  14. Whenever you use the "Take worker chips" action, you get 4 workers instead of the usual 2.
  15. At the end of the game, you gain 2 victory points for each different type of goods you sold at least once during the game. Unsold goods are ignored. Note: You may look at your sold goods pile at any time during the game. 16‒23 + 29) At the end of the game, if such a tile is in your duchy, you gain 4 victory points for each building of that type that you placed in your duchy.
  16. At the end of the game, you score 4 victory points for each different livestock type that you placed in your duchy.
  17. At the end of the game, you score 1 victory point for each goods tile you sold. Unsold goods are ignored.
  18. At the end of the game, you score 3 victory points for each large and small bonus tile you own.
  19. If your turn order piece is in a stack with other pieces, it is always placed on top. This applies both actively and passively (i.e. whenever another piece is moved onto the same space, yours is placed on top).
  20. You can buy workers from the supply. 2 workers cost 1 silver coin

  • Choose any depot on the board and grab all goods tiles from that depot:
    • You can choose any depot, not just the one matching the die result
  • Place those tiles on your goods storage spaces on your player board:
    • You may store up to three different colour of goods on your board
    • If you do not have space for a good tile on your board, it stays in the depot
  • Move your playing piece on the bridge forward by one space toward the centre of the game board:
    • If that space is already occupied, stack your piece on top of the other pieces
    • If you are now the starting player for the next round, take the white die

  • Immediately take another action as if you had the die result of your choice to spend

  • No immediate effect when placed:
    • Some monastery tiles have an effect when you place mines
  • At the end of each phase, for each mine placed you will get one silver coin from the supply

  • Score 1 victory point for each animal shown on the tile being placed
  • Score 1 victory point for every animal of the same type shown on other tiles in the same pasture (contiguous area of light green spaces)
  • You do not score points for animals of the same type in other pastures

  • When you place a building, you gain the benefit immediately, and only one time
  • Each building type can only be built once per town (continuous area of beige spaces)

  • Take one of the following from any of the six depots (not from the black depot):
    • One ship (blue)
    • One livestock (light green)
  • Place it on an empty "key space" on your board

  • Take one building (beige) from any of the six depots (not from the black depot):
  • Place it on an empty "key space" on your board

  • Take one of the following from any of the six depots (not from the black depot):
    • One mine (grey)
    • One monastery (yellow)
    • One castle (dark green)
  • Place it on an empty "key space" on your board

  • Immediately choose a type of goods you own and sell that pile
  • You do not need to spend another die to do this sale

  • Take 4 worker chips

  • Take 2 silver coins

  • Immediately place another hex tile from your storage area into your duchy

  • Score 4 victory points

  • Trigger the effect of any other building (beige)
  • The building does not have to be in your duchy
  • The crane counts as a building of your choice for the the corresponding monastery tiles

  • Immediately take another action using the result of the white die
  • You are allowed to use workers to change the rolled number for this action:
    • Do not actually change the die's result

  • No effect other than to help complete an area
  • Only one inn can be played in any given area on your board
  • Placing the inn on an area increases its size by one

Note: These shields only take effect while they are in your duchy

  • Whenever you roll a double, you can choose to place a shield in your duchy as your action
  • At the end of each phase, pay 1 silver coin for each shield in your duchy:
    • If you cannot (or do not wish to) pay the 1 silver coin for a shield, it must be removed from your board and, as a result, from the game
  1. As long as this shield is in your duchy, all pasture spaces count as connected, as if there was just one pasture in your duchy. Accordingly, livestock will gain many more victory points. At the end of the game, if this shield is in your duchy, you score 12 additional victory points.
  2. As long as this shield is in your duchy, whenever another player gets a worker, you also get a worker from the supply. (+12 victory points.)
  3. As long as this shield is in your duchy, you may pay tribute for your shields with workers instead of silver at the end of each phase. Any combination of silver and workers is allowed. (+12 victory points.)
  4. As long as this shield is in your duchy, you have an unlimited number of hex tile storage spaces in your duchy (instead of just three). (+12 victory points.)
  5. As long as this shield is in your duchy, whenever you place a ship, you may choose a type of goods. Take all additionally goods tiles of that type from all six depots. (+12 victory points.)
  6. After taking the shield, at any point in the game, choose one player. Any monastery tiles in that player’s duchy count as if they were in your own duchy. When that player places a new monastery tile, you also gain those benefits. You also gain points from any monastery scoring tiles that player may have if you have this shield still at the end of the game. (+12 victory points.)
  7. As long as this shield is in your duchy, your bonus tiles score double. (+8 victory points.)
  8. As long as this shield is in your duchy, double the pay out of your mines. (+8 victory points.)
  9. As long as this shield is in your duchy, you gain 1 silver for each goods tile you sell (instead of 1 silver for only each type of goods tile). (+8 victory points.)
  10. If this shield is in your duchy during final scoring, your victory point monastery tiles score double. (+8 victory points.)
  11. As long as this shield is in your duchy, whenever you place a castle you have the option of grabbing a shield as your additional action. (+8 victory points.)
  12. As long as this shield is in your duchy, double the amount of victory points you get for each goods tile you sell. (+8 victory points.)
  13. If this shield is in your duchy during final scoring, double the amount of victory points you get for each shield in your duchy (including this one). (+4 victory points.)
  14. As long as this shield is in your duchy, at the end of each phase, after all players have finished their two actions, take a hex tile from any of the six depots (if there are any left). Place it directly in your duchy and apply its effect(s). (+4 victory points.)
  15. As long as this shield is in your duchy, at the end of each phase, after all players have finished their two actions, take a hex tile from the black depot (if there are any left). Place it directly in your duchy and apply its effect(s). (+4 victory points.)
  16. As long as this shield is in your duchy, you may change on your turn the result of one of your dice to any number (and use it accordingly). (+4 victory points.)
  17. As long as this shield is in your duchy, whenever you complete an area, you score according to the next larger area (for example, a size 3 area (6 victory points) scores as 4-size area (10 victory points)). (+4 victory points.)
  18. ) As long as this shield is in your duchy, you are allowed to place hex tiles on any space in your duchy, not only adjacent to a previously placed tile. (+4 victory points.)

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