Player aid
Castles of Burgundy
Build your princedom into a bustling metropolis of commerce.
Credits: Jarrod Moore
Contents
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
- This is the purpose of the white die, the starting player:
- 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
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
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
- 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.
- 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.)
- 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.)
- 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.)
- 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.)
- 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.)
- As long as this shield is in your duchy, your bonus tiles score double. (+8 victory points.)
- As long as this shield is in your duchy, double the pay out of your mines. (+8 victory points.)
- 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.)
- If this shield is in your duchy during final scoring, your victory point monastery tiles score double. (+8 victory points.)
- 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.)
- 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.)
- 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.)
- 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.)
- 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.)
- 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.)
- 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.)
- ) 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.)