The Castles of Burgundy - General game info
The Castles of Burgundy
2-4 players, 30-90 minutes, 12 years and older
AuthorStefan Feld
IllustratorsJulien Delval
Harald Lieske
Published byRavensburger Spieleverlag
alea
Online since 2014-08-30
Developed byBart De Cock (be_com4)
Boardgamegeek84876
Yucata.de 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!
Note: This online implementation uses slightly changed rules!
The Castles of Burgundy - Rules

The Castles of Burgundy

Changes on Yucata:
- Each player may freely choose the player board for a maximum flexibility.
- Bonus points are calculated immediately from the moment they are acquired during the game.
  E.g. some knowledge tiles obtain points from the moment they are placed in the estate until game end

Game scenarios

  • Basic: All players play with board #1 and starting castle in the middle.
  • Advanced: Players may choose board #1 or a random board to play and the location of the starting castle.
  • Random: Each player gets a different random board and a random location for the starting castle.
  • Free: Players may freely choose their board and location of the starting castle. Players may choose to play with the same board.

Introduction

The Loire Valley during the 15th Century. As influential princes, the players devote their efforts to careful trading and building in order to lead their estates to prominence. Two dice set out the action options, but the players always make the final choices. Whether trading or livestock farming, city building or scientific research, many different paths lead to the prosperity and prominence of the players! The many ways to gain victory points in this building game require careful thought round after round along with extensive planning ahead. Thanks to the different estates, the game remains challenging for the players for a long time, as no two games play out alike. The winner is the player with the most victory points at the end of the game.

Contents

  • 164 six-sided tiles:
    • 7x 8 buildings (beige, 16x with black backs)
    • 7x 4 animals (light green, 8x with black backs)
    • 26x “knowledge” (yellow, 6x with black backs)
    • 16 castles (dark green, 2x with black backs)
    • 12 mines (grey, 2x with black backs)
    • 26 ships (blue, 6x with black backs)
  • 42 goods tiles (square, 7 in each of 6 colours)
  • 20 „Silverlings” (eight-sided)
  • 30 Worker tiles (square))
  • 12 Bonus tiles (square), 1 small and 1 large in each of 6 colours)
  • 8 playing pieces (2 in each of the 4 player colours)
  • 9 Dice (2 in each of the 4 player colours plus 1 white one)
  • 1 game board
  • 9 player boards (numbered 1-9)
The Gameboard shows:
  1. 5 phase spaces (A-E)
  2. 5 round spaces
  3. 1 turn order track
  4. 6 numbered depots (1-6) each holding six-sided tiles
  5. 1 central black depot
  6. 6 numbered depots (1-6) for goods space
  7. 12 spaces for the bonus tiles
  8. The estate, with a total of 37 spaces split into regions of various different colours (such as pastures (light green), rivers (blue), cities (beige), etc.)
  9. Dice storage
  10. 3 goods storage spaces
    Goods storage space for sold goods
  11. Silverling storage
  12. Worker tile storage
  13. Storage spaces for six-sided tiles
  14. Summary of the 4 actions
    The extra action (“buy”)
  15. Victory points
Gameboard

Setup

Place the 20 Silverlings, the 30 worker tiles, the 164 six-sided tiles (sorted according to colour) and the white die next to the game board.
Place 5 piles of 5 face-down goods tiles onto phase spaces A-E.
Place 2 x 6 bonus tiles onto the corresponding spaces on the game board.

Give each player:
  • 1 “start castle”
  • 3 random goods tiles
  • 2 same-coloured dice
  • 1 playing piece (turn order)
  • 1 Silverling

Determine a start player by rolling dice. That player receives one worker tile which he places onto the appropriate storage space in the lower left hand corner of his board, visible to all other players. The next player in clockwise direction receives 2 worker chips, the third player receives 3 and the fourth player receives 4.
Each player uses their second playing piece to mark the just-determined playing order on the first space of the turn order track: The start player’s piece should be on top in the tower and the last player’s piece should be at the bottom.
Give the start player the white die.

Each player may choose a player board. Players are free to choose which (dark green) space they will place their starting castle on. These decisions will be made openly (one after the other in turn order).

Game Play

The game lasts for five phases (A through E). Each phase consists of five rounds.

Setup for each phase

At the start of each phase, the following setup is carried out:
  • Remove all six-sided tiles remaining on the board and return them to the box. Any remaining goods tiles are left on the board!
  • Randomly draw new six-sided tiles and place them, face-up, onto the matching-coloured six-sided spaces in the six numbered depots. In a 2-player game only 2 spaces are used per depot, in a 3-player game 3 and in a and in a 4-player game 4 spaces will have tiles placed onto them.
    Note: In the three-player game only, there is an exception for the dark green space in the No. 6 depot: In phases A, C and E a castle is placed onto it as normal, but in phases B and D a mine (grey) is placed there instead!
  • Randomly draw black-backed six-sided tiles and place them, face-up, onto the black depot (draw 2 to 8 tiles, depending on player number).
  • Take the 5 goods tiles for the current phase and place them, face-up, onto the five square round spaces below the phase spaces.

The five game rounds

After phase setup, five game rounds follow, each of which is carried out in the same manner:

  1. First, all players roll their two dice, with the start player also rolling the white die.
  2. Then all players place their dice in front of themselves so that all players can see them.
    Note: Rolling simultaneously allows those players whose turns come later to start planning their turns ahead of time.
  3. The start player starts. First, he takes the topmost goods tile from the round spaces and places it onto the goods space of the depot whose number matches the number rolled on the white die. (This is done by the system on Yucata.de)
    With this, the white die’s function for this turn is complete; it cannot be used by the start player to assist him on his own turn (and can never be adjusted via worker tiles!).
  4. Thereafter, the start player carries his turn out.
  5. It is then the turn of the next player in turn order (moving from right to left on the turn order track and from top to bottom in a given tower).

Once each player has had a turn, a new round begins, etc.

As 5 goods tiles are added each phase and since one tile is added to a depot at the start of each round, it is easy to tell which round the current one is and how long the current phase (and by extension the entire game) will last.

A player’s turn

… consists of carrying out exactly two actions, one per die. Once a die has been used, it is placed onto the used die storage space in the upper right hand corner of the player’s board.

Worker tiles
worker
These may be used at any time (a tile, once used, is returned to the general supply) to adjust a die’s result up or down by 1. Changing a die’s result from 1 to 6 or from 6 to 1 is also permitted and also costs one worker tile. Players may use multiple tiles to change a die’s result multiple times.
Example: By paying 2 worker tiles, Anna can turn a 2 into a 6 and subsequently take a six-sided tile from the No. 6 depot.
Dice actions
take tile “Take six-sided tile from the game board”

The player may take one six-sided tile of their choice from the depot whose number corresponds to the result of the die used to carry out the action. The chosen tile is placed onto an empty storage space in the bottom left-hand corner of his board (never directly into his estate!). Should all of the storage spaces be full, then he must first choose a prior tile to discard (thus removing it from the game) and subsequently place the new tile onto the newly emptied space (players should try to minimize how often they have to discard tiles).

place in estate “Add six-sided tile to your estate”

The player may take one six-sided tile of his choice from the storage area in the lower left-hand corner of his board and add it to his estate. The die chosen to carry out this action indicates which corresponding empty space he may place the tile onto. All newly-placed tiles must always lie directly adjacent to at least one previously-placed tile. A tile’s colour must always match the colour of the space it is being placed onto. The first tile can thus only ever be placed onto one of the six spaces surrounding the ‘start castle’.
Depending on what type of tile was placed, its effect follows immediately afterwards (see below).

sell goods “Sell goods”

A player may choose to sell all goods of one type from his goods storage. The die chosen to carry out this action indicates which goods type (=colour) may be sold. All corresponding goods tiles in the player’s goods storage are piled, face-down, onto the goods storage space on the player’s board intended for this purpose. For doing this, the player receives:

  • exactly one Silverling from the supply, regardless of how many tiles he just sold (=turned face-down)
  • 2, 3 or 4 victory points per tile (depending on the number of players).
Note: A player must always sell all tiles of a type when choosing the “Sell Goods” action, even if he would like to keep some in reserve.

worker action “Take worker tiles”

Finally, a player may choose to use any die result to take 2 worker tiles from the general supply. In this case, the die result itself is meaningless.

Turn action
buy black tile “Buy a six-sided tile from the black depot”

In addition to his two dice actions, each player may, once per turn, choose to buy one of the six-sided tiles from the central black depot. He may do this at any point during his turn: before, between or after the dice actions.
To accomplish this, the player must return 2 Silverlings to the general supply and subsequently place the newly-purchased six-sided tile, as with any tile from the game board, onto an empty storage space in the lower left-hand corner of his board.

Additional rules for placing six-sided tiles:

regio scoring

bonus bigbonus small
Whenever a player takes a six-sided tile from the game board, he must always first place it onto a storage space in the lower left-hand corner of his board. This is still the case even if he uses his second action to immediately add it to his estate.
Six-sided tiles, once added to an estate, may never be moved or removed.
As soon as a coloured region – regardless of its size – is completely covered with tiles, then this region is considered to be complete and scores victory points in two different ways:
  1. Depending on its size (1 to 8 spaces), the completed region scores between 1 and 36 victory points which are immediately scored on the victory point track.
  2. Additionally, the region – depending on the phase – scores between 10 and 2 victory points: The empty phase space (A-E, in the upper right of the game board) for the current phase indicates how many additional victory points each completed region (regardless of its size!) is worth: between 10 in the first phase (A) and 2 in the last phase (E).
The first player who manages to cover all spaces of one colour in his entire estate with tiles (by placing his third mine, for example, or his sixth animal tile) immediately takes the corresponding large bonus tile from the game board. He immediately scores victory points depending on the number of players (5 victory points with 2 players, 6 victory points with 3 players or 7 victory points with 4 players).
The second player to finish covering up this same colour takes the small bonus tile and the corresponding 2 to 4 victory points.
Third and fourth place receive nothing.

End of a phase

A phase ends after five rounds. Players with mines now receive the corresponding number of Silverlings. Some of the yellow “knowledge” tiles may also have an effect. The next phase then begins.

Game End

The game ends after the fifth phase has been played through to completion. Final scoring follows, during which players receive victory points for the following:

  • each unsold goods tile: 1 victory point
  • each remaining Silverling: 1 victory point
  • every two worker tiles: 1 victory point
  • each VP-bearing yellow tile (see below).
    (Note: Six-sided tiles remaining on the storage spaces of a player’s board are not scored!)

The player who is the farthest along on the victory point track is the winner. In the case of a tie, the winning player is the tied player with the most empty estate spaces. Should there still be a tie, then the winning player is the tied player who went later in turn order.

The tiles and their additional advantages

The yellow tiles (“Knowledge”)
The game includes 26 different yellow tiles. Many have effects that take place immediately after placement, in that they change certain rules. Others only come into play during final scoring (calculated continuously on Yucata.de).
knowledge1 1. The player who adds this tile to his estate may ignore the rule that only one building of each type is allowed in each city. He may thus add as many buildings as he likes, without restriction, to his cities.
knowledge2 2. The player who adds this tile to his estate receives one worker tile from the general supply in addition to the usual Silverling for each of his mines at the end of each phase.
knowledge3 3. The player who adds this tile to his estate receives 2 Silverlings from the general supply instead of 1 each time he sells goods (either via dice action or by adding a warehouse to his estate).
knowledge4 4. The player who adds this tile to his estate receives one worker tile from the general supply in addition to the usual Silverling each time he sells goods (either via dice action or by adding a warehouse to his estate).
knowledge5 5. The player who adds this tile to his estate may, when adding a ship to his estate, choose to take goods tiles not from one but from two neighbouring goods spaces and add them to his goods storage.
knowledge6 6. The player who adds this tile to his estate may buy not only from the central black depot but also from the other six depots (i.e. from all seven). That player may still only make one purchase per turn.
knowledge7 7. The player who adds this tile to his estate receives 1 victory point more for each animal tile (i.e. not for each individual animal!) that scores points when a new animal tile is added.
Example: Benno adds a 3 sheep tile to a pasture that already has a 4 sheep tile. He scores (3+1) + (4+1) = 9 victory points. Should he later add a 2 pig tile to this pasture, then it would score 3 victory points.
knowledge8 8. The player who adds this tile to his estate may adjust a die result by up to +/- 2 per worker tile that he pays.
Example: To make a 3 out of a 6, Carla would now only need 2 worker tiles.
knowledge9 9. The player who adds this tile to his estate may adjust all die results being used to place buildings (beige tiles) by +/- 1, just as if he had used a worker tile for them.
knowledge10 10. The player who adds this tile to his estate may adjust all die results being used to place ships or animals (blue or light green tiles) by +/- 1, just as if he had used a worker tile for them.
knowledge11 11. The player who adds this tile to his estate may adjust all die results being used to place castles, mines or “knowledge” (dark green, grey or yellow tiles) by +/- 1, just as if he had used a worker tile for them.
knowledge12 12. The player who adds this tile to his estate may adjust any die results being used to take new six-sided tiles from the game board by +/- 1, just as if he had used a worker tile for them.
knowledge13 13. The player who adds this tile to his estate receives one Silverling in addition to the usual 2 worker tiles each time he chooses the “Take worker tiles” dice action.
Note: This tile has no effect when adding a boarding house.
knowledge14 14. The player who adds this tile to his estate receives 4 (instead of the usual 2) worker tiles each time he chooses the “Take worker tiles” dice action.
knowledge15 15. The player who adds this tile to his estate receives 3 victory points at the end of the game for each goods type that he has sold at least one goods tile of. Unsold goods are ignored. Note: Players may look at their sold goods tiles at any time.
Example: Dario has sold the following goods tiles: 4x red, 3x violet, 3x pink and 1x orange. He receives 4 types x 3 victory points = 12 VP.
knowledge16 16-23. The players who add these tiles (Nos. 16-23) to their estates receive 4 victory points at the end of the game for each corresponding building that has been added to their estates.
Example: Benno has yellow tiles 17 (watchtowers) and 22 (banks) in his estate at the end of the game, along with 2 watchtowers and 4 banks. He receives (2 x 4) + (4 x 4) = 24 victory points for them.
knowledge24 24. The player who adds this tile to his estate receives 4 victory points at the end of the game for each animal type that has been added to his estate.
Example: Anna has 1 cow, 1 chicken and 3 sheep tiles at the end of the game. She receives 3 types x 4 victory points = 12 VP.
knowledge25 25. The player who adds this tile to his estate receives 1 victory point at the end of the game for each sold goods tile. Unsold goods are ignored.
Example: Should Dario have also owned this tile, then he would have received 11 VP for it (see example under tile 15 above).
knowledge26 26. The player who adds this tile to his estate receives 2 victory points at the end of the game for each bonus tile he claimed, regardless whether they are large or small.
The blue tiles (“Ship”)
ship Whenever a player adds a ship tile to his estate (which can occur up to 6 times), then two things happen immediately:
  • The player takes all of the goods tiles on any one depot’s goods space and adds them to the goods storage in the upper left hand corner of his board.
    Important: the chosen depot is completely separate and independent of the die result that was used to place the ship!
    Each player may collect up to three different types of goods (= colours) in his goods storage. Tiles of the same colour are always piled on top of each other, different coloured tiles are placed next to each other. If, because of this restriction, a player cannot store all of the goods tiles present in the chosen depot, then he simply leaves behind any goods he cannot store.
    Example: Carla has added a ship to her estate and subsequently takes goods tiles from the goods space shown: the turquoise one (which she adds to her other turquoise good) as well as another one (pink or brown) which she will add to her still-empty goods storage space
  • The player moves his playing piece on the turn order track one space to the right. Should this space be occupied, then he places his piece on top of the other pieces. Should this result in him being start player for the next round then he also receives the white die.
The light green tiles (“Animal”)
shipship Whenever a player adds an animal tile to his estate (which can occur up to 6 times), then he immediately receives victory points (and moves his playing piece on the victory point track forward). Each tile has between 2 and 4 animals on it and the player receives the corresponding number of victory points for them. Should the player already have animals of the same type in the pasture (= a region of connected light green spaces) that the new tile is being added to, then he scores all tiles with the same animal type again in addition to the newlyplaced tile.

Important: The animal tiles must be part of the same pasture but do not need to be immediately adjacent to the newly-placed animal tile. Tiles with the same animal on them on other pastures are not scored.

Example: Benno adds the topmost 4-cow tile to his estate. He receives 4 + 3 = 7 victory points for it. Should he add another 4-cow tile to this pasture later on, then he would receive 4 + 4 + 3 = 11 victory points for it.
The dark green tiles (“Castle”)
ship Whenever a player adds a castle tile to his estate (which can occur up to 3 times), then he immediately carries out an additional action of his choice as if he had an extra die with any result he wishes at his disposal. He could, for example, immediately add another six-sided tile to his estate, or ...
The grey tiles (“Mine”)
ship These tiles are (with the exception of a few of the yellow tiles) the only ones without an immediate effect when they are placed (which can occur up to 3 times). Instead, at the end of each phase, the player receives 1 Silverling from the supply for each mine in his estate.
The beige tiles (“Building”)
Whenever a player adds a building tile to his estate (which can occur up to 12 times), then he immediately gets to make a single use of that building’s advantage.
Important: Each of the 8 building types may only occur once per city (= a region of connected beige spaces). Depending on the estate, there may be between 2 and 6 cities of different sizes (1 to 8 spaces).

Estate No. 1, for example, has 4 cities: one 1-size, one 5-size and two 3-size.
Each building provides an advantage immediately after having been built. These are also shown symbolically at left on the player boards.

Fundamentally, when placing all buildings:
  • Their additional advantages are ‘activated’ via their placement, a die result (=action) is not required!
  • Should a player not be able to make use of a building’s advantage (because, for example, there aren’t any more blue or light green tiles left in the numbered depots after having placed a market), then the building may still be added (although the advantage is lost in this case).
  • The supply of worker tiles and Silverlings is not intended to be limited. In the rare case that the supply is exhausted, please substitute other materials.
ship Warehouse
When a player adds a warehouse to his estate, he may immediately (without having to use a die!) sell one goods type of his choice out of his goods storage, exactly as if he had chosen the ‘Sell goods’ action.
ship Carpenter’s Workshop
When a player adds a carpenter’s workshop to his estate, he may immediately take one beige-coloured building tile of his choice from any numbered depot (not from the black depot!) and place it onto an empty storage space in the bottom left-hand corner of his board.
ship Church
When a player adds a church to his estate, he may immediately take one mine (grey), “knowledge” (yellow) or castle (dark green) tile of his choice from any numbered depot (not from the black depot!) and place it onto an empty storage space in the bottom left-hand corner of his board.
ship Market
When a player adds a market to his estate, he may immediately take one ship (blue) or animal (light green) tile of his choice from any numbered depot (not from the black depot!) and place it onto an empty storage space in the bottom left-hand corner of his board.
ship Boarding House
When a player adds a boarding house to his estate, he immediately takes 4 worker tiles from the general supply and adds them to his own.
ship Bank
When a player adds a bank to his estate, he immediately takes 2 Silverlings from the general supply and adds them to his own.
ship City Hall
When a player adds a city hall to his estate, he may immediately add a second six-sided tile of his choice to his estate from one of his three storage spaces, regardless of colour (and including all of its effects!).
ship Watchtower
When a player adds a watchtower to his estate, he immediately moves his playing piece on the victory point track forward by 4 spaces.
 
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