The Castles of Burgundy: Special Edition · Board game rules
How do county cards work
County cards are a key component of the Châteauma expansion, which simulates an automated opponent in The Castles of Burgundy. Here’s how they work:
Setup and Purpose
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- Each player (human or Châteauma) uses county cards to guide the Châteauma’s actions. These cards determine which hex tiles the Châteauma collects and when it sells goods.
- During setup:
- Shuffle the 9 numbered county cards (1–9) and reveal one with a castle space. Place it under the "1–4" slot on the Châteauma’s board.
- The remaining cards form a deck placed under the "5–6" slot.
Gameplay Mechanics
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Tile Placement on County Cards
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- The Châteauma rolls its die and checks the corresponding depot for a matching hex tile.
- It places the tile on the leftmost, topmost open space on its selected county card (based on the white die result).
- If no match is found in the initial depot, it checks subsequent depots clockwise.
- If no tile is available, it uses tiles from its Reserve or buys a wild tile from the black depot.
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Bonuses for Tile Placement
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- Placing specific tiles on county cards triggers bonuses:
- Castle: The Châteauma takes an extra action using the white die.
- Building: Grants effects like gaining silver coins (Bank), scoring points (Watchtower), or taking tiles from depots (Carpenter’s Workshop, Church, Market).
- Livestock/Ship: Scores points or takes goods from depots.
- Placing specific tiles on county cards triggers bonuses:
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County Card Completion
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- When a county card is filled, the Châteauma:
- Scores victory points based on the card’s value and the chosen difficulty level (Gateway, Midweight, Heavy).
- Moves the hex tiles from the completed card to its duchy board.
- Refills the empty card slot with a new one from the deck.
- When a county card is filled, the Châteauma:
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Selling Goods
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- If a county card has a "sell goods" symbol, the Châteauma sells its most abundant goods type, gaining 1 silver coin and VP per tile (2/3/4 VP depending on player count).
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Black Depot Purchases
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- At the end of its turn, the Châteauma may spend 2 silver coins to buy a hex tile from the black depot, adding it to its Reserve.
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Final Scoring
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- The Châteauma scores:
- 4 VP per face-up monastery tile in its duchy or on incomplete county cards.
- 1 VP per unsold goods tile, silver coin, or hex tile in its Reserve.
- 2 VP per hex tile on incomplete county cards.
- The Châteauma scores:
Key Notes
- The Châteauma ignores monastery tile effects during the game but scores 4 VP for each at the end.
- County cards drive the Châteauma’s behavior, making it a dynamic opponent that mimics human strategies.
(References: Page 22–26)
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