Rule precision. Powered by AI.

The Castles of Burgundy Special Edition · Reference sheet

The Castles of Burgundy Special Edition reference sheet

Overview

  • 1–4 players (+ solo/team/Châteauma modes); ~90 min [p.4 — Introduction]
  • Play as 15th-century dukes of Burgundy competing for victory points [p.4 — Introduction]
  • 5 phases × 5 rounds = 25 rounds total [p.6 — Game Phases]
  • Each round: roll dice → place goods → take 2 actions per player [p.6 — Game Rounds]
  • Score VP by completing colored areas, trading, farming, building, and research [p.4 — Introduction]
  • Most VP after Phase E wins [p.10 — End of the Game]

Setup

  1. Place game board (3–4 player side up; flip for 2 players) [p.5 — Game Setup]
  2. Place silver coins, 26 workers, and white die beside the board [p.5 — Game Setup]
  3. Sort hex tiles by back color; bag livestock, buildings, monasteries, black depot tiles; stack castles, ships, mines face-up [p.5 — Game Setup]
  4. Shuffle goods tiles; make 5 stacks of 5 on phase spaces A–E; set aside remaining 17 [p.5 — Game Setup]
  5. Place 12 bonus tiles on board spaces (5/6/7 tile on top) [p.5 — Game Setup]
  6. Each player takes: player board + overlay, 2 dice, turn order marker, VP marker, 1 random duchy board, 3 random goods tiles, 1 help sheet, 1 silver coin [p.5 — Game Setup]
  7. Place all VP markers on start space of VP track [p.5 — Game Setup]
  8. Roll to find starting player; award workers 1→4 by turn order; stack turn order markers [p.5 — Game Setup]
  9. Each player places 1 starting castle on their duchy board [p.5 — Game Setup]
  10. Give white die to starting player [p.5 — Game Setup]

Turn structure

Phase start (skip step 1 in Phase A)

  1. Remove all hex tiles from numbered depots [p.6 — Game Phases]
  2. Replenish 6 numbered depots from supply bags [p.6 — Game Phases]
  3. Replenish central black depot [p.6 — Game Phases]
  4. Place 5 goods tiles on round spaces [p.6 — Game Phases]

Each round

  1. All players roll their dice simultaneously [p.6 — Game Rounds]
  2. Starting player also rolls white die and places goods tile on matching depot [p.6 — Game Rounds]
  3. Each player takes their turn in turn order [p.6 — Game Rounds]

Each player's turn

  1. Take 2 die actions (any combination, any order) [p.7 — Actions]
  2. Optionally buy 1 tile from black depot for 2 silver (any point during turn) [p.10 — Black Depot]

End of phase

  1. All players gain 1 silver per mine in duchy [p.10 — End of a Phase]
  2. Resolve end-of-phase monastery effects [p.10 — End of a Phase]

Actions

Action Die Result Effect Notes
Take hex tile Matches depot # Take tile from that depot → key space on player board Can't place directly in duchy [p.7 — Actions]
Place hex tile Matches hex space # Move tile from storage → matching color adjacent space in duchy Must be adjacent to existing tile [p.7 — Actions]
Sell goods Matches goods color Sell entire stack of that color: +1 silver + 2/3/4 VP per tile (2/3/4P) Must sell whole stack [p.10 — Sell Goods]
Take 2 workers Any result Gain 2 worker tokens from supply — [p.10 — Take 2 Workers]
Buy from black depot — (costs 2 silver) Take any tile from central black depot → key space Once per turn, not a die action [p.10 — Black Depot]

Workers: Each worker spent changes a die result by ±1 (can wrap 1↔6). Not an action. [p.6 — Player's Turn]

Scoring

  • Complete a colored area: VP by size (1→1, 2→3, 3→6, 4→10, 5→15, 6→21, 7→28, 8→36) + phase bonus (A=10, B=8, C=6, D=4, E=2) [p.9 — Hex Tile Scoring]
  • Livestock placed: VP = tile value + same livestock type already in same pasture [p.8 — Livestock]
  • Watchtower placed: +4 VP immediately [p.9 — Buildings]
  • Bonus tile (1st to complete a color): 5/6/7 VP (2/3/4P) [p.9 — Hex Tile Scoring]
  • Bonus tile (2nd to complete a color): 2/3/4 VP (2/3/4P) [p.9 — Hex Tile Scoring]
  • End of game: +1 VP per unsold goods tile, +1 VP per silver coin, +1 VP per 2 workers [p.10 — End of the Game]
  • End of game (monastery tiles): varies by tile #15–18, 24–26, 29 [p.11–12 — Monastery]

End of game

  • Game ends after Phase E (25 rounds) [p.10 — End of the Game]
  • Score final VP: unsold goods (1 each), silver coins (1 each), workers (1 per 2), monastery end-game tiles [p.10 — End of the Game]
  • Most VP wins [p.10 — End of the Game]
  • Tiebreaker 1: fewest unused hex spaces in duchy [p.10 — End of the Game]
  • Tiebreaker 2: farthest behind on turn order track [p.10 — End of the Game]
  • Passing 100 VP: flip VP token to 100 side; flip again at 200 VP [p.9 — Hex Tile Scoring]

Glossary

  • Duchy: your personal board where hex tiles are permanently placed [p.7 — Place a Hex Tile]
  • Key spaces: 3 storage spaces (bottom right of player board) for hex tiles taken from the board [p.7 — Take a Hex Tile]
  • Pasture: contiguous area of green hex spaces on a duchy board [p.8 — Livestock]
  • Town: contiguous area of beige hex spaces on a duchy board; max 1 of each building type per town [p.8 — Buildings]
  • Phase: one of 5 game segments (A–E), each containing 5 rounds [p.6 — Game Phases]
  • White die: rolled by starting player each round to place goods tile on matching depot [p.6 — Game Rounds]
  • Black depot: central depot; tiles bought for 2 silver (once per turn, not a die action) [p.10 — Black Depot]
  • Worker: token spent to change a die result by ±1; multiple may be used [p.6 — Player's Turn]
  • Bonus tile: scored immediately when first/second player completes all spaces of one color in their duchy [p.9 — Hex Tile Scoring]
  • Turn order track: determines play order; ships advance your marker forward [p.7 — Ship]

Ask any The Castles of Burgundy Special Edition rules question →