The Castles of Burgundy

2019 · Medieval

The Castles of Burgundy

Players act as medieval aristocrats developing a princedom in the Burgundy region. Over five phases of five rounds each, players draft settlement tiles, place them into regions of their personal princedom board, and trigger the tile’s immediate effect. On a turn, a player takes two actions from four options: take a settlement tile into a staging area, place a staged tile into the princedom, deliver goods by matching dice, or take workers to modify future dice rolls. Tiles grant benefits such as money, extra actions, advancement on the turn-order track, goods, die manipulation, or endgame points, and completing a region yields bonus points. The game ends after the fifth phase and total victory points determine the winner.

Players
1–4 best 2
Playing time
70–120 min
Age
12+
Complexity
2.9 / 5
8.6 on Ludoyafrom $49.99DiceTerritory BuildingTile PlacementDice RollingSet Collection

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On Ludoya's tables

Full stats in Ludoya
1,509
Plays logged
674
Players
1h 15m
Average play
334
In collections
23
On wishlists
2
Pre-ordered

8.6/10

from 117 Ludoya reviews

  • Fun8.7
  • Interaction8.8
  • Replayability8.1
  • Uniqueness9.6
  • Looks7.8
  • Accessibility8.1
  • Mohasz9.0

    After trying this new edition, it's not as bad as some say. Yes, the boards are too busy and they take some time to get used to, but other than that, I think this is a better version. One negative though, is that the player boards are even thinner than in the original. Note that the second printing had some improvements. - Better readability on yellow tiles (however, still too small icons) - Black marks on the front side of black tiles (as in the original) - Thicker box (this was a common complaint for the 1st printing) - I'm not sure if this is an overall production improvement, but in my copy, the artwork on the tiles is consistently centered correctly on the front sides, and only slightly off-centered on some of the backs One odd thing about this printing: - The back of the tiles now don't have any artwork they're just plain colored - maybe to eliminate the 'off-centered' issue, or just to improve readability of the colors

  • Vic Granell8.5

    Super well designed game!!

  • Jan Solo8.6

    Eurogame de gestión de dados y colocación de losetas. Impro-Reseña⇒

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can I use a worker tile to change the white die (start-player) result so I place goods on a different depot?

No — the white die is only used by the start player to place the topmost goods tile at the start of each round and "can never be adjusted via worker tiles"; it also cannot be used by the start player for his actions that turn (page 4).

When I take a six-sided tile from a depot, do I have to place it directly into my estate or can I add it immediately?

You must always first place any taken six-sided tile onto an empty storage space in the lower-left of your player board (never directly into the estate), even if you then use your second action to add it to the estate (pages 5 and 8).

How does placing a ship (blue tile) interact with goods — which depot do I take goods from and how many types can I store?

When you add a ship tile you take all goods tiles from any one depot of your choice (this is independent of the die used to place the ship), and you may store up to three different goods colours on your board (same colours stack; if you cannot store some goods you leave them behind) (page 5).

When do animal tiles score and do previously-placed animals in the same pasture score again?

Animal tiles score immediately when placed: you gain the printed animal VPs on the new tile and, if the pasture already contains tiles with the same animal type, you also score those existing tiles again (they must be in the same connected pasture) (page 6).

How does the "Sell goods" action work — must I sell all of a colour, and what do I receive?

When you take the Sell Goods action the die indicates which goods colour you must sell, and you must sell all tiles of that colour from your goods storage; you receive exactly 1 Silverling and 2–4 victory points per sold tile (depending on player count) (page 9).

Do buildings need a die result to trigger their advantages, or when do they activate?

Building advantages activate immediately upon placement and do not require a die result; if the specific benefit cannot be taken (e.g., no tiles left of the requested type) you still place the building but lose the advantage (pages 7 and 8).

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Game facts (players, playing time, age, credits) from BoardGameGeek.