The Castles of Burgundy
At a glance
Rules overview
English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.
Game Overview
Players take on the roles of 15th Century princes in Burgundy, devoting 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, livestock farming, city building, or scientific research, many different paths lead to prosperity. Over the course of 5 phases of play, players collect victory points, and the player with the most victory points at the end of the game is the winner.
Core Mechanisms: Dice-driven actions, tile placement into colored regions of a personal estate, resource management (Silverlings, worker tiles, goods), and multi-path victory point scoring.
1. Game Components
| Component | Quantity/Description |
|---|---|
| Six-sided tiles | 164 total: 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) |
| Goods tiles | 42 square tiles (7 in each of 6 colours) |
| Silverlings | 20 (eight-sided) |
| Worker tiles | 30 (square) |
| Bonus tiles | 12 (square; 1 small and 1 large in each of 6 colours) |
| Victory point tiles | 4 (with 100 / 200 points in each of the 4 player colours) |
| Playing pieces | 8 (2 in each of the 4 player colours) |
| Dice | 9 (2 in each of the 4 player colours plus 1 white one) |
| Game board | 1 |
| Player boards | 6 (double-sided; 4x No. 1, 1 each of Nos. 2-9) |
The game board shows: 5 phase spaces (A-E), 5 round spaces, 6 numbered depots (1-6) each with four spaces for six-sided tiles and 1 large goods space, 1 central black depot, 12 spaces for the bonus tiles, 1 turn order track, and 1 victory point track (0-100).
2. Game Setup
Place the game board in the middle of the table. Place the 20 Silverlings, the 30 worker tiles, and the white die next to the game board. Sort the 164 six-sided tiles by the colour of their backs and place them as separate face-down supplies next to the board.
Shuffle the 42 goods tiles face down and separate them into 5 face-down piles of 5 tiles each. Place one pile on each of the 5 phase spaces (A through E). The remaining 17 tiles remain in a face-down supply. Place the 12 bonus tiles on the corresponding spaces on the game board.
Give each player:
- 1 player board, Number 1 side face up
- 1 castle (dark green six-sided tile), placed face up on the dark green middle space (die value 6) of their board
- 3 random goods tiles from the remaining 17, placed face up on the three goods storage spaces (same goods type/colour stored together, different types stored separately); any remaining goods tiles are returned to the box
- The 2 dice in their colour
- 1 playing piece in their colour, placed on the 0/100 space of the victory point track
- 1 playing piece to mark turn order
- 1 Silverling, placed in the appropriate storage space
- 1 victory point tile (with 100 / 200), placed next to their board
Determine a start player by rolling dice. That player receives 1 worker tile; the next player clockwise receives 2, the third receives 3, and the fourth receives 4. Each player uses their second playing piece to mark the determined order on the first space of the turn order track (start player's piece on top in the tower, last player's at the bottom). Give the start player the white die.
3. Game Flow
The game lasts for five phases (A through E), each consisting of five rounds (25 rounds / 50 dice actions total).
Phase Setup (at the start of each phase, except the first):
- Remove all six-sided tiles remaining on the board and return them to the box (ship, mine and castle tiles can be left in place as they are all the same; any remaining goods tiles are also 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 spaces marked with 2s (12 spaces), in a 3-player game spaces marked with 2s and 3s (18 spaces), and in a 4-player game all 24 spaces
- Randomly draw black-backed six-sided tiles and place them face-up onto the black depot in the middle of the board (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
Note: In the three-player game only, for the dark green space in the No. 6 depot: in phases A, C and E a castle is placed as normal, but in phases B and D a mine (grey) is placed there instead.
Round Structure:
1. All players roll their two dice simultaneously; the start player also rolls the white die. All players place their dice in front of themselves so all can see them.
2. The start player takes the topmost goods tile from the round spaces and places it onto the goods space of the depot whose number matches the white die result. The white die's function for this turn is then complete; it cannot be used by the start player on his own turn and can never be adjusted via worker tiles.
3. The start player carries out his turn (two actions, one per die).
4. Play proceeds to the next player in turn order (right to left on the turn order track, top to bottom within a given tower). Once each player has had a turn, a new round begins.
End of a Phase: A phase ends after five rounds. Players with mines receive 1 Silverling from the supply for each mine in their estate. Some yellow "knowledge" tiles may also have an effect. The next phase then begins.
4. Player Actions
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. The two actions may be carried out in any combination and order (including carrying out the same action twice).
Worker Tiles (any time): A worker tile may be used at any time to adjust a die's result up or down by 1 (changing from 1 to 6 or 6 to 1 is permitted and also costs one worker tile). Multiple tiles may be used to change a die's result multiple times. Used tiles are returned to the general supply.
Action: Take six-sided tile from the game board — Cost: 1 die. Effect: Take one six-sided tile of choice from the depot whose number corresponds to the die result. Place it onto an empty storage space in the bottom left-hand corner of the board (never directly into the estate). If all storage spaces are full, discard a prior tile first (removing it from the game), then place the new tile.
Action: Add six-sided tile to your estate — Cost: 1 die. Effect: Take one six-sided tile of choice from the storage area in the lower left-hand corner and add it to the estate. The die indicates which corresponding empty space the tile may be placed onto. All newly-placed tiles must lie directly adjacent to at least one previously-placed tile, and the tile's colour must match the colour of the space. The first tile can only be placed onto one of the six spaces surrounding the start castle. Immediate effects by tile type:
- Knowledge (yellow): 26 different tiles with various effects (see below).
- Ship (blue): Take all goods tiles on any one depot's goods space (independent of the die result used to place the ship) into goods storage (max 3 different types/colours; same colours piled, different placed next to each other; leave behind any goods you cannot store), AND move your playing piece one space to the right on the turn order track (if occupied, place on top; if this makes you start player for the next round, you also receive the white die).
- Animal (light green): Immediately receive victory points. Each tile has between 2 and 4 animals; score that many VP. If the player already has animals of the same type in the pasture (region of connected light green spaces) the new tile is added to, score all tiles with that animal type again in addition to the new tile. Tiles must be part of the same pasture but need not be immediately adjacent. Animals on other pastures are not scored.
- Castle (dark green): Immediately carry out an additional action of choice as if you had an extra die with any result you wish.
- Building (beige): Immediately make a single use of that building's advantage. Each of the 8 building types may only occur once per city (region of connected beige spaces). Depending on the estate, there may be between 2 and 6 cities of different sizes (1 to 8 spaces).
- Mine (grey): No immediate effect when placed. At the end of each phase, receive 1 Silverling from the supply for each mine in the estate.
Action: Sell goods — Cost: 1 die. Effect: Sell all goods of one type from goods storage; the die result indicates which goods type (= colour) may be sold. All corresponding goods tiles are piled face-down onto the goods storage space on the player's board. Receive exactly 1 Silverling from the supply (regardless of how many tiles sold) plus 2, 3 or 4 victory points per tile (depending on the number of players). A player must always sell all tiles of a type when choosing this action.
Action: Take worker tiles — Cost: 1 die (the die result itself is meaningless). Effect: Take 2 worker tiles from the general supply.
Extra Action: Buy from the central black depot — In addition to the two dice actions, each player may, once per turn, buy one six-sided tile from the central black depot at any point during their turn (before, between or after the dice actions). Cost: return 2 Silverlings to the general supply. Effect: place the purchased tile onto an empty storage space in the lower left-hand corner of the board.
Building Advantages (activated by placement, no die required):
- Warehouse: Immediately sell one goods type of choice from goods storage, as if choosing the 'Sell goods' action.
- Carpenter's Workshop: Immediately take one beige building tile of choice from any numbered depot (not the black depot) to an empty storage space.
- Church: Immediately take one mine, "knowledge" or castle tile of choice from any numbered depot (not the black depot) to an empty storage space.
- Market: Immediately take one ship or animal tile of choice from any numbered depot (not the black depot) to an empty storage space.
- Boarding House: Immediately take 4 worker tiles from the general supply.
- Bank: Immediately take 2 Silverlings from the general supply.
- City Hall: Immediately add a second six-sided tile of choice to the estate from one of the three storage spaces, regardless of colour (including all its effects).
- Watchtower: Immediately move playing piece on the victory point track forward by 4 spaces.
If a player cannot use a building's advantage (e.g., no matching tiles left in numbered depots), the building may still be added but the advantage is lost.
Additional rules for placing six-sided tiles:
- A tile taken from the game board must always first be placed onto a storage space, even if the second action immediately adds it to the estate.
- Tiles added to an estate may never be moved or removed.
5. Scoring and Game End
Completed Regions: As soon as a coloured region (regardless of size) is completely covered with tiles, it scores in two ways:
1. Depending on its size (1 to 8 spaces), the completed region scores between 1 and 36 victory points, immediately scored on the victory point track.
2. Additionally, depending on the phase, the region scores between 10 and 2 victory points: the empty phase space (A-E) indicates how many additional VPs each completed region (regardless of size) is worth — 10 in phase A down to 2 in phase E.
Bonus Tiles: The first player to cover all spaces of one colour in their entire estate takes the corresponding large bonus tile and immediately scores victory points depending on the number of players (5 VP with 2 players, 6 VP with 3 players, or 7 VP with 4 players). The second player to finish the same colour takes the small bonus tile and the corresponding 2 to 4 victory points. Third and fourth place receive nothing.
Victory Point Track: When a player reaches or exceeds 100 victory points, place the victory point tile on the board with the 100 side up in the upper right hand corner, next to the used die storage. When a player reaches 200 victory points, flip the tile over.
Game End: The game ends after the fifth phase has been played through to completion. Final scoring awards victory points for:
- 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
(Six-sided tiles remaining on the storage spaces of a player's board are not scored.)
The player farthest along on the victory point track is the winner. In case of a tie, the winner is the tied player with the fewest empty estate spaces. Should there still be a tie, the winner is the tied player who went later in turn order.
(1 later sections are omitted here; see the Chinese page for the rest.)
Rules Q&A
Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.
比较超标的黄色板块?
Conclusion first: the rulebook contains no such term as "overpowered," nor does it assign strength tiers or rankings to the yellow (knowledge) tiles. The original text only states that there are 26 different yellow tiles, most of which immediately change certain rules once placed into a fief, while the rest take effect only at end of the game scoring. So "which tile is overpowered" is a matter of player perception; the rulebook makes no such evaluation.
Below is the complete list of the original effects of the 26 yellow tiles — judge for yourself which has the broadest impact:
Take effect immediately after placement (rule-changing type, described in the original text as "change certain rules")
- Ignores the restriction of "only 1 of each building type per city," allowing unlimited same-type buildings in a city.
- At the end of each phase, in addition to the usual 1 silver coin per mine, gain 1 additional worker tile.
- Gain 2 silver coins each time you sell goods (instead of the original 1).
- Each time you sell goods, in addition to the usual 1 silver coin, gain 1 additional worker tile.
- When placing a boat, you may take goods from 2 adjacent goods spaces (rather than only 1).
- In addition to the central black warehouse, you may also purchase tiles from the other 6 numbered warehouses (i.e., you can buy from all 7 warehouses), but you may still only purchase once per turn.
- Each time animal tiles are scored, each animal tile scores an additional +1 VP (per tile, not per animal).
- Each worker may adjust a die value by up to ±2 (instead of the original ±1).
- When placing a building (beige), all die values are automatically ±1, as if a worker were used for free.
- When placing a boat or animal (blue/light green), all die values are automatically ±1, as if a worker were used for free.
- When placing a castle, mine, or knowledge (dark green/grey/yellow), all die values are automatically ±1, as if a worker were used for free.
- When taking a hex tile from the main board, all die values are automatically ±1, as if a worker were used for free.
- Each time you choose the "Gain Workers" die action, in addition to the usual 2 workers,
… (condensed here; full text on the cunleme Chinese page)
6号黄色知识板块的效果?
Conclusion: There is no "Monastery" tile in the base rules; the "No. 6" you mentioned can only be the No. 6 yellow "Knowledge" tile. Its effect is — when purchasing a hex tile, in addition to the central black depot, you may also purchase from the other 6 numbered depots (i.e., all 7 depots are available), but you may still only purchase once per round.
Specifics of the No. 6 Yellow Knowledge Tile
- Trigger: Once this Knowledge tile is placed into your estate, the effect takes effect immediately (this type of yellow Knowledge tile is an immediate rule-changing effect).
- Scope of effect: When you perform a "purchase tile," the source of goods is extended from "only from the central black depot" to "central black depot + 6 numbered depots," meaning all 7 depots can be chosen.
- Limitation/exception: The number of purchases is unchanged — you may still only purchase once per round.
Parts of Purchasing Not Changed by This Effect
- Purchasing is an extra opportunity beyond the two dice actions, once per round, and may be performed before, between, or after your two dice actions; it does not count as an action.
- To purchase, you must pay 2 silver coins back to the common supply.
- The purchased hex tile, like a tile taken from the main board, is first placed into an empty storage space at the bottom-left of your player panel; it cannot be placed directly into your estate. When storage spaces are full, you must first discard 1 old tile (removed from the game).
Points Easily Confused
- Depot No. 6 (numbered depot 6) is merely a station/depot location on the main board and is not the same thing as the "No. 6 Knowledge tile."
- The three beige building abilities in the opposite direction take goods from numbered depots and do not include the black depot: Carpenter (take beige buildings), Church (take mines/knowledge/castles), Market (take ships/animals).
- No. 3 and No. 4 are also yellow Knowledge tiles about "selling goods" and are unrelated to the purchase source of No. 6.
… (condensed here; full text on the cunleme Chinese page)
The user asks which map is overpowered.
In the base rules of The Castles of Burgundy, the Boarding House is generally considered one of the most "overpowered" (extremely high value-for-cost) buildings.
Clear Conclusion
The effect of the Boarding House is: when a player places it into their estate, they immediately gain 4 Worker Tiles from the supply.
Why is it so "overpowered"?
Compared with other buildings, the Boarding House provides the most essential and versatile resource in the game — Worker Tiles — and in a huge quantity:
-
Instant and reliable:
* Boarding House: Unconditionally gain 4 workers. Regardless of the current situation, workers are key to performing actions, and these 4 workers can be directly converted into a massive action advantage (for example, placing one more tile or selling goods one more time).
* Warehouse: Although it also saves an action turn to sell goods, the prerequisite is that the player must have the corresponding goods in their inventory. If there are no goods, that effect is wasted.
* Bank: Only gains 2 Silver Coins, which is far lower in value than 4 workers.
* Carpenter's Workshop / Church / Market: The effects of these buildings are to take specific types of tiles from the supply. If the supply pile of the corresponding color is already empty, or if there are no tiles the player wants, the effects of these buildings drop to zero (i.e., they become a "blank"). The Worker Tiles from the Boarding House are always valuable. -
Tempo acceleration:
Gaining 4 workers means the player can skip turns where their dice rolls are low, or use the extra workers to perform high-value actions they otherwise could not. This flexibility often decides the outcome in competitive games.
… (condensed here; full text on the cunleme Chinese page)
How is the starting castle placed?
Conclusion: There are two situations — in the base rules the position is fixed, and only in the advanced (variant) play can you choose it yourself.
I. Standard (Base) Setup: Position Is Fixed, Cannot Be Chosen
Each player receives 1 player board during setup, placing it face up in front of them with the side marked "1" showing, then places 1 castle (dark green hex tile) face up on the dark green space in the center of the player board (this space is printed with a die face "6"). In other words, under the base rules there is no choice for the starting castle — the position is fixed to that space.
II. Advanced (Variant) Play: Free Choice Is Allowed
Once you are familiar with the game, you may make the following changes during game setup: after all fixed setup is complete and the action order has been determined, each player takes 1 random player board and may:
- Choose freely whether to play with the front or the back side;
- Choose freely which empty space (dark green) to place the starting castle on.
Players must reach consensus on "how to make these decisions":
- Open: Decide sequentially in action order;
- Hidden: All players decide together, then reveal.
III. Starting Placement Rules (Apply Regardless of Where the Starting Castle Is)
- The first hex tile placed into the territory may only be placed in 1 of the 6 spaces surrounding the "starting castle."
- Each subsequent new hex tile must be adjacent to at least 1 previously placed hex tile, and must be placed in an empty space matching its color.
- Once a hex tile is placed into the territory, it cannot be moved or removed.
The rulebook text does not contain any statement that "the starting castle can be placed on a non-dark green space" or "the castle position can be freely chosen in the base setup."
This content is for reference only; in case of conflict, refer to the instruction manual and the experienced players around you.
What is the effect of The Castles of Burgundy Monastery tile No. 5?
Conclusion: In the base rules of The Castles of Burgundy, there is no tile or building called a "monastery" — "monastery" cannot be found in the Rulebook Text, so there is no such thing as a "number 5 monastery." You may be confusing it with another board game.
If what you actually want to know is the yellow "Knowledge" tile numbered 5 (this game has 26 types of yellow tiles, listed by number 1–26), its effect is:
Yellow (Knowledge) Tile No. 5: When the player who placed it places a Boat tile, they may choose to take goods not from just 1 goods space, but from 2 adjacent goods spaces, taking the goods tiles and adding them to their own goods storage area.
Related conditions and exceptions (from the Rulebook Text):
- Under the normal rules, when placing a boat, you take all goods tiles from the goods space of any one warehouse; and this choice is completely unrelated to the die value used to place the boat.
- Tile No. 5 changes "1 goods space" to "two adjacent goods spaces"; after taking, you are still subject to the limit of storing at most 3 different colors of goods — any that cannot be stored remain in place.
- The Rulebook Text explicitly states that the effect of Tile No. 5 applies only "when placing a Boat," and does not mention any effect on other actions, other tile types, or end of the game scoring.
If you are indeed asking about a specific component called a "monastery," it does not exist in the base rules of this game and was not found in the rulebook.
This content is for reference only; in case of any conflict, the rulebook and experienced players nearby take precedence.
The Castles of Burgundy dormitory tile's effect?
In The Castles of Burgundy, the effect of the Boarding House is:
When a player places the Boarding House tile into their estate, they immediately gain 4 worker tokens from the supply.
Rules, cards and Q&A (Chinese)
The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.
Where to find full rules
Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.