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The Castles of Burgundy

120 questions players ask about The Castles of Burgundy, answered in plain words and graded by where the answer comes from. See also the full rulebook.

Updated 2026-10-24.

  • Game Setup
  • Phases, Rounds and Turn Order
  • Dice, Workers and Taking or Placing Tiles
  • Ships, Goods and Selling
  • Scoring Areas, Livestock and Bonus Tiles
  • Buildings
  • Monastery Tiles
  • End of the Game
  • The Inns
  • The Castles of Burgundy: 1st Expansion – New Player Boards
Expansion
  • The Castles of Burgundy: 2nd Expansion – New Hex TilesExpansion
  • The Castles of Burgundy: 8th Expansion – Trade RoutesExpansion
  • The Castles of Burgundy: 9th Expansion – The Team GameExpansion
  • The Castles of Burgundy: 10th Expansion – SoloExpansion
  • Game Setup

    How many tiles go in the central black depot in a 2-, 3- or 4-player game?

    The rulebook's 2- and 3-player section lists the 4 black depot spaces, and players agree the old "2 to 8" was a misprint.

    • The Castles of Burgundy rulebook · Rulebook · For the 2- and 3-player games
    • Great Dane · Community · 2011-05-12
    • Froggy_Steve · Community · 2021-03-28
    • njshaw2 · Community · 2018-04-02
    • Luk Van Baelen · Community · 2012-11-23
    • Jordan Kane · Community · 2013-10-29
    • MHindmarch · Community · 2015-01-04

    4 with 2 players, 6 with 3 players, 8 with 4 players — fill only the black depot spaces printed for your player count. Older English rules said "2 to 8", which was a translation slip; the German original reads 4 to 8, and the current rulebook gives the 2-player game 4 black depot spaces.

    What changes in setup for a 2- or 3-player game, and are any tiles removed?

    The rulebook's section on 2- and 3-player games spells out which spaces are used.

    • The Castles of Burgundy rulebook · Rulebook · For the 2- and 3-player games
    • Travalgar · Community · 2020-04-28
    • DominionFamily · Community · 2020-04-13
    • dcclark · Community · 2026-03-22
    • demiurge · Community · 2013-08-18

    Only the board side and which depot spaces you fill. Flip the board: with 2 players you fill just the inner 12 hex spaces and 4 black depot spaces, and with 3 players you also fill the spaces marked 3. No tiles are taken out of the supply, so some tiles simply never appear in a given game.

    What does the depot space marked with the letters A–E mean in a 3-player game?

    Several players explain the same note from the board and older rulebook; no official ruling was needed.

    • dkeisen · Community · 2012-02-12
    • JeffyJeff · Community · 2012-03-09
    • alex_under · Community · 2015-05-13
    • magicalgamer · Community · 2013-04-05
    • Shmello50 · Community · 2022-06-13
    • Nobi · Community · 2012-02-12

    It alternates between a castle and a mine by phase. In a 3-player game that space gets a dark green castle in phases A, C and E and a gray mine in phases B and D. It is not used this way with 4 players, and if you set it up correctly the gray mines never run out.

    What happens if a pile of hex tiles runs out before the last phase?

    Several experienced players agree; no official ruling.

    • Kaoleena · Community · 2013-03-30
    • dcclark · Community · 2013-03-31
    • thespaceinvader · Community · 2016-09-13

    It shouldn't happen — there are exactly enough tiles for five phases. Running short means a setup slip, usually refilling the depots every round instead of only at the start of each phase, or filling spaces not meant for your player count.

    Are black-backed hex tiles kept in a separate supply, and what are the black dots on some tile fronts?

    The rulebook's setup tells you to divide the hex tiles by the colour of their backs; players confirm the rest.

    • The Castles of Burgundy rulebook · Rulebook · Game Setup
    • Cavalier281 · Community · 2012-12-26
    • MercifulBiscuit · Community · 2015-08-19
    • Kobold Curry Chef · Community · 2012-03-29
    • Pasvik · Community · 2013-02-17
    • Jerival · Community · 2019-05-08

    Yes — sort every hex tile by the colour of its back, so black-backed tiles form their own face-down pile. The black depot is filled at random from that pile whatever the fronts show, while each numbered depot space is filled from the pile matching its colour. The small black dot on a tile's front just marks it as black-backed, so you can sort it back without flipping it.

    Does the starting castle score points or give the castle's bonus action?

    Many players agree across several threads; no official ruling.

    • Gumps · Community · 2016-09-01
    • lostphd · Community · 2015-09-10
    • JeffyJeff · Community · 2013-05-11
    • Murr · Community · 2019-10-19
    • MonkeyFight · Community · 2023-08-14
    • RSkifton · Community · 2015-03-19

    No. The starting castle is part of setup, not a placement made with an action, so it triggers no extra action and no area scoring, even when it fills a one-space castle area. If it sits in a larger castle area, that area still scores at its full size when you later place its last castle.

    Where does the starting castle go on duchy boards other than 1 and 2?

    The rulebook's advanced-setup section states the free choice of side and castle space.

    • The Castles of Burgundy rulebook · Rulebook · IF YOU ARE ALREADY VERY FAMILIAR WITH THE GAME
    • tool · Community · 2012-02-12
    • MLBath · Community · 2025-06-22
    • Robman · Community · 2013-06-03
    • murksofus · Community · 2015-09-08
    • UnknownParkerBrother · Community · 2013-08-13

    On any dark green space you choose. In the basic setup everyone uses board 1 or 2 with the castle on the central 6 space. In the advanced setup each player gets a random duchy, picks a side and picks which dark green space to start on — after turn order has been decided. You always start with a castle.

    With random duchies, do you pick your starting castle space before or after seeing the first phase's tiles?

    One player's reading of the setup order, which the other player in the thread conceded; no official ruling.

    • Great Dane · Community · 2012-11-07
    • entranced · Community · 2012-11-07
    • Great Dane · Community · 2011-11-03disagrees

    Before. The castle goes down during game setup, while the depots are only filled in the phase setup that starts play, so you choose without knowing phase A's tiles.

    Do players get 1–4 workers every round or phase, or only at the start of the game?

    The rulebook's setup section hands out the starting workers once.

    • The Castles of Burgundy rulebook · Rulebook · Game Setup
    • UnknownParkerBrother · Community · 2016-06-22
    • dkeisen · Community · 2017-01-03
    • SapoLJackson · Community · 2014-09-18
    • Murr · Community · 2017-02-20
    • Carthoris · Community · 2016-06-21

    Only once, at setup. The start player gets 1 worker, the next player in turn order 2, then 3 and 4. After that, workers come only from actions and tiles.

    How many silver coins does each player start with?

    The rulebook's setup gives each player one silver coin.

    • The Castles of Burgundy rulebook · Rulebook · Game Setup
    • xobxela · Community · 2022-11-21
    • StocktonDave · Community · 2022-11-21

    One each. Starting with two would let the start player buy the best black depot tile before anyone else can.

    Are worker chips and silver coins limited to the ones in the box?

    The rulebook says so directly.

    • The Castles of Burgundy rulebook · Rulebook · The buildings
    • tool · Community · 2014-02-16
    • pilotbob · Community · 2013-02-03
    • tool · Community · 2014-11-06

    No. They aren't meant to be limited; use a substitute if the supply runs out.

    How many goods tiles does setup use, and can we play with one or two missing?

    The rulebook's setup gives the numbers; players worked out the spare count.

    • The Castles of Burgundy rulebook · Rulebook · Game Setup
    • StormCrow42 · Community · 2024-07-02
    • olavf · Community · 2024-06-03
    • aaronacox · Community · 2024-06-03disagrees

    Yes, you can. Setup uses 25 goods tiles for the five phase stacks and 3 per player from the remaining 17, so even a 4-player game leaves 5 unused.

    Where do the turn order pieces start on the bridge?

    The rulebook's setup describes the starting stack.

    • The Castles of Burgundy rulebook · Rulebook · Game Setup
    • Froggy_Steve · Community · 2023-10-03
    • rkonigsberg · Community · 2023-10-03
    • dcclark · Community · 2013-02-16

    All in one stack on the first space, start player on top. The other players' pieces go underneath in turn order, so in a 2-player game the second player's piece sits under the start player's.

    Phases, Rounds and Turn Order

    Does each player use both dice on their turn, or do players alternate one die at a time?

    The rulebook defines a turn as two actions, one per die.

    • The Castles of Burgundy rulebook · Rulebook · A PLAYER’S TURN
    • TVis · Community · 2012-12-03
    • tool · Community · 2017-11-29
    • murksofus · Community · 2018-10-12
    • BartP · Community · 2014-09-11

    Both dice on your own turn. You take your two die actions (plus an optional black depot purchase), then the next player in turn order takes theirs. Splitting turns one die at a time around the table is a common early mistake.

    Do all players roll their dice at the same time at the start of a round?

    The rulebook's round sequence says all players roll first.

    • The Castles of Burgundy rulebook · Rulebook · THE FIVE GAME ROUNDS
    • Cavalier281 · Community · 2012-09-12
    • hanibalicious · Community · 2012-09-12

    Yes. Everyone rolls both dice at the start of the round (the start player also rolls the white die), and all dice stay visible so later players can plan.

    How many rounds and turns does a game last?

    The rulebook sets out five phases of five rounds.

    • The Castles of Burgundy rulebook · Rulebook · Playing the Game (4 players)
    • tasajara · Community · 2014-11-12
    • laphilfan · Community · 2014-11-12
    • 3dicebombers · Community · 2012-02-07

    25 — five phases (A–E) of five rounds each, with every player taking one turn per round. The five goods tiles laid out at the start of each phase act as the clock: one goes to a depot each round.

    What happens to the five goods tiles laid out on the round spaces each phase?

    The rulebook's phase and round setup describes this.

    • The Castles of Burgundy rulebook · Rulebook · THE FIVE GAME ROUNDS
    • Friendless · Community · 2012-06-10
    • dlhammond · Community · 2012-06-11
    • Cannuckchick · Community · 2025-04-15

    One per round goes onto a depot. At the start of each round the start player takes the next goods tile from the round spaces and places it on the depot matching the white die. The tiles left on the round spaces show how many rounds remain in the phase.

    Can the start player use the white die for an action or change it with workers?

    The rulebook says this explicitly.

    • The Castles of Burgundy rulebook · Rulebook · THE FIVE GAME ROUNDS
    • larryjrice · Community · 2011-05-30

    No. The white die only decides which depot receives the round's goods tile. After that it has no use that round, and workers can't change it.

    How is turn order read from the bridge — is it clockwise from the start player?

    The rulebook ties turn order to the pieces on the bridge, top to bottom within a stack.

    • The Castles of Burgundy rulebook · Rulebook · THE FIVE GAME ROUNDS
    • whattheproblemis · Community · 2012-12-23
    • Shader10 · Community · 2017-02-09
    • MercifulBiscuit · Community · 2019-12-16
    • dcclark · Community · 2022-03-26
    • Jmparker · Community · 2019-12-16disagrees

    No, it follows the bridge for every player, not just the first. The piece farthest along (nearest the city) goes first; where pieces share a space, the top piece goes before those under it. Seating position plays no part after setup.

    When a ship moves my turn order piece onto an occupied space, where does it go?

    The rulebook's ship rule says to move forward one space and stack on top.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • vr4kevykev · Community · 2012-01-10
    • Einsiedler · Community · 2012-12-03
    • Bilestoad17 · Community · 2018-06-14
    • GenChaos · Community · 2015-03-03
    • ThePlav · Community · 2025-08-25

    On top of the pieces already there. Each ship always moves you one space forward, even if someone has since stacked on top of you; you never just swap to the top of your current stack. Arriving second on a space therefore puts you ahead of the player who got there first.

    If a ship makes me start player mid-round, do I act again right away or does the order change next round?

    The rulebook's ship rule hands the white die to whoever is now the next round's start player; players confirm the timing.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • WithLove · Community · 2021-10-08
    • yzemaze · Community · 2018-10-12
    • andreww · Community · 2012-11-23
    • Great Dane · Community · 2012-12-04
    • xipuloxx · Community · 2014-11-02
    • JamesWolfpacker · Community · 2019-07-19

    Next round. The current round finishes in its existing order; you take the white die at once and lead from the next round. This can give a player two turns in a row — last this round, first next round.

    Does my turn order piece move every round or reset each phase?

    The rulebook moves you on the bridge only when you place a ship; players confirm there is no reset.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • MHindmarch · Community · 2015-03-02
    • Gambiteer · Community · 2017-04-06
    • asmiles · Community · 2012-03-24
    • DoomTurtle · Community · 2018-06-12
    • demiurge · Community · 2013-08-19
    • dkeisen · Community · 2013-12-19

    Neither — only placing a ship moves it, and it never resets. Pieces stay where they are across rounds and phases, so the start player keeps that role until someone overtakes them with ships, and the advantage from ships builds up over the whole game.

    What happens when turn order pieces reach the last space of the bridge?

    Several players point out the track length matches the ship spaces; no official ruling.

    • ligtreb · Community · 2016-09-12
    • wgerken · Community · 2013-03-21
    • dkeisen · Community · 2013-01-05
    • apotheos · Community · 2024-03-14
    • Great Dane · Community · 2012-12-04

    Later arrivals stack on top, and no one can move further. The bridge has as many spaces as a duchy has ship spaces, so you only reach the end by placing your last ship. Whoever arrives there last is on top and goes first; in the base game the others can't retake the lead.

    Are the depots refilled after each round or when a tile is taken?

    The rulebook only refills depots in its before-each-phase steps.

    • The Castles of Burgundy rulebook · Rulebook · Before each phase
    • SJS1971 · Community · 2019-06-17
    • aldaryn · Community · 2015-10-17
    • Randor20 · Community · 2021-01-07
    • toliveischrist77 · Community · 2012-09-15
    • dcclark · Community · 2013-03-31

    No — only at the start of each phase. Tiles taken during a phase leave empty spaces, so choices thin out as the phase goes on. Between rounds the only change is the new goods tile placed by the white die.

    At the start of a new phase, are leftover hex tiles removed, including the black depot?

    The rulebook's before-each-phase steps remove all remaining hex tiles and refill every depot.

    • The Castles of Burgundy rulebook · Rulebook · Before each phase
    • Einsiedler · Community · 2016-06-21
    • treunes · Community · 2023-12-29
    • SteveK2 · Community · 2012-11-23
    • Great Dane · Community · 2012-01-02
    • joepunman · Community · 2017-05-17
    • mfaulk80 · Community · 2013-03-21

    Yes, every leftover hex tile on the game board goes back in the box, black depot included, and all spaces are refilled. Removed tiles stay out for the rest of the game. Older rules noted you may leave plain ships, mines and castles in place since identical tiles would replace them; that shortcut never covers black-backed tiles or the alternating 3-player space.

    Are goods tiles left in the depots removed at the end of a phase?

    The rulebook's phase setup says not to remove goods from the depots.

    • The Castles of Burgundy rulebook · Rulebook · Before each phase
    • xipuloxx · Community · 2016-02-01
    • dmillar71 · Community · 2016-02-01
    • MHindmarch · Community · 2015-04-22

    No. Only hex tiles are cleared. Goods stay on their depots until someone collects them with a ship.

    At the start of a phase, are unplaced tiles in my storage removed too?

    The rulebook's cleanup refers only to tiles still on the game board.

    • The Castles of Burgundy rulebook · Rulebook · Before each phase
    • Haze Kalasa · Community · 2015-05-10
    • Randor20 · Community · 2015-05-10
    • SJS1971 · Community · 2019-06-17

    No. Phase cleanup only clears the game board; tiles in your storage spaces carry over.

    Are the hex tiles in the depots and the black depot placed face up?

    Several players agree, quoting the original rules; no official ruling.

    • Murr · Community · 2020-06-13
    • Glad8r · Community · 2012-07-16
    • Glad8r · Community · 2012-07-16
    • Shader10 · Community · 2020-06-13
    • Shmello50 · Community · 2020-06-13

    Yes, all of them, including the black depot. Only the supply piles beside the board are face down. The original rules said so for the black depot explicitly; newer wording only says it for the numbered depots, which causes the confusion.

    Dice, Workers and Taking or Placing Tiles

    Can I take the same action with both dice, such as taking two tiles?

    The rulebook allows the same action twice.

    • The Castles of Burgundy rulebook · Rulebook · THE GAME ACTIONS
    • TVis · Community · 2020-09-13
    • duggo42 · Community · 2020-09-13

    Yes. Your two die actions can be any combination, in any order, including the same action twice.

    Can I spend several workers on one die, and can a worker turn a 6 into a 1?

    The rulebook's worker rule covers multiple workers and the 1–6 wrap.

    • The Castles of Burgundy rulebook · Rulebook · A PLAYER’S TURN
    • chrishall20 · Community · 2019-06-17
    • Rob in Richmond · Community · 2012-01-09
    • alerce · Community · 2012-02-23
    • Gambiteer · Community · 2015-12-05
    • benosteen · Community · 2013-05-10

    Yes to both. Each worker shifts a die by 1 up or down, there's no limit per die, and the values wrap: 6 to 1 or 1 to 6 costs one worker, so three workers reach any number. You can adjust both dice in a turn, and the changed value works for any action — taking or placing a tile, or selling goods.

    Can I take workers with one die and spend them on my other die in the same turn?

    The rulebook lets you use workers at any time and take workers with any die.

    • The Castles of Burgundy rulebook · Rulebook · A PLAYER’S TURN
    • styren · Community · 2014-12-25
    • freddieyu · Community · 2013-03-25
    • Jaaason · Community · 2012-12-30
    • TheRocketSurgeon · Community · 2014-12-25

    Yes. Workers can be spent at any time, including right after you gain them. You can also use both dice to take workers, for 4 in one turn.

    Does the take-workers action need two dice or a particular number?

    The rulebook says any die result takes two workers.

    • The Castles of Burgundy rulebook · Rulebook · Action "Take 2 worker chips"
    • dcclark · Community · 2018-04-01
    • dcclark · Community · 2018-04-01
    • fnord23 · Community · 2012-05-23

    Neither — any single die gives 2 workers. The value doesn't matter, so a die is never wasted. The "2x" on the board means you may do it with each die, not that it costs two dice.

    Can I take a hex tile when all three of my storage spaces are full?

    The rulebook's take-a-tile action spells out the discard.

    • The Castles of Burgundy rulebook · Rulebook · Action "Take hex tile from game board"
    • WMelnick · Community · 2017-04-13
    • Murr · Community · 2018-09-03
    • TVis · Community · 2015-05-08
    • SchillerMusic · Community · 2021-08-24
    • UnknownParkerBrother · Community · 2012-12-31
    • Brodie17 · Community · 2017-04-13disagrees

    Yes — first discard one of the tiles already in storage to the box, any one you like, then put the new tile in its place. You can't discard the new tile instead, and you can't avoid the discard by placing a stored tile with your other die afterwards: each action is finished before the next begins. The rulebook calls this usually a bad idea, but it's allowed, even on purpose.

    Can I take a hex tile I can never place, just to block an opponent?

    The rulebook lets you take a tile of your choice from the depot, with no placement condition; many players confirm.

    • The Castles of Burgundy rulebook · Rulebook · Action "Take hex tile from game board"
    • binaryphile · Community · 2015-08-06
    • MHindmarch · Community · 2023-09-02
    • dbc65 · Community · 2018-12-28
    • Great Dane · Community · 2011-04-27
    • JoeC0 · Community · 2018-04-13
    • SeanMcJerry · Community · 2019-09-27

    Yes. Taking a tile only needs the matching die; the rules limit placing, not taking. Hate-drafting a fifth castle or a ship you have no room for is legal. The tile just sits in storage until you discard it to make room.

    Can I take a hex tile from the board and place it in my duchy with the same die?

    The rulebook says a taken tile always goes to storage first, never directly into the duchy.

    • The Castles of Burgundy rulebook · Rulebook · Action "Take hex tile from game board"
    • Einsiedler · Community · 2012-12-30
    • iklinck · Community · 2019-10-07
    • smmckit · Community · 2019-10-07

    No — taking and placing are two separate actions. A tile always goes into a storage space first, but you can place it with your other die the same turn. The same goes for a tile bought from the black depot.

    Does every tile, including a castle, have to go next to a tile already in my duchy?

    The rulebook's placement action requires adjacency for every placed tile.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • Thunkd · Community · 2014-05-28
    • MercifulBiscuit · Community · 2021-08-23
    • MHindmarch · Community · 2016-01-24
    • laiernie · Community · 2012-07-06
    • dcclark · Community · 2014-02-13

    Yes, next to any tile already placed — not necessarily the one placed last. The space must also match the tile's colour and the die value. Only the starting castle is exempt, because it's placed during setup.

    Can I remove or move a tile in my duchy to make room for a better one?

    The rulebook says placed tiles may not be moved, removed or replaced.

    • The Castles of Burgundy rulebook · Rulebook · The buildings
    • IndyNate · Community · 2015-07-04
    • r56ygf · Community · 2015-07-04

    No. Placed tiles are permanent; only tiles in your storage can be discarded.

    How does the castle's bonus action work — do I roll a die, and can I take workers with it?

    The rulebook's castle rule describes the extra action at a value of your choice.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • iklinck · Community · 2023-12-27
    • Dr_Bewd · Community · 2023-12-27
    • Thunkd · Community · 2018-04-18

    No roll — it's an extra action as if you had a die showing any number you choose, and you take it immediately. It can be any die action: take or place a tile, sell goods, or take 2 workers. It can't be saved for later in the turn.

    Can I use a castle's bonus action to take another castle, then place it with my other die for another bonus action?

    Several players agree; one objection in the thread was rebutted.

    • Murr · Community · 2017-04-11
    • Jonezy · Community · 2017-04-11
    • GeoMan · Community · 2011-12-02
    • mfl134 · Community · 2011-12-01
    • MHindmarch · Community · 2017-04-11disagrees

    Yes. Each castle placed gives its own extra action, and taking and placing are separate actions, so the chain works as long as the new castle goes on a legal, adjacent space.

    Can one dark green area hold several castles, or is it limited like buildings?

    The rulebook's limit names only the eight building types in a town.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • GatthePekerd · Community · 2019-07-01
    • Randor20 · Community · 2019-07-01
    • njshaw2 · Community · 2017-03-10

    Several castles are fine. The one-of-each-type limit applies only to beige buildings within a town, so it never restricts castles (or any other colour).

    How often can I buy from the black depot, and can I buy after using both dice or with silver earned this turn?

    The rulebook's black depot section states the once-per-turn purchase at any time.

    • The Castles of Burgundy rulebook · Rulebook · The central "black depot"
    • caltexn · Community · 2015-04-22
    • willyum · Community · 2015-04-29
    • senorcoo · Community · 2017-11-20
    • eunoia · Community · 2014-09-11
    • zamoose · Community · 2019-09-25

    Once per turn, at any point in it. The purchase is in addition to your two die actions, so you can buy before, between or after them, using silver you gained earlier the same turn. You still buy only one tile per turn however much silver you hold, and only from the black depot unless a monastery tile says otherwise.

    Can I buy from the black depot in the middle of an action, such as between placing a castle or town hall and using its bonus?

    The current rulebook explicitly adds "during"; older forum rulings against it predate that wording.

    • The Castles of Burgundy rulebook · Rulebook · The central "black depot"
    • whitingjeff · Community · 2022-04-25
    • Froggy_Steve · Community · 2026-04-13
    • Gamemaster · Community · 2019-12-29
    • Pawlisman · Community · 2026-04-13
    • SD40 · Community · 2013-08-19disagrees
    • dkeisen · Community · 2014-06-13disagrees

    Yes, under the current rules. The anniversary-edition rulebook lets you buy "before, during, between or after" your dice actions, so you can buy a black tile and then place it with the castle's extra action or the town hall's free placement. Older rules said only before, between or after, and older forum answers forbade buying mid-action on that basis. The purchase still isn't a die action, so the castle's extra action can't be spent on it.

    Ships, Goods and Selling

    Can I take goods from a depot with a die action, or when I take a hex tile from it?

    The rulebook's ship rule is the only one that collects goods from a depot.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • Pogle · Community · 2012-04-22
    • dcclark · Community · 2016-04-11
    • Almecho · Community · 2013-07-26
    • tilouboy · Community · 2017-01-29
    • Cavalier281 · Community · 2012-05-20
    • Mwroskam · Community · 2017-01-29disagrees

    No — placing a ship is the only way to collect goods. It lets you take all goods from one depot of your choice, whatever the die showed. Taking a hex tile never brings the goods with it, so once you've placed all your ships you can't get more goods.

    When I place a ship, must I take all goods from the depot, and what happens to goods that don't fit?

    The rulebook's ship rule says to take all goods and leaves tiles that can't be stored in the depot.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • barmyfongyphipps · Community · 2020-08-15
    • sneakypete21 · Community · 2016-04-11
    • RiderPestilence · Community · 2014-04-19

    You take every goods tile that fits; the rest stay in the depot. You can't leave fitting goods behind. A tile doesn't fit when you'd need a fourth colour, so those remain on the board for someone else.

    Is there a limit to how many goods tiles I can hold?

    The rulebook's ship rule sets the three-colour limit and stacking.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • MHindmarch · Community · 2021-09-22
    • Froggy_Steve · Community · 2021-08-05
    • mpalframan · Community · 2015-12-13

    Three colours, unlimited tiles. You can hold at most three different colours, one stack per colour, but a stack can be any height. Which storage space a colour sits in doesn't matter.

    Can I throw away goods to make room for new ones from a ship?

    Several players agree; the rules give no way to discard goods.

    • Almecho · Community · 2012-02-19
    • vardamir · Community · 2020-08-14
    • zefquaavius · Community · 2012-02-19

    No. The only way to empty a goods space is to sell that colour. Goods that don't fit stay in the depot.

    After selling goods, can a different colour go into the emptied storage space?

    The rulebook moves sold goods to their own space, freeing the storage space.

    • The Castles of Burgundy rulebook · Rulebook · Action "Sell Goods"
    • FitzChevalery · Community · 2018-05-20
    • Thunkd · Community · 2018-05-20
    • chris1nd · Community · 2012-12-30

    Yes. Sold goods move to the separate sold-goods space, so the emptied space can take any colour you don't already hold.

    How do I know which die number sells which goods colour?

    The rulebook says the die result decides which colour can be sold; the tiles print the matching number.

    • The Castles of Burgundy rulebook · Rulebook · Action "Sell Goods"
    • magnitt · Community · 2013-12-03
    • SteveK2 · Community · 2011-04-24
    • laiernie · Community · 2012-08-22
    • laiernie · Community · 2012-06-14

    Each goods tile shows a die face — that's its number. Every tile of a colour has the same number, and a stack holds one colour, so one die of that value sells the whole stack. The goods icon on each depot is different: it shows where the white die places that round's new goods.

    How many points and silver coins do I get for selling goods?

    The rulebook's sell-goods action states the payout.

    • The Castles of Burgundy rulebook · Rulebook · Action "Sell Goods"
    • njshaw2 · Community · 2015-04-23
    • Metal Rat · Community · 2018-04-14
    • r56ygf · Community · 2014-12-29
    • JoeC0 · Community · 2017-02-26

    One silver coin per sale, plus 2, 3 or 4 VP per tile sold in a 2-, 3- or 4-player game. You must sell the whole stack of that colour. Each tile scores once, when sold; tiles already in your sold pile don't score again later (apart from monastery tiles #15 and #25 at game end).

    Can I take the sell-goods action with no goods of that colour just to get a silver coin?

    Several players agree; no official ruling.

    • emptyset · Community · 2018-11-18
    • UnknownParkerBrother · Community · 2018-11-20
    • SaltyHorse · Community · 2025-01-01
    • Carthoris · Community · 2018-11-18

    No. The silver coin comes from actually selling at least one tile; an empty sale isn't an action. Use the die to take workers instead.

    What happens to goods tiles after I sell them?

    The rulebook's sell-goods action puts sold tiles face down on that space.

    • The Castles of Burgundy rulebook · Rulebook · Action "Sell Goods"
    • richcharters · Community · 2012-12-01
    • hanibalicious · Community · 2012-01-19
    • NakedSeamus · Community · 2013-10-30

    They stay face down on the sold-goods space of your player board for the rest of the game. Some monastery tiles score at the end for how many goods you sold or how many colours, and you may look through the pile at any time.

    Scoring Areas, Livestock and Bonus Tiles

    How and when does a completed area score?

    The rulebook's placement rules describe the two-part score on completion.

    • The Castles of Burgundy rulebook · Rulebook · The buildings
    • SJS1971 · Community · 2019-09-25
    • Shmello50 · Community · 2012-07-06
    • dkeisen · Community · 2019-04-28
    • DoomTurtle · Community · 2016-02-16
    • willyum · Community · 2014-03-04
    • GQuebed · Community · 2019-02-01disagrees

    Once, the moment you place its last tile: points for its size plus the current phase bonus. Sizes 1–8 score 1, 3, 6, 10, 15, 21, 28 or 36, and the phase bonus runs from 10 in phase A down to 2 in phase E, so a 3-space area finished in phase B scores 6 + 8 = 14. There's no end-of-phase scoring, the area never scores again, and earlier completed areas of the same colour are not added in.

    Does completing a one-space area score, including the phase bonus?

    The rulebook applies the phase bonus to every completed area regardless of size.

    • The Castles of Burgundy rulebook · Rulebook · The buildings
    • Randor20 · Community · 2014-12-29
    • 8bit Geezer · Community · 2015-04-22
    • sador42 · Community · 2015-04-25
    • vbrett · Community · 2023-08-13
    • HokieGeek · Community · 2013-03-25

    Yes. A single space is completed as soon as you fill it, so it scores 1 point plus the full phase bonus — 11 points in phase A. That makes small areas worth finishing early. (The starting castle is the exception: it's placed during setup and scores nothing.)

    What counts as one area — every space of a colour, or only connected spaces?

    The rulebook defines towns and pastures as contiguous areas of one colour.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • anti_clockwise · Community · 2011-09-03
    • lolcese · Community · 2014-11-20
    • TheRocketSurgeon · Community · 2014-11-20
    • Murr · Community · 2023-12-24

    Only a connected group of same-coloured spaces. Spaces of one colour split by other spaces are separate areas, and each scores on its own when completed — on board 1, for example, the beige spaces form four separate towns.

    Why does the area scoring table go up to 8 spaces when my board's biggest area is smaller?

    The rulebook notes towns of 1–8 spaces depending on the duchy.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • TheJRMY · Community · 2020-04-24
    • BartP · Community · 2016-09-05
    • SJS1971 · Community · 2021-03-27
    • Chigatterun · Community · 2019-06-25

    Other duchy boards have bigger areas. Board 1, recommended for first games, tops out at 5, but board 2 has an 8-space town, so the table covers every size up to 8.

    Do I get a bonus tile for completing one area, or only for covering every space of a colour?

    The rulebook ties the bonus tiles to covering all spaces of one colour.

    • The Castles of Burgundy rulebook · Rulebook · The buildings
    • cferejohn · Community · 2012-11-23
    • DoomTurtle · Community · 2013-12-17
    • chris1nd · Community · 2021-07-13
    • TVis · Community · 2012-10-15
    • pinoeppel · Community · 2023-12-24

    Only for covering every space of that colour in your whole duchy, however many separate areas it's split into. The first player to do so takes the large bonus tile, the second the small one, and no one can earn both tiles of one colour.

    Are the large and small bonus tiles scored immediately or at the end of the game?

    The rulebook says the bonus tile is taken and scored immediately.

    • The Castles of Burgundy rulebook · Rulebook · The buildings
    • tdaning · Community · 2023-09-16
    • keiththomasson · Community · 2013-11-18
    • Shmello50 · Community · 2021-02-03
    • Randor20 · Community · 2019-10-06
    • serjordah · Community · 2015-10-15
    • vardamir · Community · 2015-10-15disagrees

    Immediately, when you take them — on top of the normal size and phase points for the area you just finished. Adding them again at game end double-counts them.

    How do livestock tiles score when I add animals of the same type to a pasture?

    The rulebook's livestock rule and example describe this scoring.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • dkeisen · Community · 2013-05-13
    • SteveK2 · Community · 2013-04-11
    • SubtlyArtistic · Community · 2013-05-13
    • Pasvik · Community · 2011-12-20
    • jmattanah · Community · 2023-06-16
    • tykemalcolm · Community · 2013-05-13disagrees

    Each placement scores the new tile plus every tile of that animal already in the same pasture. Adding a 3-cow to a pasture with a 4-cow and a 2-cow scores 9. Placing 4, 4, 3, 3, 3 sheep in turn scores 4, 8, 11, 14 and 17. Other animal types and other pastures don't count, and the tiles needn't be adjacent.

    Buildings

    Can I build two buildings of the same type in one town?

    The rulebook states the one-per-town limit and monastery tile #1's exception.

    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • The Castles of Burgundy rulebook · Rulebook · The Monastery Tiles
    • richcharters · Community · 2012-12-01
    • ctulis59 · Community · 2018-01-24
    • Gawain · Community · 2020-05-20
    • aps29 · Community · 2015-04-23
    • gentlegiantglass · Community · 2012-03-19

    No — unless you have monastery tile #1. A town is a connected group of beige spaces, and each of the eight building types may appear only once in it. A duplicate can go in a different town. Monastery tile #1 lifts the limit.

    Does the town hall let me place a tile on a space of a different colour or number?

    The rulebook's town hall and general placement rules together answer this; players agree.

    • The Castles of Burgundy rulebook · Rulebook · Town hall
    • The Castles of Burgundy rulebook · Rulebook · Action "Place hex tile in your duchy"
    • pogo_ · Community · 2011-05-26
    • MHindmarch · Community · 2019-08-03
    • Great Dane · Community · 2011-05-26
    • Murr · Community · 2018-04-18
    • Hruberen · Community · 2016-10-22disagrees

    Different number yes, different colour no. "Any colour" refers to the tile you place, not the space: it must still match the space's colour, sit next to a placed tile and respect the one-building-type-per-town limit. No die is used, so the space's number doesn't matter. The tile must already be in your storage — with empty storage, the town hall gives nothing.

    If I place a building or other tile with the town hall's extra placement, does its effect trigger?

    The rulebook's town hall entry says the placed tile's effect triggers as usual.

    • The Castles of Burgundy rulebook · Rulebook · Town hall
    • Qtinuum · Community · 2011-05-29

    Yes. Any tile placed with the town hall triggers its normal effect, so a bank pays 2 silver, a castle gives another action, and so on, letting you chain actions.

    Does the warehouse sell only the goods matching the space's number, and do I get silver with no goods?

    The rulebook's warehouse entry lets you choose any type of goods you own and sell it as a normal sale.

    • The Castles of Burgundy rulebook · Rulebook · Warehouse
    • vardamir · Community · 2018-04-18
    • Travalgar · Community · 2020-04-28
    • Murr · Community · 2020-04-26

    It sells any one colour you own, with no die needed — and with nothing to sell you get nothing. The silver coin, and tile #3's extra coin, comes from the sale, not from placing the warehouse.

    Are building effects mandatory, for example a market when I don't want the available tile?

    The rulebook words those building effects with "may".

    • The Castles of Burgundy rulebook · Rulebook · Church
    • freddieyu · Community · 2013-03-03
    • evnzro · Community · 2023-12-12
    • alerce · Community · 2014-02-04
    • UnknownParkerBrother · Community · 2014-03-18
    • Thorin2001 · Community · 2014-02-04disagrees

    The ones worded "may" are optional. You can skip the market, carpenter's workshop, church, warehouse or town hall effect and still place the building. Effects that simply give you something (bank, boarding house, watchtower) aren't worded as a choice, though there's rarely a reason to refuse them.

    Can the market, church or carpenter's workshop take a tile from the black depot or the supply?

    The rulebook excludes the black depot and says an unusable effect can't be used later.

    • The Castles of Burgundy rulebook · Rulebook · Church
    • The Castles of Burgundy rulebook · Rulebook · The buildings
    • StocktonDave · Community · 2015-09-26
    • Shader10 · Community · 2023-09-13
    • soosy · Community · 2017-03-21
    • apotheos · Community · 2023-09-13

    No — only from the six numbered depots. If no matching tile is there when you place the building, the effect is lost; you can't use it later.

    If my storage is full, can I still take the tile a market, church or carpenter's workshop gives me?

    Several players agree; no official ruling.

    • tasajara · Community · 2012-04-27
    • dsant · Community · 2012-04-27
    • jazontan · Community · 2018-03-30
    • apotheos · Community · 2023-12-12

    Yes, and it rarely comes up. The building you just placed came out of storage, so a space is usually free. If not, you may discard a stored tile to make room, as with any tile you take.

    Monastery Tiles

    When does a monastery tile's ability start, and do black-backed monastery tiles work differently?

    The rulebook says monastery effects apply once the tile is in your duchy; players confirm black backs make no difference.

    • The Castles of Burgundy rulebook · Rulebook · The Monastery Tiles
    • Kobold Curry Chef · Community · 2012-07-05
    • DominionFamily · Community · 2017-08-28
    • aniaga · Community · 2014-12-26
    • casaraeal · Community · 2021-05-09

    Only once it's placed in your duchy, and from then on for the rest of the game. Like any hex tile, you take it into storage first and place it on a yellow space with a later action; a tile sitting in storage does nothing. A black back only shows where the tile is offered — bought from the black depot, it works exactly like a yellow-backed one.

    How does monastery tile #6 work, and can I buy from a numbered depot with silver?

    The rulebook gives tile #6's text and the one-purchase limit; players document the other editions' wording.

    • The Castles of Burgundy rulebook · Rulebook · The Monastery Tiles
    • Drodo88 · Community · 2022-11-30
    • SJS1971 · Community · 2021-07-29
    • kimdba · Community · 2015-02-28
    • Blechbirne · Community · 2022-11-01
    • FireManBearPig · Community · 2021-07-29
    • ampoliros · Community · 2023-07-12

    Normally you can't — silver buys only from the black depot. Tile #6 changes that, but its text differs by edition. In this rulebook (anniversary edition) it lets you pay 2 workers instead of 2 silver and buy from any depot, black depot included; it's still your one purchase for the turn, and it combines with tiles #13 and #14. The first edition allowed 2 silver for a tile from any depot. The later Special Edition limits it to 2 workers for a beige building from a numbered depot.

    Do monastery tiles #9–#11 adjust the die when taking tiles, and does #12 work for every tile colour?

    The rulebook's text for tiles #9–#12 separates placing from taking.

    • The Castles of Burgundy rulebook · Rulebook · The Monastery Tiles
    • Azeltir · Community · 2013-03-14
    • iklinck · Community · 2019-05-21
    • soosy · Community · 2017-05-21
    • Glad8r · Community · 2011-09-06
    • calesher · Community · 2021-05-09

    No to the first, yes to the second. Tiles #9, #10 and #11 give ±1 only when placing their tile types from storage into your duchy. Tile #12 gives ±1 only when taking a hex tile from a numbered depot, for any colour — the building icons on it just stand for the depots.

    Can a monastery tile's ±1 die adjustment be used every time and combined with workers?

    Several players agree; no official ruling.

    • JamesWolfpacker · Community · 2019-06-29
    • Glamorous Mucus · Community · 2011-08-31
    • freddieyu · Community · 2013-11-30
    • UnknownParkerBrother · Community · 2014-12-26
    • MHindmarch · Community · 2019-06-29

    Yes. Once the tile is in your duchy its optional ±1 applies every time you take the named action, for the rest of the game, and you can spend workers on top of it to change the die further.

    Does monastery tile #8 (workers change a die by 2) boost the ±1 from tiles #9–#12?

    Several players agree; one hyper-literal reading in the thread argued otherwise.

    • Pattersonclan · Community · 2018-03-04
    • DoomTurtle · Community · 2015-02-26
    • HokieGeek · Community · 2012-12-31
    • kjamma4 · Community · 2015-02-26
    • Einsiedler · Community · 2012-12-31
    • purpleplatypus · Community · 2018-03-04disagrees

    No. Tiles #9–#12 work "as if" you used a worker, but no worker is spent, so #8 doesn't apply to them. You can still spend a real worker (±2 with #8) and then apply the tile's extra ±1, for a change of up to 3.

    With monastery tile #8, can one worker change a die by just 1, or wrap from 2 to 6?

    Several players agree, citing the tile's original and German wording; no official ruling.

    • SD40 · Community · 2012-04-05
    • 3dicebombers · Community · 2012-04-05
    • Stephan Valkyser · Community · 2025-03-31
    • Shader10 · Community · 2025-03-31
    • Murr · Community · 2025-03-31

    Yes to both. The original tile reads "up to ±2" per worker, so a change of 1 is still allowed. And 1↔6 is just how die values wrap, not a separate power, so with #8 one worker turns a 2 into a 6 or a 5 into a 1; online implementations play it this way.

    If I have monastery tiles #3 and #4, do I get both bonuses when selling goods?

    Several players agree; no official ruling.

    • Almecho · Community · 2011-04-07
    • Gambiteer · Community · 2017-01-16
    • wavedog98 · Community · 2013-04-16
    • jmsmith2434 · Community · 2017-07-16
    • olavf · Community · 2011-12-30

    Yes. Effects that modify the same action stack, so each sale (by die or by warehouse) gives 2 silver from #3 and a worker from #4.

    What do monastery tiles #13 and #14 give together, and do they affect the boarding house?

    The rulebook notes these tiles have no effect on the boarding house; players confirm how they combine.

    • The Castles of Burgundy rulebook · Rulebook · The Monastery Tiles
    • vardamir · Community · 2013-03-01
    • RiderPestilence · Community · 2014-04-02
    • rainbowrose · Community · 2021-02-11
    • Harlans · Community · 2012-12-31

    4 workers plus 1 silver for each take-workers action — and nothing extra for a boarding house. #14 turns the action's 2 workers into 4 and #13 adds a silver coin; they don't add up to 6 workers. Both apply only to the die action, so a boarding house still gives exactly 4 workers.

    With monastery tile #5, can a ship take goods from three depots, or from any two?

    The rulebook's tile #5 adds one adjacent depot; players confirm the 6–1 wrap.

    • The Castles of Burgundy rulebook · Rulebook · The Monastery Tiles
    • pfctsqr · Community · 2016-05-01
    • UnknownParkerBrother · Community · 2011-12-30
    • eldub · Community · 2023-12-04
    • JonBen · Community · 2012-10-30
    • yooden · Community · 2016-05-02
    • Sufinsil · Community · 2016-05-02disagrees

    Two neighbouring depots only. You take all goods from the depot you choose plus one depot next to it — not both neighbours, and not any two depots. The depots form a ring, so 6 and 1 are neighbours.

    How does monastery tile #7 (+1 per livestock tile) score, and is it retroactive?

    The rulebook gives tile #7's rule and a worked example.

    • The Castles of Burgundy rulebook · Rulebook · The Monastery Tiles
    • tasajara · Community · 2014-10-31
    • Murr · Community · 2021-02-11
    • Randor20 · Community · 2014-10-31
    • rainbowrose · Community · 2021-02-12
    • chris1nd · Community · 2014-10-31disagrees

    It's a during-play bonus from when it's placed, not retroactive. Whenever you later place livestock, add 1 point for each tile that scores, including the new one. A 3-sheep into a pasture with a 2-sheep, a 4-sheep and a 2-pig scores 3 + 2 + 4 = 9, plus 3 = 12. Animals placed before #7 get nothing when it arrives.

    Does monastery tile #2 give one worker per mine or one per phase?

    The rulebook's tile #2 text pays a worker per mine.

    • The Castles of Burgundy rulebook · Rulebook · The Monastery Tiles
    • bkunes · Community · 2012-11-09
    • sfox · Community · 2012-11-09
    • Pattersonclan · Community · 2021-01-07

    One per mine: at the end of each phase, including phase E, you get a worker alongside the silver coin for every mine in your duchy.

    How do the building-scoring monastery tiles (#16–#23, #29) score, and does the tile count itself?

    The rulebook's text and example for these tiles describe the scoring.

    • The Castles of Burgundy rulebook · Rulebook · The Monastery Tiles
    • Einsiedler · Community · 2013-02-20
    • cannoneer · Community · 2021-05-06
    • Travalgar · Community · 2021-05-12
    • Thunkd · Community · 2013-02-20

    4 VP for each beige building of the matching type anywhere in your duchy. They needn't be adjacent to the tile. The yellow tile isn't a building, so on its own it scores nothing, and each such tile scores independently.

    With monastery tiles #15 or #25, do unsold goods still score 1 point each at the end?

    Several players agree, including a playtester; one poster read it the other way.

    • Great Dane · Community · 2012-08-23
    • ColtsFan76 · Community · 2012-05-11
    • UnknownParkerBrother · Community · 2012-05-11
    • jmsmith2434 · Community · 2017-07-16
    • Benjro · Community · 2012-05-12disagrees

    Yes. "Unsold goods are ignored" only means they don't count toward that tile's bonus; every unsold goods tile still earns its normal 1 VP at game end.

    End of the Game

    Do mines pay silver at the end of the final phase, and does that silver score?

    The rulebook pays mines at the end of each phase and starts final scoring once phase E is complete.

    • The Castles of Burgundy rulebook · Rulebook · End of a phase
    • The Castles of Burgundy rulebook · Rulebook · End of the Game
    • TVis · Community · 2016-06-06
    • vidaldo · Community · 2021-02-20
    • fnord23 · Community · 2014-03-03
    • Murr · Community · 2017-11-22
    • rainbowrose · Community · 2021-01-07

    Yes. Phase E ends like every other phase: you collect 1 silver per mine (and a worker per mine with monastery tile #2) before final scoring, and that silver then counts 1 VP each. With no mines you get no silver at any phase end.

    In a tie, does the player with more or fewer empty spaces in their duchy win?

    The English rulebook says fewest; players cite the German original and the translator's admission for most, with no publisher correction.

    • PatK · Community · 2011-03-17
    • PatK · Community · 2011-04-04
    • SaltyHorse · Community · 2020-01-11
    • Great Dane · Community · 2013-07-03
    • SaltyHorse · Community · 2016-08-23
    • The Castles of Burgundy rulebook · Rulebook · End of the Gamedisagrees
    • freddieyu · Community · 2012-12-04disagrees

    Most likely the player with more empty spaces. The English rulebook, including the anniversary edition, says the player with the fewest unused spaces wins. But the German original says more empty spaces, and the English translator acknowledged the mistake on BGG. Agree on a reading before you play; the German rule is the better-supported one.

    For the final tiebreaker, does "farthest behind on the bridge" mean the position at the start or at the end of the game?

    The rulebook's tiebreaker uses position on the bridge when the game ends; players explain it as the turn order of the final round.

    • The Castles of Burgundy rulebook · Rulebook · End of the Game
    • Great Dane · Community · 2013-07-03
    • Falzir · Community · 2013-10-02
    • Falzir · Community · 2013-08-06
    • Falzir · Community · 2013-10-02
    • Squidd · Community · 2013-10-02disagrees

    At the end — the last round counts, not the start of the game. Among players still tied, the winner is the one who went latest in the final round (round 25). Who started the game doesn't matter. If someone moves up with a ship during that round, players read the rule as using the order the round was actually played in.

    The Inns

    How do the Inns (formerly Cloisters) work, and can one area hold more than one?

    The rulebook's Inns section gives the current rules; players document the original Cloister wording.

    • The Castles of Burgundy rulebook · Rulebook · The Inns
    • Dvs08 · Community · 2021-06-08
    • JoshBot · Community · 2015-12-20
    • Gawain · Community · 2021-06-08
    • Harl · Community · 2015-12-21

    An inn is bought from beside the black depot for 2 silver and placed on any legal empty space; it has no effect except adding 1 to its area's size. It never produces anything, so an inn in a mine area gives no silver. The current rules allow only one inn per area. The original Cloister promo allowed several per area, capped at size 8.

    How many points does a 9-space area score when an inn enlarges an 8-space area?

    Players quote the Special Edition rulebook; an earlier forum answer capped it at 36.

    • azurb1 · Community · 2025-02-07
    • Dr_Bewd · Community · 2023-03-05
    • azurb1 · Community · 2025-02-07
    • lalin1974 · Community · 2022-04-01disagrees

    45 VP under the Special Edition rules, which state that a 9-space area scores 45. Before that text appeared, some players capped scoring at 36, the 8-space value.

    The Castles of Burgundy: 1st Expansion – New Player BoardsExpansion

    What extra placement rule comes with the New Player Boards?

    Several players quote the expansion text and agree on reading it as placed tiles; one poster thought castles were also restricted.

    • Mozart78 · Community · 2012-07-19
    • chris1nd · Community · 2015-01-14
    • MHindmarch · Community · 2015-01-13
    • Carcking · Community · 2016-03-01
    • rri1 · Community · 2017-04-08
    • SteveK2 · Community · 2015-01-14disagrees

    Besides being adjacent to a placed tile, every new tile must connect to a castle — either directly next to one, or touching a placed tile of its own colour that is itself linked back to a castle through same-coloured tiles. Empty spaces don't count as links. New castles are exempt and are placed as normal.

    Can the New Player Boards be played with the standard rules, and the connection rule with the base boards?

    Several players agree; no official ruling.

    • Benjo221 · Community · 2012-10-30
    • baughmm · Community · 2013-03-13
    • dyepbr · Community · 2013-03-13
    • Werbaer · Community · 2012-05-19
    • fnord23 · Community · 2012-07-19
    • Werbaer · Community · 2012-10-30

    The new boards, yes; the connection rule on the base boards, no. The new duchies work fine under the normal rules or mixed with the original boards, and their castle-connection rule is optional. That rule was designed for these boards — on the original duchies it can leave parts of the board unreachable.

    With the New Player Boards, what does giving up 5 VP and both dice actions to take a set-aside castle mean?

    Several players agree on this reading of the expansion text; no official ruling.

    • Werbaer · Community · 2011-10-27
    • Falzir · Community · 2013-04-21
    • UnknownParkerBrother · Community · 2011-10-27
    • UnknownParkerBrother · Community · 2011-10-27disagrees

    It's an escape hatch when the connection rule leaves you stuck. For 5 VP and both die actions of your turn, you take a castle that left play earlier, usually one cleared from the board at a phase end, and put it in an empty storage space. You still have to place it with a later action as normal; it doesn't move a castle already in your duchy.

    Can a castle's bonus action count as one of the two dice actions spent to reclaim a castle?

    One player's reading of the expansion wording; another disagrees and there is no official ruling.

    • keiththomasson · Community · 2016-04-09
    • keiththomasson · Community · 2016-01-10
    • rri1 · Community · 2016-04-09disagrees

    Probably not. The expansion's wording is "both actions", which reads as giving up your whole regular turn — both rolled dice — while a castle's bonus is a single extra action, so it shouldn't stand in for one of them. Another player found using it reasonable; there's no official ruling.

    The Castles of Burgundy: 2nd Expansion – New Hex TilesExpansion

    How are the 2nd Expansion's new hex tiles added, and should I mix in more than one set?

    Several players agree; no official ruling.

    • Werbaer · Community · 2012-12-07
    • DoomTurtle · Community · 2013-01-07
    • Khonnor · Community · 2018-10-22

    Mix two tiles into the yellow supply and two into the black-backed supply, and use only one set. Each yellow tile is meant to be unique, and the wild park and goats would be too strong in multiples.

    Can the park copy a building that is already in the same town?

    The designer answered this directly in 2012.

    • Stefan Feld · Designer · 2012-10-28
    • Pasvik · Community · 2012-10-28
    • Robman · Community · 2012-10-28disagrees

    Yes. The park acts as any building in the game, whether or not you own one, including a type already in its own town.

    “You can also choose a function of a building, that is in the same region.”

    — Stefan Feld, designer

    At game end, can the park (the crane in newer editions) count as two building types for two monastery tiles?

    Several players agree; one dissent, and no official ruling.

    • DoomTurtle · Community · 2012-12-14
    • Shmello50 · Community · 2022-08-07
    • VonVeederVeld · Community · 2012-12-14
    • keso55 · Community · 2015-10-23
    • willhowe · Community · 2025-05-12disagrees

    Most players say no — it counts as one building type of your choice at scoring. It may be a different type from the one whose effect you used when placing it, but it scores for only one monastery tile. One player reads the crane's wording as a wild card for each tile; no official ruling has settled it.

    Does the Sequential Order (Bridge) monastery tile make me start player?

    Several players agree; no official ruling.

    • SubtlyArtistic · Community · 2012-12-30
    • keso55 · Community · 2015-10-23

    No — it only keeps your piece on top of whatever stack it's in. Anyone moving onto your space goes underneath, but players farther along the bridge still go before you.

    With the Workers monastery tile, is buying workers limited to once per turn?

    Several players agree; no official ruling.

    • DrDevidents · Community · 2013-08-29
    • Hermjard · Community · 2014-04-20

    No. The once-per-turn limit applies only to the black depot purchase. With this tile you can buy as many workers as you can pay for, at 2 workers per silver.

    The Castles of Burgundy: 8th Expansion – Trade RoutesExpansion

    With Trade Routes, when I sell several goods at once, do they all go on one space or one per space?

    Several players quote the expansion text and agree, one after checking with alea.

    • Dismas · Community · 2017-07-20
    • shinkyo · Community · 2017-07-25
    • DoomTurtle · Community · 2017-05-03
    • Backlash27 · Community · 2017-06-23

    One tile per space, filling from left to right. You get a space's bonus only if the tile placed there matches its colour, so selling smaller stacks can help you line up bonuses.

    With Trade Routes, are the cards one sequence or filled separately, and do I choose their order?

    Several players agree, one after checking with alea; one group house-rules the order.

    • jrdavis4 · Community · 2018-02-02
    • betinet · Community · 2017-06-09
    • dragos_br · Community · 2018-12-17
    • xh0n1 · Community · 2020-05-10
    • WBuchanan · Community · 2017-06-23disagrees

    One left-to-right sequence, in random order. Lay the cards out in the order you drew them and fill every space of the first card before moving to the next. Choosing the order yourself is a house rule.

    With Trade Routes, do I still get silver and victory points when selling goods?

    One experienced player's answer; no official ruling.

    • Carthoris · Community · 2020-03-17
    • Carthoris · Community · 2020-03-17

    Yes. A sale pays its usual silver coin and victory points per tile; a matching trade route space only adds a bonus on top.

    What happens when all spaces on my Trade Routes cards are filled?

    Several players agree, one after checking with alea.

    • jrdavis4 · Community · 2018-02-02
    • yolandavi · Community · 2018-02-02
    • Fabvier · Community · 2017-12-30
    • Carthoris · Community · 2021-05-19

    Nothing more — the routes don't restart. From then on, place sold goods on the sold-goods space of your player board as usual. Monastery tiles that count sold goods still work: count the goods on your routes plus any on the sold-goods space.

    On a Trade Routes card, does the take-a-hex-tile bonus allow any tile or only a building?

    Several players agree; no official ruling.

    • Stone of Light · Community · 2018-03-01
    • ckorfmann · Community · 2018-03-01
    • gilesbennett · Community · 2018-06-21

    Only a beige building tile. The bonus uses the carpenter's workshop symbol, and the route bonuses mirror the matching board effects; by the same logic it takes from the numbered depots, as the workshop does, not the black depot.

    What does the die icon on a Trade Routes card give?

    Two players agree; no official ruling.

    • larryjrice · Community · 2017-11-19
    • r56ygf · Community · 2017-11-19

    A castle-style bonus action. You get a virtual die set to any value you like and take one action with it immediately.

    The Castles of Burgundy: 9th Expansion – The Team GameExpansion

    In the team game, can I put a tile I take into the shared storage even if my private storage has room?

    The designer answered this directly in 2020.

    • darkpact · Designer · 2020-02-09

    Yes. Each time you take a hex tile you freely choose your private storage or the team's shared storage, as long as the chosen space is empty. Once stored, a tile can't be moved between storages.

    In the team game, can I place tiles on my teammate's half of the board?

    The designer answered this directly in 2018.

    • darkpact · Designer · 2018-08-05

    Yes. Teammates share the whole team board and may place on any legal space adjacent to any tile already there. Only the private storage spaces are separate.

    In the team game, do monastery tiles benefit both players on the team?

    The designer confirmed this twice, in 2018 and 2020.

    • darkpact · Designer · 2018-08-05
    • darkpact · Designer · 2020-07-05

    Yes. Every yellow tile on the team board counts for both teammates.

    How does the Bridge monastery tile (always on top in turn order) work in the team game?

    The designer answered this directly in 2018.

    • darkpact · Designer · 2018-08-05
    • darkpact · Designer · 2018-08-05
    • DoomTurtle · Community · 2018-08-05disagrees

    Both teammates get its effect against the other team, but their order relative to each other doesn't change. It only matters when you share a bridge space with an opponent.

    “The relative order of the two team mates stay the same, but both gain the bonus compared to the players from the other team.”

    — darkpact, designer

    In the team game, when does a team earn a colour bonus tile, for example for mines?

    The designer answered this directly in 2019.

    • darkpact · Designer · 2019-03-16

    Only when every space of that colour on the whole team board is filled — all 6 mines, not just those on one player's half.

    In the team game, are goods sales and bonus tiles scored at the 4-player or 2-player values?

    The designer answered this directly in 2019.

    • darkpact · Designer · 2019-01-13
    • Murr · Community · 2019-03-13

    4-player values. There are still four players, so each goods tile sold scores 4 VP and the bonus tiles use their 4-player amounts.

    In the team game, what is the turn order in the first round?

    Players quote the team-game rules; no official ruling was needed.

    • rainbowrose · Community · 2020-07-05
    • Murr · Community · 2019-03-19

    A1, B1, A2, B2 — the teams alternate. From round 2 on, turn order follows the pieces on the bridge as usual.

    In the team game, does the rule for ships placed when your piece is already on the last bridge space apply per player or per team?

    The designer confirmed this in 2020.

    • darkpact · Designer · 2020-02-21

    Per player. A player whose own piece is already on the final bridge space goes on top of the stack there when placing another ship. A teammate who is farther back simply moves forward one space.

    On the advanced 12b team board, must each team start on the 1 or 6 castle space?

    The designer answered this in 2019, recommending against the rulebook's restriction.

    • darkpact · Designer · 2019-03-18
    • Murr · Community · 2019-03-19disagrees

    The designer recommends ignoring that restriction. The rulebook says each team picks the 1 or the 6 dark green space, but the designer says that limit was added during development and can lock a team out on turn 1, which wasn't intended.

    “I also remember that limiting the starting position on the backside was added by Stefan Brück, so I would ignore that rule.”

    — darkpact, designer

    The Castles of Burgundy: 10th Expansion – SoloExpansion

    In the solo game, can I still sell goods normally, and does the colour matter for the 5-goods exchange?

    The designer answered this directly in 2018 and 2019.

    • darkpact · Designer · 2019-08-28
    • darkpact · Designer · 2018-11-27
    • darkpact · Designer · 2019-07-30

    Yes, you can still sell, and no, colour doesn't matter for the exchange. Selling works as usual and still needs a die matching the goods. Trading any 5 goods for a face-down black depot tile when you place a ship is just an extra option, and any mix of colours will do.

    In the solo game, can goods I've already sold be used for the 5-goods exchange?

    Several players agree; the rules don't say it outright.

    • giantmike · Community · 2019-11-02
    • nimzo28 · Community · 2020-01-11
    • SaltyHorse · Community · 2020-12-06

    No. Only goods still in your storage can be exchanged; sold goods have already been turned into silver and points.

    On the solo board, do the river-linked blue hexes form one big region?

    The designer answered this directly in 2018.

    • darkpact · Designer · 2018-11-27
    • darkpact · Designer · 2018-11-27
    • SaltyHorse · Community · 2022-06-23

    No — each blue hex is its own 1-space region. The rivers connect spaces but aren't spaces themselves, so they don't merge the blue hexes.

    In the solo game, how does expanding to other regions only via the rivers work?

    The designer confirmed the river rule in 2019; players explain the connections.

    • darkpact · Designer · 2019-07-30
    • SaltyHorse · Community · 2020-11-22
    • SaltyHorse · Community · 2023-10-09
    • giantmike · Community · 2020-02-23

    A hex is adjacent to the hexes it shares a side with and to any hex a river leads to directly. To reach another land area you place a ship and grow out along its river. Where no river links two hexes, you have to build across the land in between.

    In the solo game, do monastery scoring tiles also count items I place after the tile?

    The designer answered this directly in 2018.

    • darkpact · Designer · 2018-11-27

    No. In solo, a monastery tile's points are scored once, immediately when placed, counting only what you already have. Later items add nothing.

    In the solo game, do I still score normal points for completing regions?

    The designer confirmed this in 2021.

    • darkpact · Designer · 2021-09-22
    • giantmike · Community · 2019-05-22
    • F1r35pray · Community · 2020-06-12

    Yes. Only the colour bonus changes in solo; every completed region still scores its size plus the phase bonus, small 1- and 2-space regions included.

    In the solo game, what do I get for completing a colour, and does it chain?

    The designer answered this directly in 2019 and 2020.

    • darkpact · Designer · 2019-02-24
    • darkpact · Designer · 2020-08-22
    • Brek Zarith · Community · 2021-11-01
    • giantmike · Community · 2019-05-22

    A black depot tile placed straight into your duchy instead of bonus points — and yes, it chains. The trigger is covering every space of a colour, not a single region. If the placed tile completes another colour, take another, as long as the black depot has a tile left. The depot is never refilled for this.

    In the solo game, what if I complete a colour but no black depot tile can legally go into my duchy?

    One experienced player's reading, which the asker adopted; the rules are silent.

    • SaltyHorse · Community · 2023-10-21
    • LenDK62 · Community · 2023-10-21

    Most likely you get nothing. The rules don't cover it; the accepted reading is that you neither take nor discard a black depot tile. The black depot is face up in solo, just as in the multiplayer game.

    In the solo game, can I choose the order in which points from one placement are scored, to avoid wasting points at the target?

    The designer answered this directly in 2020; it narrows the rulebook's general note on ordering partial actions.

    • darkpact · Designer · 2020-07-26
    • tenperth · Community · 2022-09-15disagrees

    No — first everything the placed tile itself gives (such as its livestock points), then the points for any regions it completes. The rulebook's note that you choose the order of partial actions doesn't let you reorder these. So at 46 VP, a 4-sheep tile that completes a 1-space pasture first takes you to 50 (reset plus a free action) and then adds the 11 area points; at 39 VP you can't score the area first to reach 50.

    “No. You always trigger everything from the tile you placed, then the points for filled up regions.”

    — darkpact, designer

    What is the target victory point marker for in the solo game?

    One experienced player explains the solo rule; no official ruling.

    • giantmike · Community · 2019-05-17

    It's how you earn the extra actions you need. When your score reaches the target, reset to 0, move the target down 5, and immediately take a free die action of your choice. Without these actions, 25 rounds aren't enough to fill all 37 spaces.

    In the solo game, which hex tile is removed from the depot shown by the white die?

    Players explain the solo rule the same way; no official ruling.

    • giantmike · Community · 2019-06-27
    • Lorthania · Community · 2022-04-21

    In depots 2, 3, 5 and 6 the top tile, then the bottom; in depots 1 and 4 the left tile, then the right. If that depot is already empty, move clockwise to the next depot and apply the same order.

    In the solo game, can I still buy a black depot tile for 2 silver?

    One player's answer, pointing to the base rules; no official ruling.

    • MHindmarch · Community · 2019-06-24

    Yes. The base rule still applies: once per turn you may buy one black depot tile for 2 silver, besides the 5-goods exchange when placing a ship.

    Can the solo rules be used with the base game boards, and the solo board in a normal game?

    The designer answered this directly in 2019 and again in 2021.

    • darkpact · Designer · 2019-01-25
    • darkpact · Designer · 2021-01-10
    • darkpact · Designer · 2019-01-13

    Yes, both. The designer says the solo rules work with any duchy (some easier, some harder), and the solo board can be used in a regular game, though that pairing hasn't been balance-tested.