The Four Actions
Every die action in The Castles of Burgundy — take a hex tile, place a hex tile with its placement rules, sell goods, take 2 workers — plus buying from the black depot and the goods storage limit.
Each die gives one action. You choose the action and the order; both dice may take the same action. Workers may change a die first (Workers).
| Action | What the die decides | Result |
|---|---|---|
| The depot | One hex tile to your storage | |
| The space number | A tile from storage into your duchy, with its effect | |
| The goods colour | 1 silver + 2/3/4 VP per tile | |
| Nothing | 2 worker chips | |
| — | 2 silver: one black-depot tile, once per turn |
Take a hex tile
Take one hex tile of your choice from the depot whose number the die shows and put
it on an empty storage space at the bottom left of your duchy.
- A taken tile never goes straight into your duchy — not even when your second die is about to place it.
- All three storage spaces full? First discard one stored tile to the box, then store the new one. That is legal but almost always a waste.
Place a hex tile
Take one tile from your storage and place it on an empty space of your duchy
that shows the die number and has the tile’s colour. The tile’s effect happens at once — see
Hex Tiles and Buildings.
Placement rules
- The space number must equal the die (after workers).
- The tile colour must equal the space colour. Black-backed tiles go by the colour of their front.
- The space must touch at least one tile already in your duchy. Your very first placement goes on one of the six spaces around your starting castle.
- Placed tiles are permanent: never moved, removed or replaced.
- One building of each type per town (One building per town).
[Shields] Shield 18 lets you ignore rule 3 (Shield abilities). [Solo] In the solo game you may only reach new regions across rivers (A solo round).
Sell goods
The die number names a goods type: every goods tile shows a die face. Sell your
whole stack of that type — you cannot keep some back. Turn the tiles face down onto your sold-goods
space and take:
- 1 silver coin in total, however many tiles you sold;
- victory points per tile: 2 with 2 players, 3 with 3, 4 with 4.
| Players | VP per sold tile | Selling 3 tiles |
|---|---|---|
| 2 (and solo) | 2 | 6 VP + 1 silver |
| 3 | 3 | 9 VP + 1 silver |
| 4 | 4 | 12 VP + 1 silver |
Sold tiles stay face down; you may look through them at any time (monasteries 15 and 25 count them).
[Trade] With the Trade Routes the sold tiles go onto your trade route instead (Selling onto the trade route).
Take 2 workers
Any die number: take
2 workers from the supply. Monasteries 13
and 14 improve this action.
Buy from the black depot
Once per turn, in addition to your two dice, you may pay
2
silver to move one tile of your choice from the central black depot to an empty storage space. You
may buy before, during, between or after your actions. You place it later like any other tile, on a
space of its front colour.
Monastery 6 lets you pay with 2 workers instead, from any depot — still one purchase per turn (Monastery tiles).
Goods storage
Goods come from ships and start in your storage at setup.
- Three storage spaces, one goods colour per space; tiles of the same colour stack.
- A tile you cannot store (a fourth colour) stays in its depot.
- You may never throw goods away to make room — sell them instead.
[Solo] In the solo game there is no limit on goods colours (Solo setup).
Combining actions
- Castles, the town hall and the warehouse give extra actions without a die (Hex Tiles and Buildings).
- A building whose effect you cannot use can still be placed; the effect is lost.
- Leftover worker chips are worth ½ VP each at the end (1 VP per two), so spend them when they turn a die into a real gain.