Ludexv2026.11.01-65114139The Castles of BurgundyOfficial rulebook ↗

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Cards & Components

Every distinct component face of The Castles of Burgundy and its expansions: hex tiles, the eight buildings, all 29 monasteries, livestock, goods, bonus tiles, all 18 shields, trade route cards, chips and boards.

Every distinct face, with what it does and where the rules explain it. Pictures are from the 2019 rulebook; the livestock, goods, bonus tiles, trade route cards and overview board come from the Tabletop Simulator mod, which uses the same 2019 art.

Boards

BoardUse
Game boardGame board — 4-player front, 2–3-player back. The game board FAQ FAQ FAQ FAQ
Duchy 1Duchies 1–10 — 4 copies each of 1 and 2, one each of 3–10. Your duchy FAQ FAQ FAQ FAQ
Border-post duchyDuchies 11a–11f [Border]. The Border Posts FAQ FAQ FAQ
Team duchyTeam boards 12a/12b [Team]. The Team Game FAQ FAQ
Solo duchySolo duchies 13A/13B [Solo]. The Solo Game FAQ FAQ FAQ FAQ
Overview board, tile side Overview board, scoring sideOverview boards (4) — one side shows what each tile type and building does; the other the area points (1–36), the phase bonus (A–E: 10/8/6/4/2) and the reminders for the black depot and for doubles. FAQ

Cards

Trade route cards

Trade bonuses depend on the sold tile matching the next space color, not the die; normal sale silver and VP still apply. 12 cards of 3 spaces, read left to right (The Trade Routes). The cards carry no numbers; the numbers here are only for reference. FAQ FAQ FAQ

CardSpaces
Trade route card 11 — Brown: sell goods · purple: take a castle, mine or monastery · pink: 4 VP.
Trade route card 22 — Teal: silver · orange: extra action · brown: take a building.
Trade route card 33 — Brown: extra action · orange: silver · teal: take a building.
Trade route card 44 — Pink: place a tile · brown: 4 VP · orange: take a ship or livestock.
Trade route card 55 — Pink: workers · brown: take a castle, mine or monastery · purple: extra action.
Trade route card 66 — Teal: take a ship or livestock · purple: silver · brown: place a tile.
Trade route card 77 — Purple: take a building · red: take a castle, mine or monastery · teal: workers.
Trade route card 88 — Orange: 4 VP · pink: silver · red: sell goods.
Trade route card 99 — Red: place a tile · pink: take a castle, mine or monastery · purple: workers.
Trade route card 1010 — Red: extra action · teal: 4 VP · purple: take a ship or livestock.
Trade route card 1111 — Orange: place a tile · red: take a ship or livestock · pink: sell goods.
Trade route card 1212 — Red: workers · teal: sell goods · orange: take a building.

The symbols are the overview-board ones: the take-tile symbol with a blue-green hex means a ship or livestock tile, with a yellow-green-grey hex a castle, mine or monastery, with a beige hex a building; “place a tile” is the place-tile symbol, “extra action” a die with a plus, “silver” two coins, “workers” a stack of worker chips.

Tiles

Single-type hex tiles

All tiles of these types share one face; black-backed copies differ only on the back.

TileWhat it does
Ship tile Ship tile, first editionShip (20 blue + 6 black) — take all goods from a depot; placing the ship then moves you one space up the bridge, regardless of the depot number. Ships FAQ FAQ
Castle tile Castle tile, first editionCastle (14 + 2) — after placing it, choose any number for its extra action; it need not match the die used to place the Castle. Castles FAQ FAQ FAQ
Mine tile Mine tile, first editionMine (10 + 2) — 1 silver at every phase end while it is in your duchy, including the phase when placed. Mines FAQ

Livestock tiles

28 tiles (20 light green + 8 black) in four animal types, each showing 2, 3 or 4 animals. When placed, a tile scores its animals plus every matching animal already in that same connected pasture: adding 2 sheep beside 3 sheep scores 5 VP (Livestock).

TileFace
Livestock tile with 2 cows2 cows — 2 VP plus the other cows already in the pasture.
Livestock tile with 3 cows3 cows — 3 VP plus the other cows already in the pasture.
Livestock tile with 4 cows4 cows — 4 VP plus the other cows already in the pasture.
Livestock tile with 2 pigs2 pigs — 2 VP plus the other pigs already in the pasture.
Livestock tile with 3 pigs3 pigs — 3 VP plus the other pigs already in the pasture.
Livestock tile with 4 pigs4 pigs — 4 VP plus the other pigs already in the pasture.
Livestock tile with 2 sheep2 sheep — 2 VP plus the other sheep already in the pasture.
Livestock tile with 3 sheep3 sheep — 3 VP plus the other sheep already in the pasture.
Livestock tile with 4 sheep4 sheep — 4 VP plus the other sheep already in the pasture. FAQ
Livestock tile with 2 dark brown horned animals2 dark brown horned animals — 2 VP plus the other horned animals already in the pasture.
Livestock tile with 3 dark brown horned animals3 dark brown horned animals — 3 VP plus the other horned animals already in the pasture.
Livestock tile with 4 dark brown horned animals4 dark brown horned animals — 4 VP plus the other horned animals already in the pasture.

The rulebook names cows, sheep and pigs; the fourth type (dark brown, horned) is not named — the 2019 edition replaced the first edition’s chickens with it.

Buildings

56 beige tiles, 7 of each type (5 beige-backed, 2 black-backed). Each acts once when placed (The eight buildings).

BuildingWhat it does
Market Market, first editionMarket — take a ship or livestock tile from a numbered depot. FAQ
Carpenter's workshop Carpenter's workshop, first editionCarpenter’s workshop — take a building from a numbered depot.
Church Church, first editionChurch — take a mine, monastery or castle from a numbered depot.
Warehouse Warehouse, first editionWarehouse — sell one goods type, no die.
Boarding house Boarding house, first editionBoarding house — 4 workers.
Bank Bank, first editionBank — 2 silver.
Town hall Town hall, first editionTown hall — place another tile from storage. FAQ
Watchtower Watchtower, first editionWatchtower — 4 VP.

Monastery tiles

26 base tiles (20 yellow + 6 black) and 3 expansion tiles. Full rules on Monastery Tiles. The scoring monasteries trigger at final scoring; they do not score again when you add matching tiles later. FAQ

TileEffect
Monastery 1 Monastery 1, first edition1 — Several buildings of one type per town.
Monastery 2 Monastery 2, first edition2 — At each phase end, every mine pays its usual silver plus one worker. FAQ
Monastery 3 Monastery 3, first edition3 — Each goods sale gives 2 silver total, no matter how many tiles you sell together. FAQ
Monastery 4 Monastery 4, first edition4 — Each sale gives one worker, no matter how many goods tiles you sell together.
Monastery 5 Monastery 5, first edition5 — When placing a ship, also take all goods from one depot next to the depot you chose; both depots empty into storage.
Monastery 6 Monastery 6, first edition6 — Buy with 2 workers, from any depot; once per turn. FAQ FAQ
Monastery 7 Monastery 7, first edition7 — +1 VP for every livestock tile that scores when you place livestock; that includes the new tile and each matching tile in the same pasture. FAQ
Monastery 8 Monastery 8, first edition8 — Each worker may change one die by up to 2 instead of 1; for example, one worker can turn a 4 into a 6. FAQ
Monastery 9 Monastery 9, first edition9 — When placing a building, adjust the die up or down by 1 without spending a worker.
Monastery 10 Monastery 10, first edition10 — When placing a ship or livestock, adjust the die up or down by 1 without spending a worker.
Monastery 11 Monastery 11, first edition11 — When placing a castle, mine or monastery, adjust the die up or down by 1 without spending a worker.
Monastery 12 Monastery 12, first edition12 — When taking a tile from the board, adjust the die up or down by 1 without spending a worker.
Monastery 13 Monastery 13, first edition13 — The die action that gives 2 workers also gives 1 silver; a Boarding House does not trigger it.
Monastery 14 Monastery 14, first edition14 — The die action gives 4 workers total instead of 2; a Boarding House does not trigger it.
Monastery 15 Monastery 15, first edition15 — End: 2 VP per different goods type you sold; selling several tiles of one colour still counts as one type. FAQ
Monastery 1616 — End: 4 VP for each warehouse in your duchy (two warehouses score 8).
Monastery 1717 — End: 4 VP for each watchtower in your duchy.
Monastery 1818 — End: 4 VP for each carpenter’s workshop in your duchy.
Monastery 1919 — End: 4 VP for each church in your duchy.
Monastery 2020 — End: 4 VP for each market in your duchy.
Monastery 2121 — End: 4 VP for each boarding house in your duchy.
Monastery 2222 — End: 4 VP for each bank in your duchy.
Monastery 2323 — End: 4 VP for each town hall in your duchy.
Monastery 24 Monastery 24, first edition24 — End: 4 VP per different livestock type, no matter how many tiles of each type you have.
Monastery 25 Monastery 25, first edition25 — End: 1 VP for every goods tile sold, not just each type.
Monastery 26 Monastery 26, first edition26 — End: 3 VP for every large or small bonus tile you own.
Monastery 2727 — [Tiles] When bridge spaces are shared, your piece stays on top, so you remain first in turn order. New Hex Tiles FAQ
Monastery 2828 — [Tiles] Pay 1 silver for 2 workers, and repeat this exchange as often as you can pay. New Hex Tiles FAQ
Monastery 2929 — [White] End: 4 VP per white castle. White Castles FAQ

The rulebook names only the buildings on 17 and 22; those on 16, 18–21 and 23 are read from the building pictured on each tile, and match the building art on the tiles themselves.

Expansion hex tiles

TileWhat it does
CraneCrane [Tiles] — use one building effect when placed; at the end it counts as one building type of your choice, not a separate type for each scoring monastery. The crane FAQ
GeeseGeese [Tiles] — when placed, score 2 VP plus the points from one other animal type already in that pasture; each later livestock placement there makes the geese score 2 VP again. The geese
White castleWhite castle [White] (8 tiles) — an action with the white die’s number. Placing a white castle FAQ FAQ FAQ
InnInn [Inns] (5 tiles) — fills an empty space of any colour; only one per area, and it raises that area’s scoring size by one when completed. Placing an inn FAQ FAQ FAQ FAQ FAQ FAQ

Goods tiles

42 square tiles, 7 of each of 6 types. Each shows a die face: that number sells it (Sell goods).

TileFace
Goods tile, die 11 — teal goods (cloth). FAQ FAQ FAQ FAQ
Goods tile, die 22 — purple goods (grapes).
Goods tile, die 33 — pink goods (ring).
Goods tile, die 44 — red goods (pottery).
Goods tile, die 55 — brown goods (furniture).
Goods tile, die 66 — orange goods (mustard).

All goods tiles share one back, a wooden crate.

Bonus tiles

12 tiles, a large and a small one in each of the 6 colours. The first player to cover a colour takes the large one, the second the small one (Colour bonus tiles).

TilesFace
Beige large bonus tile showing 5 6 7 Beige small bonus tile showing 2 3 4Beige (buildings) — large 5 / 6 / 7 VP, small 2 / 3 / 4 VP with 2 / 3 / 4 players.
Blue large bonus tile showing 5 6 7 Blue small bonus tile showing 2 3 4Blue (ships) — large 5 / 6 / 7 VP, small 2 / 3 / 4 VP with 2 / 3 / 4 players. FAQ FAQ
Dark green large bonus tile showing 5 6 7 Dark green small bonus tile showing 2 3 4Dark green (castles) — large 5 / 6 / 7 VP, small 2 / 3 / 4 VP with 2 / 3 / 4 players.
Grey large bonus tile showing 5 6 7 Grey small bonus tile showing 2 3 4Grey (mines) — large 5 / 6 / 7 VP, small 2 / 3 / 4 VP with 2 / 3 / 4 players.
Light green large bonus tile showing 5 6 7 Light green small bonus tile showing 2 3 4Light green (livestock) — large 5 / 6 / 7 VP, small 2 / 3 / 4 VP with 2 / 3 / 4 players.
Yellow large bonus tile showing 5 6 7 Yellow small bonus tile showing 2 3 4Yellow (monasteries) — large 5 / 6 / 7 VP, small 2 / 3 / 4 VP with 2 / 3 / 4 players.

Tokens & pieces

Shields

18 shields (Shield abilities). VP at the end in brackets. FAQ FAQ FAQ FAQ

ShieldAbility
Shield 11 — Treat all your pastures as one for livestock scoring only; each still completes as its own area. (12) FAQ
Shield 22 — Whenever another player takes workers, gain one worker total, regardless of how many they took. (12) FAQ
Shield 33 — Tribute with workers or silver (12). FAQ
Shield 44 — Unlimited storage (12).
Shield 55 — Ships also take one goods type from all depots (12).
Shield 66 — Use a chosen player’s monasteries (12). FAQ
Shield 77 — Bonus tiles score double (8). FAQ
Shield 88 — Mines pay double (8).
Shield 99 — 1 silver per goods tile sold (8). FAQ
Shield 1010 — Scoring monasteries score double (8).
Shield 1111 — A castle’s extra action may take a shield (8). FAQ
Shield 1212 — Double VP per goods tile sold (8).
Shield 1313 — All your shields score double (4). FAQ
Shield 1414 — Phase end: a depot tile straight into your duchy (4). FAQ
Shield 1515 — Phase end: a black-depot tile straight into your duchy (4). FAQ
Shield 1616 — Set one die to any number each turn (4). FAQ
Shield 1717 — Completed areas score one size up (4).
Shield 1818 — Place tiles anywhere (4).

Chips, tiles and pieces

PieceUse
Worker chipWorker (26) — change a die by 1. Workers FAQ
Silver coinsSilver coin (24) — buy black-depot tiles; 1 VP each at the end. Buy from the black depot
Blue 100/200 tileVictory point tile, blue — 100 up after one lap, 200 after two. Victory point tiles
Red 100/200 tileVictory point tile, red.
Green 100/200 tileVictory point tile, green.
Victory point tile on its 200 sideVictory point tile, 200 side.
—Dice — 2 per player colour and 1 white. FAQ Playing pieces — 2 per colour (score and bridge).

Icons

To be added.

Rules

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