Ludexv2026.11.01-65114139The Castles of BurgundyOfficial rulebook ↗

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Monastery Tiles

All 26 yellow monastery tiles of The Castles of Burgundy (plus the expansion tiles 27–29): the lasting powers 1–14 and the end-of-game scoring tiles 15–26, with the rulebook's examples.

How monastery tiles work

monastery (yellow tile) Each yellow tile is different and numbered. Its power starts the moment you place it in your duchy and lasts all game; tiles in storage do nothing. End-game tiles score only if they are in your duchy at the end. A monastery placed late still counts in full at final scoring.

[Solo] In the solo game a scoring monastery scores when placed, not at the end (A solo round).

Ongoing effects

TileWhile it is in your duchy
Monastery 1 Monastery 1, first edition1 — You may build more than one building of the same type in a town.
Monastery 2 Monastery 2, first edition2 — At each phase end, each mine also gives you a worker chip worker. FAQ
Monastery 3 Monastery 3, first edition3 — Selling goods (die or warehouse) gives silver coin 2 silver instead of 1. FAQ
Monastery 4 Monastery 4, first edition4 — Selling goods also gives a worker chip worker.
Monastery 5 Monastery 5, first edition5 — Placing a ship also takes all goods from a depot next to the one you chose.
Monastery 6 Monastery 6, first edition6 — You may pay 2 workers instead of 2 silver for your purchase, from any depot, not only the black one. Still one purchase per turn. FAQ FAQ
Monastery 7 Monastery 7, first edition7 — Placing livestock: +1 VP for each livestock tile that scores. FAQ
Monastery 8 Monastery 8, first edition8 — Each worker changes a die by up to 2 instead of 1. FAQ
Monastery 9 Monastery 9, first edition9 — Placing a building: change the die by 1 for free.
Monastery 10 Monastery 10, first edition10 — Placing a ship or livestock: change the die by 1 for free.
Monastery 11 Monastery 11, first edition11 — Placing a castle, mine or monastery: change the die by 1 for free.
Monastery 12 Monastery 12, first edition12 — Taking a hex tile from the board: change the die by 1 for free.
Monastery 13 Monastery 13, first edition13 — The “take 2 workers” action also gives silver coin 1 silver.
Monastery 14 Monastery 14, first edition14 — The “take 2 workers” action gives 4 workers instead.

Monasteries 13 and 14 do nothing for the boarding house — only for the die action.

End-of-game scoring

TileAt the end of the game you score
Monastery 15 Monastery 15, first edition15 — 2 VP per different goods type you sold at least once. FAQ
Monastery 1616 — 4 VP per warehouse in your duchy.
Monastery 1717 — 4 VP per watchtower.
Monastery 1818 — 4 VP per carpenter’s workshop.
Monastery 1919 — 4 VP per church.
Monastery 2020 — 4 VP per market.
Monastery 2121 — 4 VP per boarding house.
Monastery 2222 — 4 VP per bank.
Monastery 2323 — 4 VP per town hall.
Monastery 24 Monastery 24, first edition24 — 4 VP per different livestock type in your duchy.
Monastery 25 Monastery 25, first edition25 — 1 VP per goods tile sold.
Monastery 26 Monastery 26, first edition26 — 3 VP per bonus tile you own, large or small.

The rulebook names 17 (watchtower) and 22 (bank); the building on tiles 16, 18–21 and 23 is read from the picture on the tile, which matches that building’s own tile art.

Expansion monasteries

TileEffect
Monastery 27: the bridge27 — [Tiles] Your bridge piece is always on top of a stack (The bridge monastery).
Monastery 28: workers28 — [Tiles] Buy 2 workers for 1 silver, any time (The workers monastery). FAQ
Monastery 29: white castles29 — [White] 4 VP per white castle at the end (Monastery 29). FAQ

[Tiles] The crane counts as one building of your choice for tiles 16–23 and 29 (The crane). [Tiles] The geese count as a livestock type for tile 24.

Rules

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