Expansion: The Shields
The Castles of Burgundy's Shields: 18 powerful shields claimed with a double, placed on your castles, paid for each phase, with every shield's ability.
Short tag: [Shields]
Eighteen shields, each with a strong ability and printed victory points. You claim one by giving up a whole turn of a double, mount it on one of your castles, and pay 1 silver per shield at every phase end to keep it.
What it adds
- 18 shield tiles, each worth 4, 8 or 12 VP at the end.
Setup changes
Shuffle the shields face down and place them at random on the goods spaces of the six depots, then turn them face up. Unused shields go back to the box; taken shields are never replaced.
| Players | Shields placed |
|---|---|
| 2 | 1 per depot (6) |
| 3 | 1 on depots 1, 3, 5; 2 on depots 2, 4, 6 (9) |
| 4 | 2 per depot (12) |
Taking a shield
When your two dice show a double, you may — instead of both actions — take a
shield from the depot with that number.
- Workers may make the double (two workers turn a 3 into a 5 for a pair of 5s), on one die or both.
- Put the shield on one of your castle tiles (dark green): an empty one, or replacing a shield there (the old one leaves the game).
- The shield works from that moment.
Tribute
At the end of each phase, before mines pay, pay
1 silver per shield. For each
shield you cannot or will not pay, remove a shield of your choice from the game.
Shield abilities
At the end of the game, every shield still in your duchy scores its printed points.
| Shield | Ability (VP at the end) |
|---|---|
![]() | 1 — Treat all your pastures as one for livestock scoring only; each still completes as its own area. (12) FAQ |
![]() | 2 — Whenever another player takes workers, gain one worker total, regardless of how many they took. (12) FAQ |
![]() | 3 — Pay tribute with workers or silver, in any mix; each worker or coin covers one silver of tribute. (12) FAQ |
![]() | 4 — Unlimited hex-tile storage spaces. (12) |
![]() | 5 — When you place a ship, also take all goods of one chosen type from each depot; this bonus is in addition to the depot you emptied. (12) |
![]() | 6 — Choose one opponent; their monastery tiles count as yours while this shield is in your duchy, but the bridge monastery cannot be copied. (12) FAQ |
![]() | 7 — Bonus tiles you earn from now on score double; tiles scored before you took the shield stay as scored. (8) FAQ |
![]() | 8 — Your mines pay double. (8) |
![]() | 9 — Selling gives 1 silver per tile sold, not per sale. (8) FAQ |
![]() | 10 — At final scoring, double the points from monastery tiles that score points; ongoing monasteries are not scoring tiles. (8) |
![]() | 11 — When a dark green castle is placed, you may take a shield as its extra action instead of taking another die action. (8) FAQ |
![]() | 12 — Double the VP earned for each sold goods tile; the normal silver and sale points still apply. (8) |
![]() | 13 — At the end, each of your shields scores double, this one included. (4) FAQ |
![]() | 14 — After each phase’s turns, take a tile from any numbered depot and place it immediately; normal adjacency and placement rules still apply. (4) FAQ |
![]() | 15 — After each phase’s turns, take a tile from the black depot and place it immediately; normal adjacency and placement rules still apply. (4) FAQ |
![]() | 16 — Once per turn, change one die to any number; it cannot change both dice in the same turn. (4) FAQ |
![]() | 17 — Use the next row of the area-size table for its size points (a 3-space area scores 10); the phase bonus is unchanged. (4) |
![]() | 18 — This removes the adjacency requirement; the space number and other placement rules still apply. (4) |

















