Ludexv2026.11.01-65114139The Castles of BurgundyOfficial rulebook ↗

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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

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.

PlayersShields placed
21 per depot (6)
31 on depots 1, 3, 5; 2 on depots 2, 4, 6 (9)
42 per depot (12)

Taking a shield

shield When your two dice show a double, you may — instead of both actions — take a shield from the depot with that number.

Tribute

At the end of each phase, before mines pay, pay silver coin 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.

ShieldAbility (VP at the end)
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 — Pay tribute with workers or silver, in any mix; each worker or coin covers one silver of tribute. (12) FAQ
Shield 44 — Unlimited hex-tile storage spaces. (12)
Shield 55 — 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)
Shield 66 — 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
Shield 77 — Bonus tiles you earn from now on score double; tiles scored before you took the shield stay as scored. (8) FAQ
Shield 88 — Your mines pay double. (8)
Shield 99 — Selling gives 1 silver per tile sold, not per sale. (8) FAQ
Shield 1010 — At final scoring, double the points from monastery tiles that score points; ongoing monasteries are not scoring tiles. (8)
Shield 1111 — When a dark green castle is placed, you may take a shield as its extra action instead of taking another die action. (8) FAQ
Shield 1212 — Double the VP earned for each sold goods tile; the normal silver and sale points still apply. (8)
Shield 1313 — At the end, each of your shields scores double, this one included. (4) FAQ
Shield 1414 — 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
Shield 1515 — 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
Shield 1616 — Once per turn, change one die to any number; it cannot change both dice in the same turn. (4) FAQ
Shield 1717 — 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)
Shield 1818 — This removes the adjacency requirement; the space number and other placement rules still apply. (4)

Mixing with other modules

Rules

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