Ludexv2026.11.01-65114139The Castles of BurgundyOfficial rulebook ↗

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Hex Tiles and Buildings

What each hex tile does when you place it in The Castles of Burgundy: ships, castles, mines, livestock, monasteries and the eight buildings, with the one-building-per-town rule.

A hex tile does something at the moment you place it in your duchy — never while it sits in storage. Every effect below happens once, right after placing, without a die (mines pay later).

PictureTile and effect
Ship overview: take goods, move on the bridge Ship overview: take goods, move on the bridge, first editionship (blue tile) Ship — Blue; 26 (6 black). Take all goods from one depot; placing the ship, rather than taking it from the depot, advances you one bridge space FAQ FAQ
Castle overview: an extra action Castle overview: an extra action, first editioncastle (dark green tile) Castle — Dark green; 16 (2 black). After placement, choose any number for the extra action; it need not match the placing die FAQ FAQ FAQ
Mine overview: silver at each phase end Mine overview: silver at each phase end, first editionmine (gray tile) Mine — Gray; 12 (2 black). 1 silver at the end of every phase FAQ
Livestock overview: points per animal Livestock overview: points per animal, first editionlivestock (light green tile) Livestock — Light green; 28 (8 black). Score the tile’s animals plus matching animals already in that same pasture
Building overview strip: the bank Building overview strip: the bank, first editionbuilding (beige tile) Building — Beige; 56 (16 black). The building’s effect, once
Monastery overview strip Monastery overview strip, first editionmonastery (yellow tile) Monastery — Yellow; 26 (6 black). A lasting power or end-game points

Ships

ship (blue tile) When you place a ship:

  1. Choose any depot — the die that placed the ship does not matter — and take all its goods tiles into your goods storage. Tiles you have no room for stay.
  2. Move your piece one space up the bridge, on top of any pieces there (The bridge).

Castles

castle (dark green tile) Placing a castle gives an immediate extra action, as if you had a third die showing any number you choose: place another tile, take a tile from any depot, sell any goods, take 2 workers…

[Shields] Shields sit on castle tiles, and shield 11 turns a castle’s extra action into taking a shield (Shield abilities).

Mines

mine (gray tile) A mine does nothing when placed. At the end of each phase every mine in your duchy pays silver coin 1 silver. A mine placed in phase A pays 5 times.

Livestock

livestock (light green tile) A livestock tile shows 2, 3 or 4 animals of one type. When you place it:

Animals in a different pasture never count.

[Tiles] The geese tile is a fifth animal type with its own scoring (Geese).

Monasteries

monastery (yellow tile) 26 yellow tiles, each different. Some change a rule for you from the moment they are placed, others score at the end. All are listed on Monastery Tiles.

Buildings

building (beige tile) Beige tiles. When placed, a building’s effect happens once, at once, without a die. There are eight types, 7 of each (5 beige-backed and 2 black-backed).

One building per town

A town is a connected beige area. Each town may hold only one building of each type — monastery 1 lifts that limit. Duchies have 2–6 towns of 1–8 spaces; duchy 1 has one town of 1, two of 3 and one of 5.

The eight buildings

BuildingWhen you place it
Market: take a ship or livestock tile Market: take a ship or livestock tile, first editionMarket — take a ship (blue tile) ship or livestock (light green tile) livestock tile from any numbered depot (not the black one) to storage FAQ
Carpenter's workshop: take a building Carpenter's workshop: take a building, first editionCarpenter’s workshop — take a building (beige tile) building from any numbered depot to storage
Church: take a mine, monastery or castle Church: take a mine, monastery or castle, first editionChurch — take a mine (gray tile) mine, monastery (yellow tile) monastery or castle (dark green tile) castle from any numbered depot to storage
Warehouse: sell goods Warehouse: sell goods, first editionWarehouse — sell one goods type of your choice, as the Sell goods action, no die needed
Boarding house: 4 workers Boarding house: 4 workers, first editionBoarding house — take worker chip 4 workers
Bank: 2 silver Bank: 2 silver, first editionBank — take silver coin 2 silver
Town hall: place another tile Town hall: place another tile, first editionTown hall — place a second tile from your storage, of any colour, in your duchy; that tile’s effect happens too FAQ
Watchtower: 4 VP Watchtower: 4 VP, first editionWatchtower — score victory points 4 VP

The pictures show what the buildings do: the church shows the gray, yellow and dark green tiles it fetches; the bank has silver roofs.

[White] White castles are a ninth kind of building (The White Castles). [Tiles] The crane copies any building (The crane).

When an effect cannot be used

If a building’s effect is impossible — a market when no depot holds a ship or livestock — you may still place it, but the effect is lost; it cannot be saved for later.

Silver and workers are not limited: if they run out, use substitutes.

Rules

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