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).
| Picture | Tile and effect |
|---|---|
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Ships
When you place a ship:
- 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.
- Move your piece one space up the bridge, on top of any pieces there (The bridge).
Castles
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
A mine does nothing when placed. At the end of each phase every mine in your duchy
pays
1 silver. A mine placed in phase A pays 5 times.
Livestock
A livestock tile shows 2, 3 or 4 animals of one type. When you place it:
- score 1 VP per animal on it;
- then, for every other tile of the same animal in the same pasture (a connected light green area), score its animals again. The tiles need not touch — only share the pasture.
Animals in a different pasture never count.
[Tiles] The geese tile is a fifth animal type with its own scoring (Geese).
Monasteries
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
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
| Building | When you place it |
|---|---|
![]() | Market — take a |
![]() | Carpenter’s workshop — take a |
![]() | Church — take a |
![]() | Warehouse — sell one goods type of your choice, as the Sell goods action, no die needed |
![]() | Boarding house — take |
![]() | Bank — take |
![]() | Town hall — place a second tile from your storage, of any colour, in your duchy; that tile’s effect happens too FAQ |
![]() | Watchtower — score |
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.












