Ludexv2026.11.01-65114139TiletumOfficial rulebook ↗

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Solo: the Cardinalbot

The official Tiletum solo mode by Dávid Turczi with Jeremy Avery: setup, the Decree cards, how the Cardinalbot takes dice and resolves each Action, its Tasks, scoring and the Challenge cards.

You play the multiplayer rules against the Cardinalbot, an automated Spanish Cardinal. It drafts dice from the same Action Wheel, chases the same Fairs and scores like a player, but decides by Decree cards. You win only with more points than it — a tie goes to the Cardinalbot.

Components

Every card is pictured in Cards & Components.

Setup

  1. Set up a 2-player game; the Cardinalbot uses its own board.
  2. Give it a colour and all that colour’s pieces.
  3. Put its Bonus Action Point markers on its five Buildings, left to right +1, +1, +2, +2, +3 (the reverse of yours).
  4. Its markers go on +3 of the King track, the first Turn Order space and 10 on the score track. It is first player and takes 1 of each of the five Resources; you take the second player’s Resources (1 Iron, 1 Food, 1 Wool, 1 Stone, 3 Gold).
  5. Choose the difficulty with the Challenge cards (below).
  6. Set two unused dice aside: the Cardinalbot dice, never mixed with the ten in play.
  7. All 7 of its Pillars and all 7 of its Houses are available from the start (one House is in Tiletum, as for you).
  8. Lay out in a row under its board: the Decree cards of the four Fair tiles in play, in Fair order, then Everlasting Fame, then Worldly Riches.
  9. Draw an unused Town tile and put its Merchant in that Town; its Architect goes to the Town with the unavailable-Cathedral cost tile.
  10. A Merchant in an unused colour is the Cardinalbot pawn: put it on the leftmost Decree card.

Difficulty

LevelChallenge cards
Cardinal Priest (easy)1 at random
Cardinal Deacon (normal)3 at random
Cardinal Bishop (hard)5 at random

You may also pick the cards yourself.

Flow of play

The Cardinalbot’s turn

  1. Put the pawn back on the leftmost Decree card. If the Cardinalbot is first player, reveal a Corruption token as usual.
  2. Roll both Cardinalbot dice and move the pawn right by the difference (0 = stay on the leftmost card; it stops on the last card).
  3. Resolve the Decree under the pawn, top to bottom: the first option whose condition is met and that has a matching die is chosen. If none works, move to the next card right and try again.
    • Several matching dice: use the colour priority at the bottom of the card.
    • Blue and light grey are shown together: take whichever of Iron Iron or Wool Wool it needs more for its Contracts; otherwise ties go to the Resource it has fewer of, then random.
    • A named Action also matches a die on the Joker Action; it prefers the Joker if that gives equal or more AP.
  4. It takes the die’s Resources and the Action’s Bonus tile, resolving the tile at once.
  5. It resolves the Action of that die. A Joker die with no Action named (Worldly Riches, “highest die”) becomes a King Action if it is lower than you on the King track; otherwise a Merchant Action if it has built at least as many Pillars as Houses, else an Architect Action.
  6. Then it does every Task it can:
    • Crests: while it has an inactive Crest and 3 Food Food (making up shortfalls at 2 Gold each), it places the Crest under a Building — one with two Characters if possible, leftmost first — and scores 5 Victory Point.
    • Cathedrals: where it has a Pillar and enough Stone Stone (or 2 Gold per missing Stone), it builds, the most valuable first.
    • Contracts: up to twice, it fulfils a Contract it can pay for, the cheaper first, scoring the tile’s points +5 Victory Point and ignoring other rewards; the tile goes face down on its pile. For “any” Resources it pays Gold, then Food if it has 4 or more, then the more plentiful of Wool or Iron — never Stone; 2 Gold can replace a missing Wool or Iron.

Its first 3 Food sit on the reserved spaces: they are not spent on Contracts until the end of the game.

Reach and extending reach

For Architect and Merchant Actions its reach is as many spaces from that piece as it has AP (die AP plus any Bonus Action Point marker on that Action). To get beyond reach it extends reach by the fewest spaces needed, paying 1 Gold per extra space — and it still gets there when it runs out of Gold. Extending costs no AP.

Architect action

  1. Place a Pillar in the Architect’s Town (free).
  2. Take the best Bonus tile within reach without moving (Bonus tiles).
  3. Pick a Cathedral without its Pillar within reach: highest total Victory Point (cost tile + Cathedral tile), then one you do not have, then lowest Stone cost, then closest. None in reach: extend to the closest. It ignores the unavailable Cathedral.
  4. Move the Architect straight there.

Merchant action

  1. If it cannot build a House where its Merchant is, it moves the Merchant to a Town with a free House space, up to as many spaces as its Gold Gold, paying 1 Gold per space (still moving when the Gold runs out). Preference: the next Fair Town, a space with printed Victory Point, a space with another reward, the closest.
  2. Build a House there (free), scoring only printed Victory Point.
  3. Take the best Bonus tile within reach.
  4. Move the Merchant to the best Town with a free House space within reach (same preferences), extending reach if needed.

Character action

For each AP, the first possible:

When a Building has two Characters and a Crest, its Bonus Action Point marker goes onto the matching Action.

Contract action

Spending AP as printed under the Contract offer:

  1. Take every Crest it does not have, right to left (they go inactive into its Storehouse).
  2. Take every Contract it can pay for now, most Victory Point first, and fulfil each at once.
  3. Only if step 2 took nothing and it has a free Contract space: take the Contract it lacks the fewest Resources for (rightmost on a tie). It never holds more than two unfulfilled Contracts.
  4. Each remaining AP: 1 of its most required Resource.

King action

Move its marker one space up per AP.

Most required resource

  1. Stone Stone, if it has a Pillar at a Cathedral it cannot yet afford.
  2. Food Food, if it has an inactive Crest, a Building with two Characters and no Crest, and under 3 Food.
  3. Iron Iron or Wool Wool, whichever its unfulfilled Contracts need more of.
  4. Gold Gold.

Bonus tiles

When it may choose, it takes the highest row:

PriorityTileTie-break
1Crestsone it lacks, then one you lack
2Miscellaneous Helpers (dice colour, Building bonus, promos)—
3Resource and Victory Point Helpersmost VP, most Resources, most “any”
4Action Helpersmost AP
5Bonus Contractsfewest missing Resources

A new Crest goes inactive to its Storehouse; a Crest it already has leaves the game. Every other tile leaves the game with no effect unless a Challenge card says otherwise.

Final scoring

You score normally. The Cardinalbot scores:

  1. Houses × Pillars on the map.
  2. Completed Buildings as you do (0/0/5/10/20/30).
  3. If it has unfulfilled Contracts, it turns all its Stone and Food (reserve included) into Gold and tries to fulfil them.
  4. 1 Victory Point per 4 leftover Resources.

Challenge cards

CardEffect on the Cardinalbot
Very Special FriendsMiscellaneous Helper: +5 Gold. Bonus Contract: kept as a normal Contract.
Resourceful ClergyResource and Victory Point Helpers: it gains what they show (“any” = most required).
Whispers in the King’s EarAction Helper: one space up the King track.
Ecclesiastical IncomeAction Helper: Victory Point equal to its AP.
Visitors to the CuriaPlacing a Character: its Resources and Victory Point; 1 Victory Point per AP, move or build icon.
Deep CoffersOne extra Resource of the die’s colour with every die.
Favor at the CourtResets to +5 instead of +3 (also at setup).
Ready for ActionBonus Action Point markers +3, +2, +2, +1, +1 like yours, and a random inactive Crest at setup.

[Silver] The expansion adds the Cardinal of Silver rules, new Decrees, 4 Challenges and the King’s Surprise deck (Solo: Cardinal of Silver).

Rules

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