Ludexv2026.11.01-65114139TiletumOfficial rulebook ↗

Visitors

Loading…

Teach the Game

A script to read aloud: how you win Tiletum, the boards, a round, the end, every way to score and what each resource and piece is for.

How you win

“We are merchants of the early Renaissance, travelling from Tiletum — today’s Tielt in Belgium — to Venice. Over 4 rounds we draft dice: each die gives Resources of its colour and an Action, and the fewer Resources it gives, the stronger the Action. We take Contracts, build Houses and Cathedral Pillars, house famous Characters and win noble Crests. Most points after the fourth Fair wins — 60 to 100 minutes.”

The boards

The main board with numbered parts

  1. Score track — you start on 10.
  2. Action Wheel — dice sit by value; each segment is an Action, with a Bonus tile.
  3. Fair display — the four Fair Towns and their scoring tiles, round by round.
  4. Final scoring reminder — Completed Buildings, Houses × Pillars, Resources.
  5. Cathedral — its tile stack and Construction Cost tile; Pillar spaces beside it.
  6. Turn Order track — set by the King track every round.
  7. Character offer — five Characters to hire.
  8. The map — Towns with House spaces, road spaces, Bonus tiles.
  9. Contract offer — five Contracts, each costing the AP shown under it.
  10. King track — red spaces lose points, blue spaces gain them; Corruption drags you down.
  11. King’s Bonus tile — for whoever is highest on the King track.

A player board with numbered parts

  1. Roof spaces — a full Building releases its House.
  2. Contract spaces — each fulfilled Contract releases a Pillar and scores the space.
  3. Bonus Action Points reminder — Characters + Crest = extra AP for that Action.
  4. Floors 1–3 — placing a Character costs 1, 2 or 3 AP.
  5. Buildings — one type of Character per Building.
  6. Storehouse — four spaces; every tile passes through here.
  7. The pre-printed Building — already full; it gives no Action bonus.
  8. Crest spaces — pay Food, take the bonus.
  9. Die spaces — your three dice of the round.

A round

Each of the 4 rounds (full rules):

  1. Preparation — roll 8 / 11 / 14 dice (2 / 3 / 4 players) onto the Action Wheel by value.
  2. Action — three laps; on your turn take a die, its Resources (number = value, type = colour) and its Action with 7 minus the value Action Points. Pay 2 Gold per +1/−1 to change a die first. Do free Tasks whenever you like. The first player flips a Corruption token at the start of each lap.
  3. King — the top of the King track takes the Bonus tile; everyone scores their space; new turn order; red markers go back to 0.
  4. Fair — whoever has a House or the Merchant in the Fair Town scores (board + tile) × condition.
  5. Cleanup — refill wheel Bonus tiles, new Corruption tokens, turn the wheel one step clockwise.

The six Actions: Architect Action Architect (move, Pillars, tiles), Merchant Action Merchant (move, Houses, tiles), Character Action Character (hire and house Characters), Contract Action Contract (take Contracts, swap Resources), King Action King (climb the King track), Joker Action Joker (any one of these). The Tasks: buy Resources with Gold, fulfil Contracts, place Crests, build Cathedrals, use Helpers (Actions and Tasks).

How the game ends

Ways to score

SourceHow and when
FairsEach round: (board number + Fair tile number) × times you meet the tile’s condition, with a House or your Merchant in the Fair Town
King trackEach King phase: your space’s value (blue gains, red loses); the leader takes a Bonus tile, or 4 Victory Point in round 4
ContractsWhen fulfilled: the tile’s Victory Point plus the Contract space’s 0–12
CathedralsWhen built: Construction Cost tile + Cathedral tile
HousesSome House spaces print Victory Point
CrestsThe 2-Food Crest space gives 5 Victory Point
Characters and HelpersSome give Victory Point when placed or used
Houses × PillarsEnd: Houses on the map times Pillars on the map
Completed BuildingsEnd: 3 / 4 / 5 / 6 of them = 5 / 10 / 20 / 30
Leftover ResourcesEnd: 1 per 4
LossesRed King track spaces at each King phase; Fair tile 4 can cost points

[Silver] Mines, Silver and Technology tiers add points, and the Scoring overlay changes Houses × Pillars (Prospect for Silver).

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Gold GoldFlexibilityYellow dice, Helpers, Characters2 Gold = any Resource, or ±1 on a die; “any” in Contracts
Wool Wool and Iron IronContractsLight grey and blue dice, CharactersPay Contracts
Stone StoneCathedralsDark grey dice, CharactersBuild a Cathedral where you have a Pillar
Food FoodCrestsPink dice, CharactersPlace a Crest under a Building (2–6 Food)
DiceYour three turns a roundThe Action WheelLow = strong Action; high = many Resources
Bonus tilesFree extrasThe wheel (free), the map (1 AP), the King trackHelpers once; Crests and Contracts as tiles
CharactersBonuses, Houses, AP bonusesCharacter ActionFill a Building: release its House; with a Crest, extra AP forever
HousesFairs, House × PillarRoofs of full BuildingsMerchant Action, Crest space
PillarsCathedrals, House × PillarFulfilled Contracts release themArchitect Action, Crest space
CrestsComplete Buildings, Crest bonusesBonus tiles, Contract offerPay Food to place one
King trackTurn order, points, a Bonus tileKing ActionStay out of the red part

Teaching tips

Rehearse four Action Points

Use Blue’s Architect example: take a value-3 die from the Architect Action. Gain three Resources of its colour and take four Action Point counters. Starting in Frankfurt, spend one to reach Nurnberg, one to collect its Bonus tile into an empty Storehouse space, one to reach Prague and one to place an available Pillar there. Prague must have an empty Pillar space and none of your Pillars already present.

Ask: ‘Have I built the Cathedral?’ No. Placing the Pillar and paying to build the Cathedral are separate steps.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close