OBJECT OF THE CASTLES OF BURGUNDY: The objective of The Castles of Burgundy is to be the player with the most victory points at the end of 5 rounds of gameplay.
NUMBER OF PLAYERS: 2 to 4 Players
MATERIALS: One hundred and Fourteen Action Cards, One Hundred and Twenty-Six Additional Cards, and Instructions
TYPE OF GAME: Strategic Card Game
OVERVIEW OF THE CASTLES OF BURGUNDY
Players grow their estates through strategic trade and commerce in 15th century Loire Valley. Possible actions are presented to each player, but the choice is theirs! Will each choose wisely?
There are many paths to take, but your decisions will decide if the victory will be yours! Trade, buy, build, and invest throughout five rounds of play to earn the most victory points!
Each player will collect one project card, one storage card, and one estate card. These cards are placed in front of them. In their storage, each player will place one good card, one animal card and one silver card.
The rest of the good cards are then shuffled and placed facing up into two stacks near the end of the table. The animal cards can have the same thing done to them. The silver cards and worker cards are placed on the edge of the table too.
The player who is the youngest will be the starting player. The starting player card is placed next to their estate card. The two players on their left get one worker card from the pile. The final player gets two worker cards. These will all be placed in the players’ storage.
The display cards are organized in rows from one to six in the center of the table. The seven bonus cards are placed on the upper side of the display cards. All bonus cards are placed in a pile, in decreasing order, above the display cards. The fifteen victory point cards may be placed on the edge of the table.
The round cards are placed in one pile with the order being A,B,C,D, and E. Action cards are shuffled and six cards are dealt to each player. The cards are to remain facedown until they are drawn.
Action cards are then placed faceup beside the display cards. If there are two players use seven cards, three players use ten cards, and four players use thirteen cards. The first six cards are placed one at a time, creating six rows vertically. If there are four players, do the same with the other six cards.
The game consists of five rounds, with each round being made up of six different turns. Going clockwise around the group, the starter player will begin. Players will collect the two action cards on top of their card pie. They look at the number of the die on the card, all other information can be disregarded at this time.
Depending on the number on the card, the player will perform one of six actions. It is then the next player’s turn. After all players have completed a turn, the turn ends. Each player will draw the next action card, so that they have two cards in their hand. Play continues like this until the last turn of the round.
To begin the next round, all cards are discarded, new cards are placed in the display, and the current round card is placed under the pile. Players will each get six new cards from the draw pile and place them in front of them. The player who has the start card will start the round.
Action one allows you to choose a card from the display. The number of the die of the action card shows you which row you may take a card from. Cards that are taken from the display area are placed below one of your project cards. Only three cards can be placed under a project card.
In order to place a project into your estate, the number of the die of the action card has to match that of a card from one of your projects. Having three cards that are the same type is the goal, as you earn more victory points.
This is when you may sell goods. The number of the die on the action card tells you which good you can sell. All goods cards with the same number may be sold. One silver is earned for every good sold. The seller earns the starting player card.
During this action, you will restock your workers during this action regardless of the die number. Restock them to two whether you have one or zero.
Collect one silver, no matter of the die number.
Regardless of the die number, this action may be taken. Any worker and silver cards will be added together, divided by three, and that amount of victory point cards will be collected.
Worker cards may be used to alter the die number.
You may purchase three action cards with three silver cards. Then choose one action card to use as either a new project or another action card.
Mines: When you place a mine, take two silver cards
Knowledges: When you place a knowledge card, collect two worker cards
Ships: When you place a ship, take one good card
Pastures: When you place a pasture, you make take one animal card
When you place a building, you may immediately use its bonus functions.
Carpenter’s Workshop: take any building or knowledge card from the display and make it a project
Church: Take any castle or mine or cloister from the display and make it a project
Market: Take any ship or pasture from the display and make it a project
Watchtower: Take one victory point card and place it on the left side of your real estate card
Bank: Take three silver from the supply and put it in your storage
Boarding house: take one good or animal from the four open decks and put it in your storage
Warehouse: sell one good from your storage
City Hall: place another project in your estate
Castles: after you place a castle, take a free action
Cloisters: they have no immediate bonus function. They may act as another card when paired with it throughout the game. A triple is worth six victory points
END OF GAME
The game comes to an end after the fifth round. Along with normal victory points, players earn points for any animals. If there are four different animals, they earn four victory points, three animals earns three points, and two animals earns two points. The start card is worth one victory point. The player with the most points afte