The Castles of Burgundy
Enter the points already on your victory track from regions, animals, sales and bonus tiles in the track field, then just the counts for end-of-game items. Six-sided tiles left in storage score 0. Ties go to the fewest empty estate spaces, then to the later player in turn order (not applied automatically).
| Category | |||
|---|---|---|---|
| Victory track (during game)Points from completed regions (size + phase bonus), animals, sales and bonus tiles (include the 100/200 tile) | |||
| Unsold goods tiles1 point each | |||
| Remaining Silverlings1 point each | |||
| Worker tiles1 point per 2 tiles (rounded down) β enter the count | |||
| Yellow #15 β goods types sold3 points per type (0 if you lack the tile) | |||
| Yellow #16β23 β matching buildingsTotal buildings matching your yellow tiles, 4 points each | |||
| Yellow #24 β animal types4 points per animal type in your estate | |||
| Yellow #25 β goods tiles sold1 point each | |||
| Yellow #26 β bonus tiles claimed2 points each, large or small | |||
| Total | 0 | 0 | 0 |
Current standings
How The Castles of Burgundy scoring works
Scoring β completed regions pay the most
A connected group of same-coloured spaces is a region. The moment one is completely covered with tiles, it scores in two ways at once.
| Phase | A | B | C | D | E |
|---|---|---|---|---|---|
| Completion bonus | 10 | 8 | 6 | 4 | 2 |
The same region can be worth 8 points more, just for being early β The size points never change, but the phase bonus runs from 10 in phase A down to 2 in phase E. Early on, closing even a small region can be worth as much as closing a big one late.
| Bonus tile | Condition | 2 players | 3 players | 4 players |
|---|---|---|---|---|
| Large bonus tile | First to cover every space of that colour in your estate | 5 | 6 | 7 |
| Small bonus tile | Second to do the same | 2 | 3 | 4 |
- There is one large and one small bonus tile per colour. Third and fourth place get nothing.
- Pass 100 victory points and you turn your victory point tile to the 100 side; pass 200 and you flip it. Breaking 100 is routine here.
Game end and final scoring
The game ends once the fifth round of the fifth phase is over β 25 rounds and 50 dice actions in all.
| Final scoring | Value |
|---|---|
| Each unsold goods tile | 1 point |
| Each remaining Silverling | 1 point |
| Remaining worker tiles | 1 point per two |
| Knowledge tiles that score (15, 16-23, 24, 25, 26) | As printed on the tile |
| Six-sided tiles left in storage | 0 points |
Ties β On a tie, the player with fewer empty spaces in their estate wins. Still tied, the player later in turn order wins.
Frequently asked questions
I hate my roll. Can I roll again?
No. There is no re-roll in this game. Worker tiles shifting a result by 1 at a time are all you get, and 1 to 6 or 6 to 1 also costs just one tile.
Can a tile go straight from the board onto my estate?
Not in one step. The take action always puts it on one of your 3 storage spaces first. Using your second action that same turn to place it on your estate is perfectly fine.
Can the start player use the white die for an action?
No. The white die only decides which depot this round's goods tile goes to, and then it is done. It cannot be adjusted with worker tiles either.
More calculators & tools
Scoring rules verified against: Official Ravensburger/alea rulebook (The Castles of Burgundy β Game End, yellow tiles) Β· Rule summaries are for reference only. Always check the official rulebook for exact rules.
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