Level 1 · StewardLesson 4 of 22

Your First Three Games of The Castles of Burgundy

Castles of Burgundy beginner mistakes, from rules slips like tiles placed straight from a depot to planning traps like clogged storage, and how to fix each one.

Your first three games of The Castles of Burgundy are where habits form. Some of those habits are rules played wrong because nobody checked. Others are legal moves that quietly cost a lot of points. This lesson covers both, checked against the current rulebook.

Rules slips to catch early

Placing a tile straight from a depot. A tile you take always goes to a storage space first, even if you plan to place it with your second die the same turn. It never jumps from the board into your duchy.

Ignoring the number on the space. To place a tile, the die must match the number printed on the space, and the tile’s color must match the space’s color. Both, every time.

Building in a gap. Every new tile must touch a tile already in your duchy. Your first placement goes next to your starting castle.

Two of the same building in one town. Each building type can appear only once per town, a connected area of beige spaces. Two banks in two separate towns is fine. Monastery tile 1 lifts the limit.

Taking ship goods from the die’s depot. A ship takes all the goods from any depot you choose, whatever number you used to place it.

Selling part of a stack. When you sell a color, you sell every tile of it. You cannot keep some back.

Holding a fourth color of goods. You can store only three colors. Goods with no room stay in the depot.

Using the white die. The start player rolls it only to move a goods tile to a depot. It is not a third action, and workers cannot change it.

Treating the black depot as a die action. It costs 2 silver and no die, and you may buy only once per turn.

Scoring livestock across pastures. A new animal tile scores its own animals, plus animals of the same type on the same pasture. Cows do not count your sheep, and a different pasture does not count at all.

Saving a building’s power. A building’s power happens when you place it. If you cannot use it then, it is gone.

Forgetting the end of a phase. Mines pay 1 silver each at the end of every phase. Some monasteries also act then.

Skipping the phase bonus on small regions. Every completed region gets the phase bonus, even a region of one space.

Older guides and online play

The game came out in 2011, and the current edition renamed a few things. Older guides say estate for duchy, Silverlings for silver, and yellow tiles or knowledge tiles for monasteries. The current edition also changed monastery tiles 6, 15, and 26. If a guide or a friend describes those tiles differently, go by the rulebook in your box.

Online, check the table options. Board Game Arena offers both the first edition and the 2019 edition rules, so check which one a table uses.

The big planning mistake: too many open regions

New players take whatever looks good and start a new region with it. By phase C they have seven or eight regions underway and none finished. Unfinished regions score nothing at all, and the phase bonus they could have earned keeps shrinking.

The fix: before you start a region, ask whether you can finish it within a phase. Small regions near your other tiles are the safest. A big region is worth chasing only when you have a plan for every space in it.

Clogged storage

You have three storage spaces. New players fill them with tiles they hope to use “someday,” and then a great tile appears with nowhere to put it. Discarding is allowed, but you threw away an action to get that tile.

Keep at least one space open when you can. Better yet, take a tile with one die and place it with the other in the same turn.

Running out of workers

Workers are what turn a bad roll into a good one. A player with none is stuck with whatever the dice say. New players spend them freely in phase A and then lose turns later.

Try to keep one or two in hand. When your dice offer nothing useful, taking 2 workers is a fine action, not a wasted one.

Ignoring the bridge

Turn order matters more than it looks. The player who goes first picks from the depots first. New players treat ships as goods only and forget the bridge. A ship placed at the right moment also gives you first pick next round.

A quick checklist for game three

Before each action, ask:

  1. Does this tile have a space it can reach soon?
  2. Will this finish a region, or start a new one?
  3. Do I still have a worker for next turn?

That habit fixes most of what goes wrong in the first three games. If the game still feels slow, our guide to analysis paralysis has kind ways to speed up a thinking table.

Next lesson

Castles of Burgundy Dice Odds: What a Worker Buys You

Next, the dice math: what each roll can reach, how many workers a plan really costs, and the odds of hitting the number you need.

Unofficial. Not affiliated with Ravensburger or alea. The Castles of Burgundy is a trademark of Ravensburger.