Review: The Castles of Burgundy
Introduction & Overview
The Loire Valley during the 15th century. As influential princes, players dedicate their efforts to careful trading and building so that their domains flourish.

This is the premise behind The Castles of Burgundy, designed by Stefan Feld, author of other celebrated games such as In the Year of the Dragon, Bora Bora, or Trajan. The artwork is provided by Julien Delval and Harald Lieske. The game was released by the Ravensburger – Alea partnership in 2011.
In Spain, the game has not been published locally (hence why the title has remained in English), although it is completely language-independent and can easily be found in online stores with domestic shipping. The MSRP is €39.95 (though it can be purchased for virtually half of that). The minimum recommended age is 12 years. It supports 2 to 4 players, with an approximate playing time of around 90 minutes per game.

Important: if you already know the game and/or are only interested in my opinion about it, you can go directly to the Opinion section. The Content and Mechanics sections are especially intended for those who do not know the game and prefer to get a general idea of how it works.
Components
Inside a standard-sized Alea box measuring 31 x 21.9 x 6.7 cm, we find the following items:
- 164 Hexagonal tiles (cardboard)
- 7 x 8 Buildings (beige, 16 with a black back)
- 7 x 4 Animals (light green, 8 with a black back)
- 26 Knowledge tiles (yellow, 6 with a black back)
- 16 Castles (dark green, 2 with a black back)
- 12 Mines (grey, 2 with a black back)
- 26 Ships (blue, 6 with a black back)
- 42 Goods tiles (7 of each of the 6 colors) (cardboard)
- 20 Octagonal silverlings (cardboard)
- 30 Square worker tiles (cardboard)
- 12 Bonus tiles (cardboard)
- 6 Large bonus tiles for each construction type
- 6 Small bonus tiles for each construction type
- Rulebook

How to Play
The Castles of Burgundy is a strategy game set in 15th-century Burgundy, where each player assumes the role of an influential duke aiming to lead their dukedom to prosperity through trade, livestock farming, construction, and scientific research. The game is played over five phases, each divided into five rounds. At the beginning of each round, all players roll their two dice simultaneously, while the start player also rolls the white die to determine in which depot a new goods tile will be placed. Afterwards, players take turns following the turn order track. On their turn, the active player uses their die results to perform two main actions, choosing between taking a tile from a central board depot matching their die, placing a tile from their storage into a space of the same value and color within their dukedom (immediately triggering its specific benefits, such as gaining resources, victory points, or bonus actions), selling all goods of a specific type determined by the die to earn silverlings and points, or taking two worker tokens. Workers can be spent at any time to modify a die result by plus or minus one. Additionally, once per turn, players can spend silverlings to buy tiles from the central black depot. Completing entire regions of a single color awards extra points depending on the region’s size and the current phase, as well as valuable bonus tiles for the first players to achieve this. Once all five phases are complete, a final scoring is carried out, awarding extra points for unsold goods, leftover silverlings, unspent workers, and the end-game scoring effects of yellow knowledge tiles.
Key Concepts
Let us first examine the main board, which is essential to understand how the game works:
- Along the outer edge, we find the standard victory point track.
- In the upper and lower right corners, there are two areas to place the different bonus tiles (both large and small).
- The upper left corner features the goods storage area, which also serves as a phase indicator (indicated by the first empty space).
- Right below this along the left margin are five spaces to display the five goods tiles for the current phase.
- Beneath that section, we find the turn order track.
- Finally, the central area features six numbered depots marked with a die face (where goods will be placed), alongside 4 small numbered color hexagons. There is also a central depot with 8 numbered black hexagons, which form the Black Market. The numbers on these hexes indicate whether they should be filled according to player count (2, 3, or 4).

The most essential mechanism in the game is using dice to execute actions. In this title, die values in isolation are meaningless: a 6 is not inherently better than a 1, nor is a 5 better than a 2. Instead, die values are only as good as your current tactical needs, and your overall strategy will dictate their actual worth.
Aside from the board, there are several external components. The first of these are silverlings, used exclusively to purchase black hexagonal tiles from the central black market depot.
Next, we have worker tiles, which allow players to modify die values by adding or subtracting one unit per token. You may spend any number of worker tiles for a single die. Wrapping around is allowed: adding one to a 6 turns it into a 1, and subtracting one from a 1 turns it into a 6 (the clearest proof that higher numbers are not inherently superior).
Now let us look at goods tiles. There are six types corresponding to the six sides of a die, which can be sold by spending an action. Selling goods yields victory points and silverlings. These enter the central depots one by one at random based on the white die roll, waiting to be claimed by players.
It is now time to look at each player’s personal estate board. Let us break down its various sections:
- Centrally displayed is our domain, made up of hexagonal spaces that form a large hex grid (each side consisting of 4 hexes). These hex spaces have a specific color designating which type of tile may be built there, along with the required die roll needed to place it. These spaces are grouped by color into distinct regions. This concept is crucial, as completing regions awards victory points (completing a region means filling all adjacent hexes of the same color).
- In the top left, we have our silverling storage and our goods warehouse. The warehouse is a 2×2 grid with a shaded space in the upper right. Sold goods are placed in this shaded area, while the other three spaces hold goods waiting to be sold. Tiles of the same type (same value) stack, meaning you may hold a maximum of three distinct goods types at once.
- The middle left area includes a handy player aid detailing the effects triggered when building each tile type.
- At the bottom left, we find the worker depot where accumulated worker tiles are stored.
- To the right of the workers is the tile storage, where tiles taken from the central board are kept until they are built into your domain. It is important to note that this storage holds a maximum of 3 tiles; taking a new tile when full requires discarding one of your existing stored tiles.
- The top right contains a dedicated space to place your dice once their actions have been resolved.
- Lastly, the bottom right provides a quick reference card outlining the available turn actions.

Finally, let us discuss the hexagonal tiles. There are 6 types, and placing them onto your domain usually triggers an immediate effect:
- Ship (Blue): placing one advances your marker one step along the turn order track and allows you to claim all goods tiles resting on any single central depot of your choice (regardless of the die value used to place the ship).
- Castle (Dark Green): grants an immediate free bonus action of any value you desire.
- Mine (Grey): does not trigger an immediate effect upon placement, but provides one silverling at the end of each phase for every mine in your domain.
- Animal (Light Green): scores points equal to the total number of animals of that specific type present in that connected pasture region. There are 4 animal varieties: chickens, cows, pigs, and sheep. Every time you place an animal tile, you score for all matching animals within that entire pasture.
- Knowledge (Yellow): usually offers ongoing gameplay advantages or rule modifications rather than instant bonuses. There are 26 distinct knowledge tiles.
- Building (Beige): triggers its specific building power upon placement. Crucially, duplicate building types cannot be placed within the same city region. There are 8 different building types in total.

That is enough to get started.
Preparación de la Partida
Let us go over setup:
- Place the main board in the center of the table.
- Fill the 5 phase spaces with 5 random face-down goods tiles each.
- Fill the board hex depots with tiles according to the player count.
- Each player takes an estate board, a Castle tile (placed on their dark green space of value 6), two player dice, two markers for the score and turn order tracks, a 100/200 point token, one silverling, and three goods tiles.
- Determine the starting player (via a die roll). This player receives one worker tile, and each subsequent player in clockwise order receives one additional worker (second gets 2, third gets 3, fourth gets 4).
- Stack player markers on both tracks according to player order, with the start player on top and the last player at the bottom.
We are ready to begin!

Game Flow
The game spans 5 phases consisting of 5 rounds each.
At the beginning of a phase, the five goods tiles allocated for it are revealed on the goods track. Furthermore, any remaining hexagonal tiles on the main board are discarded and replenished with fresh tiles.
At the start of each round, all players roll their dice simultaneously and leave them visible. The starting player rolls the white die alongside their own, placing the current round’s goods tile onto the depot matching that roll.
Following turn order, each player spends their two dice to perform two actions. There are 4 possible options:
- Take a tile from the central board: choose an available tile from the depot matching the die spent and place it into your personal storage.
- Build a tile into your estate: place a tile from your storage onto your estate. It must be placed adjacently to an existing tile, on an empty space matching both the color and the die value rolled. Resolve any applicable placement effects immediately. Once placed, tiles can never be moved.
- Sell Goods: sell all goods in your warehouse whose value matches the die spent. Selling at least one good awards one silverling (regardless of amount), along with 2, 3, or 4 victory points per tile based on player count.
- Gain workers: spend any die to take two worker tokens from the supply.

Additionally, at any point during your turn, you may:
- Spend worker tiles to adjust die values. This must be decided before executing the action with that die.
- Buy a tile from the central black market. Once per turn, you can pay two silverlings to take any tile from the black depot and add it to your storage.
Whenever a region is fully completed, it is scored in two ways:
- By region size (from 1 to 8 hexes), granting anywhere from 1 to 36 points based on the scoring chart printed on your player board.
- By current game phase, awarding 10, 8, 6, 4, or 2 points (earlier phases provide substantially more points).
Furthermore, the first player to fill all regions of a given color claims the large bonus tile for that color. The second player to do so takes the small bonus tile. These bonus values scale with player count (5 and 2 points at 2 players; 6 and 3 points at 3 players; 7 and 4 points at 4 players) and are scored immediately.

Game End
The game concludes after the fifth round of the fifth phase, followed by final scoring:
- Each unsold good scores 1 victory point.
- Each leftover silverling scores 1 victory point.
- Every two unspent worker tiles score 1 victory point.
- Yellow knowledge tiles with end-game scoring bonuses are evaluated.
The player with the most victory points wins. Ties are broken in favor of the player with the most empty spaces on their estate board, and if a tie persists, by the player furthest back on the turn order track.
Personal Opinion
We are looking at what remains the highest-ranked title on BoardGameGeek by our beloved German designer, holding a top-20 spot for years. That standing is no coincidence. The Castles of Burgundy is a magnificent game and the ideal entry point into Feld’s catalog. Its finest feature is undoubtedly chaining combos together—a true Feld hallmark—making a single action feel like two or three. That efficiency is key to victory: do the math and you will find actions are strictly limited to exactly 50 throughout the game (2 per turn across 25 rounds).
At its most basic level, expanding your estate takes two actions (taking a tile and placing a tile), which theoretically caps basic construction at 25 tiles against 36 empty spaces. Whenever you squeeze extra mileage out of a turn, you are playing effectively. Solid strategy revolves around this optimization: wringing every ounce of value out of each turn instead of settling for plain, uncomboed actions.

Once you have played a few games—which will happen quickly given how addictive it is—you realize it mostly boils down to you and your personal board. Occasionally, another player will snatch a tile you had your eye on, but outside the race for ship tiles to claim turn order and seize first pick in future rounds, direct competition over tiles rarely feels brutal. Interaction hovers close to zero, as is standard in many classic eurogames.
Could there have been more interaction? Certainly, though it might have altered the smooth flow of the experience. In 2013, Feld addressed this by designing Bora Bora (read our tocho-review here), putting a sharp spin on this core concept with vastly more friction. Naturally, it came with added complexity: you were no longer just assembling personal combos, but also dodging interference from everyone else at the table.
This contrast explains why Burgundy remains such a welcoming gateway into Feld’s design philosophy. Diving straight into heavyweight designs like Trajan or Bora Bora can prove overwhelming for newcomers. The drawback is that once you fall in love with those denser titles, bringing this lighter, breezier classic back to the table can feel slightly harder.
As is typical for this style of game, lower player counts offer greater tactical control, whereas higher counts introduce more chaos. At two players, control is high and your strategy is primarily steered by the dice roll (which workers help smooth out). Adding more players expands the tile market, but increases unpredictability as more dice enter the fray, making competing strategies clash within the same round.
Fortunately, the core formula holds up across all player counts, delivering comparable enjoyment throughout. If there is a drawback to larger groups, it stems from players taking both actions consecutively, which can stretch downtime if someone at the table suffers from severe Analysis Paralysis.
Replayability is remarkably high because no two matches play out the same way. The market draw order for both goods and construction tiles is entirely randomized, making pre-baked formulas impossible. You must continually adapt to the board’s offerings each round. Layer on the modest yet present player interaction, and every stolen tile forces an immediate tactical pivot. On top of that, the six double-sided player board layouts significantly shift your strategic priorities from game to game.
Turning to the components, Ravensburger and Alea deliver decent quality, yet there is obvious room for improvement. The tiles themselves are noticeably thin; while their sheer volume makes this somewhat understandable, extra thickness would have been welcome. The player mats suffer an even worse fate by being printed on plain cardstock. Thin player mats are an invitation to disaster: warping, spills, or accidental tears. Fortunately, careful use of laminating sleeves can protect them, but sturdier cardboard should have been included, even if six boards bumped production costs slightly. The publisher seems to have diverted its cardboard budget into an oversized plastic insert of questionable utility, featuring six wells (five identical and one massive) whose optimal sorting scheme remains an enigma. In truth, the insert primarily conceals the sheer amount of empty air in the box, as every token easily fits into the large central well. The box could easily have been half its size without compromising storage.

The visual presentation is best described as merely functional. No one will pick this up for breathtaking art. The color palette often feels chosen by Stefan Feld’s fiercest critic: aside from blue and dark green, hues blur together with alarming ease. Under subdued lighting, distinguishing a mine from a building or an animal from a knowledge tile becomes a recurring chore. The main board follows the same strictly utilitarian approach; in the backdrop, a faint rendering of a Loire chateau barely registers. It is uncompromising German efficiency in physical form.
And let’s wrap this up. The Castles of Burgundy is a superb design that masterfully pairs brisk dice management with organic, profoundly satisfying estate-building. The magic lies in triggering clever combos to squeeze maximum value from every turn, mitigating roll randomness through workers in an engaging tactical puzzle. It draws players into an effortless, addictive point salad where continuous progress keeps everyone glued to the table. On the downside, player interaction sits close to zero, which may disappoint those craving head-to-head friction. Even so, its accessible premise and brilliant optimization challenges make it a standout recommendation and a timeless staple of classic eurogame design. For all these reasons, it earns a…


