Medieval France, 1289. King Philip the Fair wants a new castle to fortify his borders, and the small village of Caylus is about to become a bustling construction site. In this classic worker placement game from 2005, you're a master builder competing to earn the most prestige by developing the growing town and contributing to the royal castle.
Caylus works beautifully with 2-5 players, though it really shines with 3-4. Expect to spend around 2.5 hours on your first game, maybe closer to 2 hours once everyone knows the ropes. With a BGG rating of 7.71 and a spot in the Hall of Fame, it's clearly struck a chord with serious gamers. The complexity sits in that sweet spot where it's meaty enough to satisfy strategy lovers but not so dense that it scares away motivated newcomers.
The heart of Caylus is worker placement with a twist. Instead of a static board, you're building the town as you play. The village starts with just a handful of basic buildings stretching along a road from the castle, but players can construct new ones that offer better actions or resources.
Each turn, you place your workers on buildings by paying a small fee. Early buildings might give you wood, stone, or cloth. Later ones let you convert those materials into points or money. The catch? Not every building operates each round. A Provost marker moves along the road and determines which buildings are "active" that turn. If your worker is beyond the Provost, tough luck.
Players can influence the Provost by spending money to move him forward or backward. This creates delicious tension. Maybe you want to push him forward to activate your new building, but that might also help your opponent who placed a worker further down the road.
The castle itself offers the biggest scoring opportunities. You can contribute resources to different sections of the construction, earning immediate points plus favor tokens that provide ongoing benefits. The more you help with the castle, the more the king likes you, and royal favor translates to bonus actions and points.
The game ends when the Bailiff marker reaches the end of the road. This marker moves based on how much building activity happens each turn, so players indirectly control the game's length through their choices.
What makes Caylus special is how the town grows organically through player decisions. Unlike many worker placement games where the action spaces are fixed, here you're literally building the infrastructure you'll use. Every new building changes the game's possibility space, and since buildings provide income to their owners when others use them, there's this lovely dynamic where you're both competing and inadvertently helping each other.
The Provost mechanism is brilliant. It adds a layer of tactical maneuvering that keeps every turn engaging. You're not just thinking about where to place workers, but also about influencing which workers actually get to act. The interplay between player actions and Provost movement creates emergent strategies that feel fresh game after game.
Resource management hits that perfect sweet spot between scarcity and possibility. You never have quite enough to do everything you want, but there are always multiple viable paths forward. The conversion chains from basic resources to finished goods to castle contributions create satisfying moments when your planning pays off.
The production values deserve mention too. The wooden components feel substantial, and the medieval theme comes through without being overwrought. It's functional and attractive without trying too hard to be flashy.
Caylus can feel punishing for new players. The learning curve isn't brutal, but there are enough interconnected systems that your first game might leave you feeling like you missed half the opportunities. Experienced players have a significant advantage in knowing which buildings to prioritize and how to manipulate the Provost effectively. This isn't necessarily a flaw, but it means you might need a few plays before the game really clicks.
The downtime can be rough, especially with 5 players. Since player actions affect which buildings operate each turn, you really need to pay attention to what everyone else is doing. This creates analysis paralysis for some folks, leading to turns that drag on while someone recalculates their entire strategy based on the last player's Provost movement.
Some players find the theme a bit dry. While the medieval castle-building setting makes thematic sense, it doesn't generate the excitement of more adventurous themes. You're essentially playing an economic efficiency puzzle dressed up with period flavor, which either appeals to you or it doesn't.
Caylus remains a masterclass in worker placement design nearly two decades after its release. It rewards careful planning and tactical flexibility in equal measure. If you enjoy games where your decisions shape the game state for everyone, where efficiency matters but isn't everything, and where every choice feels meaningful, Caylus delivers in spades.
This is perfect for groups that love medium-weight Euro games and don't mind a bit of thinking time between turns. Players who appreciate elegant mechanisms and indirect player interaction will find plenty to love. Just be prepared for a game that respects your intelligence and expects you to rise to meet it.
Once upon a time ...
1289. To strengthen the borders of the Kingdom of France, King Philip the Fair decided to have a new castle built. For the time being, Caylus is but a humble village, but soon, workers and craftsmen will be flocking by the cartload, attracted by the great prospects. Around the building site, a city is slowly rising up.
The players embody master builders. By building the King's castle and developing the city around it, they earn prestige points and gain the King's favor. When the castle is finished, the player who has earned the most prestige wins the game. The expansion Caylus Expansion: The Jeweller was included in the 2nd Edition.
Each turn, players pay to place their workers in various buildings in the village. These buildings allow players to gather resources or money, or to build or upgrade buildings with those resources. Players can also use their resources to help build the castle itself, earning points and favors from the king, which provide larger bonuses. Building a building provides some immediate points, and potentially income throughout the game, since players receive bonuses when others use their buildings. The buildings chosen by the players have a heavy impact on the course of the game, since they determine the actions that will be available to all the players.
As new buildings are built, they stretch along a road stretching away from the castle, and not all buildings can be used every turn. Players have some control over which buildings are active by paying to influence the movement of the Provost marker. The final position of the marker is the newest building that can be used that turn. The Provost marker also helps determine the movement of the Bailiff marker, which determines the end of the game. Generally, if players are building many buildings and the Provost is generous in allowing them to be used, the game ends more quickly.