The Castles of Burgundy Review

Release: 2011
Players: 2 - 4
Playing Time: 1.5 h
Animals Dice Medieval Territory Building

Summarized Review

Intro

Stefan Feld's The Castles of Burgundy has been quietly winning over strategy gamers since 2011, and honestly, it's about time more people discovered this gem. You're playing as an aristocrat in medieval France, building up your princedom by placing hexagonal tiles that represent everything from castles and cities to mines and livestock. It's a dice-driven Euro game that supports 2-4 players over about 90 minutes, though it really shines with just two people.

With an impressive 8.15 rating on BoardGameGeek and a recent induction into their Hall of Fame, this game has serious staying power. The complexity sits right in that sweet spot where anyone can learn it, but there's enough depth to keep you coming back. Think of it as moderately crunchy without being overwhelming.

How It Plays

Each game unfolds over five phases, with five rounds per phase. You start each round by rolling two dice, which determine what actions you can take on your turn. The core loop revolves around using those dice values to either grab settlement tiles from the central board or place tiles from your personal staging area onto your player board.

Your player board shows your princedom divided into different colored regions. Each region only accepts specific types of tiles, and you can only place tiles adjacent to ones you've already placed. It's like building a puzzle where the pieces keep changing and you never quite have the right dice rolls when you need them.

On your turn, you get two actions from a menu of four options: take tiles, place tiles, deliver goods for points, or collect workers that let you modify dice rolls later. You can also buy tiles with money as a bonus action. Every tile you place triggers some benefit, whether that's immediate points, more goods, money, or special abilities that help throughout the game.

The genius lies in how everything connects. Completing regions gives bonus points. Certain tiles reward you for having specific other tiles. The turn order shifts based on how aggressively you pursue it. Meanwhile, goods tiles appear randomly each round, creating opportunities you'll want to capitalize on before someone else does.

Highlights

The dice mitigation in Castles of Burgundy feels just right. Yes, you're at the mercy of your rolls, but you're never completely stuck. Workers let you adjust dice values, the central depot lets you buy tiles regardless of dice, and smart planning means you usually have multiple productive options each turn. Bad luck stings for a round or two, not entire games.

What really hooks you is the combo potential. Certain tiles give you bonuses when you place other specific tiles. Some generate ongoing benefits throughout the game. Others reward you massively at game end if you've built the right engine. Finding these synergies and building toward them creates those satisfying "aha!" moments that keep you strategizing between games.

The multiple paths to victory mean you're rarely locked into one approach. Maybe you focus on completing regions quickly for bonus points. Perhaps you build a goods delivery engine. Or you might pursue knowledge tiles that provide end-game scoring opportunities. Different player counts and tile draws reward different strategies, which keeps things fresh.

For a game with this much depth, turns move surprisingly quickly. You roll dice, scan your options, make your moves, and pass play along. There's minimal downtime, and even when it's not your turn, you're usually planning your next moves or watching for tiles you want to grab.

Criticisms

Let's be honest about the visual presentation. The original edition looks like it was designed by an accountant having a particularly dull day. The artwork is functional at best, and the color palette makes everything feel a bit sterile. The 2019 edition improved things somewhat, but this still isn't a game that wows people when you first open the box. It grows on you, but first impressions matter.

The randomness factor bothers some players, especially those coming from more deterministic Euros. Yes, there's dice mitigation, but sometimes you really need specific numbers and just can't roll them. The tile draws can also feel swingy—getting the right tiles at the right time versus watching helplessly as tiles you need get snatched up. It's not game-breaking, but it can be frustrating when you have a plan that dice or tile availability derails.

With more than two players, there's definitely more blocking and competition for tiles, which some groups enjoy but others find stressful. The game can feel a bit multiplayer solitaire at times, where you're mostly focused on your own board with occasional glances at what others are doing. If you're looking for heavy player interaction, this might leave you wanting more direct engagement.

Conclusion

The Castles of Burgundy rewards players who enjoy optimization puzzles and don't mind working within the constraints that dice provide. If you like games where every decision matters, where you're constantly weighing short-term gains against long-term strategy, and where you can see your engine building momentum over the course of play, this game delivers in spades.

It's particularly perfect for couples or gaming pairs who want something with real strategic depth that doesn't overstay its welcome. The fact that it's maintained such high ratings and passionate player support over more than a decade speaks to its fundamental design strength. Sometimes the best games aren't the flashiest ones—they're the ones that keep surprising you with new possibilities every time you play.

About this Game

For the 2019 edition see The Castles of Burgundy.

The game is set in the Burgundy region of High Medieval France. Each player takes on the role of an aristocrat, originally controlling a small princedom. While playing they aim to build settlements and powerful castles, practice trade along the river, exploit silver mines, and use the knowledge of travelers.

The game is about players taking settlement tiles from the game board and placing them into their princedom which is represented by the player board. Every tile has a function that starts when the tile is placed in the princedom. The princedom itself consists of several regions, each of which demands its own type of settlement tile.

The game is played in five phases, each consisting of five rounds. Each phase begins with the game board stocked with settlement tiles and goods tiles. At the beginning of each round all players roll their two dice, and the player who is currently first in turn order rolls a goods placement die. A goods tile is made available on the game board according to the roll of the goods die. During each round players take their turns in the current turn order. During his turn, a player may perform any two of the four possible types of actions: 1) take a settlement tile from the numbered depot on the game board corresponding to one of his dice and place it in the staging area on his player board, 2) take a settlement tile from the staging area of his player board to a space on his player board with a number matching one of his dice in the corresponding region for the type of tile and adjacent to a previously placed settlement tile, 3) deliver goods with a number matching one of his dice, or 4) take worker tokens which allow the player to adjust the roll of his dice. In addition to these actions a player may buy a settlement tile from the central depot on the game board and place it in the staging area on his player board. If an action triggers the award of victory points, those points are immediately recorded. Each settlement tile offers a benefit, additional actions, additional money, advancement on the turn order track, more goods tiles, die roll adjustment or victory points. Bonus victory points are awarded for filling a region with settlement tiles.

The game ends after the fifth phase is played to completion. Victory points are awarded for unused money and workers, and undelivered goods. Bonus victory points from certain settlement tiles are awarded at the end of the game.

The player with the most victory points wins.

The rules include basic and advanced versions.

This game is #14 in the Alea big box series.

There is a separate BGG entry for the 2019 edition: The Castles of Burgundy. The 2019 edition includes, alongside the base game, eight expansions, seven of which had already been released separately as promotional items and one new to the 2019 release.

UPC 4005556812431

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Capsule image

The Castles of Burgundy

Age 12
Players 2 - 4
Playing Time 1.5 h
Difficulty 2 / 5