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The Castles of Burgundy: Solo+ variant

This solo variant simulates an opponent, the Duke, who takes basic actions and scores victory points throughout the game. His actions are streamlined as much as possible in order to reduce the burden of maintaining his board and score during the game.

Follow the standard two-player setting including a player board for the Duke. You can pick any board number; some (e.g. #8) will favor higher scores. He only needs a single die in his color. You may want to use two playing pieces from another color to keep track of the Duke's actions each turn, as he does not use dice according to standard rules.

Play generally proceeds according to standard rules, with the exceptions noted below. On his turn the Duke does the following:
1. If no storage space is left on his board, add the third (right-most) tile to a region of matching color, applying its effects normally. Tiles are placed while ignoring the adjacency constraint and die numbers on the spaces. Always place a tile in a region under development or, if none, in the region of smallest size (pick any one if several can be chosen). Score victory points as per normal rules when the region is completed.
2. If possible, the Duke spends 2 silverlings to take a tile in the central depot (at most once per turn). Roll a die to select one of the available tiles.
3. If there is no empty space in his storage area or this is the last or next to last turn of the game, go back to point 1. Otherwise roll the white die to determine the numbered space where the next tile is taken, and a colored die to determine which tile is taken on this space (i.e. when there is a choice, take the top/left tile on 1-3, and the other tile on 4-6). When the chosen space is empty or none of the tiles can be placed (because the corresponding regions are already covered), go clockwise to the next space with a tile that can be placed.

Perform actions 1. and/or 3. two times in total, as per normal rules.

- The Duke ignores effects of Knowledge tiles except for scoring at the end of the game.
- The Duke can place two or more copies of the same building in a region.
- If a building requires drawing a new tile, roll the white and colored dice to pick one at random. Go clockwise to the first space that contains a tile of one of the required types.
- When the Duke places a Castle, take a new tile as described above.
- When the Duke places a Ship, select the space that contains most goods (choose a space randomly if several can be chosen). The Duke is not subject to the color constraints and keeps all goods in a single pile.
- When the Duke is selling goods with the Warehouse, all available tiles are flipped and scored.
- Each remaining good at the end of the game is worth 2 VP, and each worker tile is worth 1 VP.
- You may want to consider the following extra rule. During the last phase, if any region has a single space left and there is no tile of that color in Duke' storage, roll a die (if needed) to select a tile of the matching color. If several regions can be chosen (which includes any region that consists of a single space), first select one at random. You can also use this extra rule for the entire game to make the Duke an even more challenging opponent!
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