Castles of Burgundy Score Calculator

Castles of Burgundy Score Calculator

Add completed regions, phase timing, goods, animal pastures, bonus tiles, silverlings, workers, and yellow-tile endgame points.

Use this table-side scorer for The Castles of Burgundy when you want a clear subtotal by scoring source. It follows the familiar region-size table, A-E phase bonuses, sold-goods scoring, color-completion bonus tiles, and final counter conversion.
🎯Scenario Presets
Estate Score Inputs
Enter points already recorded before this calculation.
Large and small color-completion bonus values change by player count.
Phase bonus is added once for every region completed in this calculation.
Used for result wording and recommended review focus.
Completed Regions This Pass
Base region value: 1 VP each.
Base region value: 3 VP each.
Base region value: 6 VP each.
Base region value: 10 VP each.
Base region value: 15 VP each.
Base region value: 21 VP each.
🧮Tile Scoring, Goods, Bonuses, and Endgame Counters
Used to flag whether animal scoring should be reviewed pasture by pasture.
Count all animal icons printed on animal tiles placed now.
Add same animal type already in the same pasture when placing each animal tile.
Sold goods score 2 VP per goods tile.
Final scoring gives 1 VP per unsold goods tile.
First player to fill all spaces of a color takes the large bonus tile.
Second player to finish a color takes the small bonus tile.
Enter points from knowledge tiles scored at game end.
Each remaining silverling is worth 1 VP in final scoring.
Every 2 worker tiles score 1 VP; odd leftovers do not round up.
Projected Total
0 victory points All scoring sources combined.
Region Completion
0 base + phase VP Completed estate spaces by size.
Tile and Goods Scoring
0 animal + sold goods VP Pasture scoring and goods sales.
Endgame Additions
0 bonus + final counters Color bonuses, yellow tiles, goods, silver, workers.
📋Score Breakdown
Source Formula Subtotal Check
1/3/6Small Regions
10/15/21Large Regions
10-2Phase Bonus
2 VPSold Goods
🏰Game Component / Scoring Grid
37
Estate Hexes
Player board spaces filled by hex tiles.
Completion scoring is region-based, not tile-by-tile for every color.
6
Tile Colors
Beige, green, yellow, blue, grey, dark green.
Finishing all spaces of one color can award a bonus tile.
5
Phases
A through E: 10, 8, 6, 4, then 2 VP.
Each completed region receives the current phase bonus.
2:1
Workers
Two worker tiles convert to 1 VP at final scoring.
Silverlings convert individually; workers convert in pairs.
📊Region Completion Reference
Region Size Base VP Best Timing Calculator Field
1 hex1 VPExcellent in Phase A or B because phase bonus dominates.One-Hex Regions Completed
2 hexes3 VPStrong early tempo and easy color-progress tracking.Two-Hex Regions Completed
3 hexes6 VPBalanced region; often paired with building chains.Three-Hex Regions Completed
4 hexes10 VPGood midgame finish when phase bonus is still 6 or 4.Four-Hex Regions Completed
5 hexes15 VPUsually a planned late estate payoff.Five-Hex Regions Completed
6 hexes21 VPLargest base payout but slowest to complete.Six-Hex Regions Completed
Phase Bonus Table
Phase Region Bonus Use in Calculator Scoring Note
A10 VP per completed regionSelect Phase A for early completions.Small regions can outscore their base values dramatically.
B8 VP per completed regionSelect Phase B for second-round timing.Still rewards fast one- and two-space regions.
C6 VP per completed regionSelect Phase C for midpoint checks.Useful for comparing mid-size region finishes.
D4 VP per completed regionSelect Phase D for late consolidation.Large regions rely more on base VP here.
E2 VP per completed regionSelect Phase E for final placements.Most final score comes from base region and endgame sources.
🧩Tile Type Scoring Reference
Tile / Source Score Formula Calculator Input Common Audit Point
Animal tilesNew animal icons plus matching same-animal icons already in that pasture.Animal Icons + Matching IconsScore each placed animal tile separately.
Sold goods2 VP per goods tile sold.Goods Tiles SoldCount tiles, not colors.
Unsold goods1 VP per remaining goods tile at final scoring.Unsold Goods TilesOnly include during final scoring audit.
Silverlings1 VP per silverling remaining at final scoring.Silverlings RemainingDo not pair silverlings; each one scores.
Workers1 VP for every 2 worker tiles remaining.Worker Tiles RemainingRound down odd worker leftovers.
Yellow knowledgeVariable endgame VP by tile condition.Yellow Knowledge Tile PointsEnter the already-calculated yellow subtotal.
🏆Color Bonus Tile Values
Player Count Large Bonus Tile Small Bonus Tile Color Completion Use
2 players5 VP2 VPFirst and second player to cover all spaces of a color.
3 players6 VP3 VPUse when three estates are competing for color completion.
4 players7 VP4 VPHighest bonus tile values in the standard player-count range.
Solo / variantManualManualEnter equivalent points into yellow or base score if using a variant.
Scoring Source Comparison Grid
Scoring Source Immediate? Final? Variable Range Best Calculator Section Typical Mistake
Region base VPYesNo1 to 21 VPCompleted RegionsForgetting the size table.
Current phase bonusYesNo10 to 2 VPCurrent PhaseAdding it once instead of once per region.
Animal pasture VPYesNoTile dependentAnimal InputsMixing different animal types together.
Sold goods VPYesNo2 per tileGoods SoldCounting sale actions rather than goods tiles.
Color bonus tilesYesNo2 to 7 VPBonus TilesUsing the wrong player-count value.
Yellow knowledge VPNoYesTile dependentYellow PointsScoring yellow effects before final audit.
Remaining countersNoYesCounter dependentEndgame CountersRounding workers up instead of down.
Region timing check: If two small regions finish in Phase A, the phase bonus alone is 20 VP before any region-size points are added.
Animal audit check: When multiple animal tiles are placed, calculate each pasture event separately, then enter the combined new icons and matching icons here.
This calculator is a scoring aid for table review. For yellow knowledge tiles with detailed conditions, calculate that tile's condition first and enter the resulting subtotal.

Scoring in The Castles of Burgundy requires that you track several different scoring streams for the game, and the final score that you achieve is the result of adding all of those different scoring streams together. While most players will have an idea of their final score once the game ends, that score may change based upon the phase in which the region was completed, the number of animal icons that is placed within shared pastures, and the number of leftover silverlings or workers that are converted into points at the end of the game. Each of these values can be entered into the calculator on this page so that players can determine the total number of points that they earned in the game without having to remember each of the rules for the game.

The first of the scoring streams is earned based upon the regions that each player completes. Each region has a value for being completed that increases with the size of the region that is completed, and those values are multiplied by a bonus value if each of those regions were completed during a certain phase of the game. Regions that are completed during the earlier phases of the game earns the players ten or eight points for each region that is completed during those phases, but regions that are completed during the later phases of the game earn the player four or two points for those regions.

How to Score in The Castles of Burgundy

The calculator separates these two values to allow players to more easily determine the scoring contribution of each player’s completed regions. The second scoring stream is earned by each player for the inclusion of animal icons within the pastures in the game. Each time that a player places a new animal tile on the board, the player must count the number of animal icons that are printed on that new animal tile, as well as the number of animal icons of that same type that are already present within that pasture.

The total of those two counts is the score that the player earns for placing that animal tile. As such, the scores that players earn can grow rapidly if players continue to place animal tiles within the same pastures. However, because animal icons only score for games where the icons of the animal match those already on the pasture, players who choose to use animals of different types within a pasture are not earning these points.

The number of animal and matching animal icons can be entered into the calculator to determine the total score that is earned for all animal placements. The third scoring stream is earned based upon the goods that the players sell during the middle and late stages of the game. Each good that is sold earns the player two points during the selling of those goods, which can result in a highly total point value for all of the goods that is sold during a game.

Each of the colors of goods scored by players who are the first and second to complete all of the spaces of a certain color in the game earns points for those players; the number of points that are earned for each color changes based upon the number of players in that game. A four-player game awards seven points to the player who completes all spaces of a color first, for instance, while the second player earns four points for that color. Each game with fewer players awards fewer points for the colors, such as when a two-player game awards five points for the first to complete each color and the second player earns two points for that color.

The game automatically calculates these color bonus points so that the players dont have to remember these possible scores. The final scoring for each player is earned based upon any leftover counters. Any goods that a player does not sell earn that player one point for each unsold good.

Any silverlings that are left over after the game is over earn the player one point for each leftover silverling. Workers are also converted into points, but in pairs; any player with a single worker leftover will earn no points from those workers. Any remaining points are earned based upon the yellow knowledge tiles that the players have left over in the game.

These points are based upon a variety of situations during the game that is too varied to be automated within the game; therefore, the player must enter the points for these tiles into the calculator. These final scoring categories contribute to the total score of the game, but are typically the least important of each of the scoring categories that must be calculated after the game is over. One of the common mistakes that players make are treating each region that the players complete as having the same value.

A player who completes a one-hex region in phase A will score eleven points, but the same region that is completed in phase E will score three points for the player. Therefore, players who begin to complete regions during the early phases of the game can score more points from each region than those who complete a large region in a later phase. Furthermore, another of the common mistakes that players make is to score each individual worker tile rather than scoring in pairs of workers.

A single worker tile cannot earn points for a player; they must be in pairs. Both of these mistakes can be avoided by using the calculator to determine how many points will be earned by each player. By entering the score of each of the players into the calculator on this page, players can determine the strategy that each player used to win the game.

For instance, if the region scoring earned the most points for a player, that indicates that the player did a good job of ensuring that their regions were completed in the best phases of the game. If the player earned the most points through animal and goods scores, that indicates that they earned their animals and goods well during the game. If the player earned the most points through leftover counters, that indicates that they did a good job of managing their leftover resources.

Thus, the separate scoring categories help each player to understand which aspects of the game were successful and which aspects may require more focus during future games of The Castles of Burgundy. The game of The Castles of Burgundy encourages players to think about each of the game elements and how they may impact multiple scoring streams. For instance, when a player places a single tile into the game they may score points for any regions that are completed, earn an animal tile, score color points, and earn points for the freed good tiles all at once.

Thus, each player must decide which scoring stream will earn the player the most points during that particular phase in the game. Players who focus upon building large regions will likely earn fewer points from animal and color tiles. Players who attempt to earn all bonuses will likely not score enough points to win the game.

While the game does not make any decisions for the players, the calculator removes the difficulties of performing the calculations during the game. After the game is over, players can review the scores that they earned on the game board and determine any patterns in their play. For instance, players may realize that they only score points for their animal placements if they have placed at least three animals of that type in a single pasture.

Furthermore, the player may find that earning color points is more valuable than earning points for completing additional regions for example. Each of these findings will allow the players to better prepare for the next game. Thus, each player determines their final score for each game as the sum of all of their decisions during that game, but the calculator makes that score easier to read for each player than it would of if they were required to remember each of the game rules.

Castles of Burgundy Score Calculator

Leave a Comment: