The Castles of Tuscany
Play area setup:
- Assemble the scoring board and place it.
- Shuffle the region cards and place them in a stack.
- Shuffle the yield cards and place them in a stack.
- Sort the square bonus tiles and set them in piles by type.
- Place the 8 color bonus tiles with the "1" side face up.
- Place the marble, workers, and blue hexagons near the scoring
- Mix the neutral hex tiles (beige back) and set them face down
in small stacks.
- 1 player board.
- Place the double-sided starting castle aside and mix the other
21 hex tiles in their color. Create 3 facedown stacks of 7 tiles
each and place them on the 3 fields (1. / 2. / 3.) at the top
of the player board.
- Counters: place the thinner marker on the 50 square of the
inner scoring bar (red) and the thicker one on the 50 field of
the outer scoring bar (green).
- Set aside the 50/100 victory point marker.
- Each player draws 5 region cards.
- Each player draws 3 random region boards -- one of each A, B,
and C -- place them next to each other long edge to long edge,
but the boards can't be offset by more than 1 hex up or down.
- Each player places their starting castle on one of the 3 dark
- The youngest player is the starting player and they take the
starting player tile.
- All players, in turn order, beginning with the starting player,
takes any square bonus tile and places it to the right of the
corresponding icon on their player board. Anyone who takes
a +1 storage space also moves up on the green track 2 spaces.
- Flip 8 of the beige hexes face up in 2 rows of 4
- Player Board Symbols
- Draw region card: Players normally draw 2 region cards, but draw 1
extra for each bonus tile. Does not count when playing a
- Hex Storage Space: Place an acquired hex here. Bonus tiles allow
storage of an extra hex. When acquired, gain 2 points on the
- Marble Storage Space: Gain +1 marble for each tile.
- Worker Storage Space: Gain +1 worker for each tile.
- Using a worker: A worker counts as 1 of the 2 required
cards when placing hex tiles on your board. If you use 2
workers, you can play a hex without cards.
- Draw Yield Cards: Draw +1 yield card for each tile.
- Playing the Game
- The game lasts 3 rounds.
- There is a scoring phase at the end of each round.
- After the 3rd scoring phase, there is a final scoring.
- Once the starting player has taken their turn, play proceeds
- The 1st round ends at the end of the turn when a player
has removed all hex tiles from the left-most stack on their
player board. See Taking a Tile
- There is then a scoring phase.
- Players do not empty their hex tiles stacks after a round!
- The 2nd round ends when a player has removed all hex tiles
from stack 2.
- There is another scoring phase.
- The 3rd round ends when the 3rd stack is depleted for a
player. Each player gets 1 more turn, then the 3rd
- There is another scoring phase.
- Perform final scoring
- Player Actions
You perform 1 of 3 actions on your turn.
- Draw Region Cards:
- Take 2 region cards. There is no hand limit.
- If the draw pile is empty, shuffle the discards.
- Take a Tile:
- Take 1 of the face up hex tiles and place it on a
storage space. If you don't have an open space, you
can discard a tile to the box.
- After taking a tile, replace the missing tile with one
from your own stack. You must take the top tile from
the left-most stack.
- If this was the last tile of the stack, the player
must announce this.
- Play until everyone has completed a turn (right of
the start player).
- Proceed to the scoring phase.
- Note: If your tile is the 5th tile of the same color:
- The 5 tiles of the same color are removed and placed
face up next to the beige tile in a stack. These are
no longer available.
- Draw 5 new tiles from the face down beige stacks to
replace the discarded tiles.
- Repeat as necessary until there are not 5 tiles of
the same color.
- Place a Tile:
- Discard 2 region cards matching the color of the tile
to be placed.
- You can sub 2 same color cards for 1 card of another
- The tile must be connected to a previously placed hex.
- The tile must match the color of the space on the region
board. (orange tile on an orange hex zone)
- Hex tile scoring: Check for a completed color zone and
score on the green track.
- 1 VP for a 1 hex zone
- 3 VP for a 2 hex zone
- 6 VP for a 3 hex zone
- Color bonus scoring tiles:
- When all zones of a color have been covered, they
gain victory points on the green track for what is
shown on the bonus tile.
- If the VP number showing is 1, flip the tile. If
the number showing is a 2, put it back in the box.
- Hex Tiles
Placing a tile awards a player based on the type of tile
- Castle (Dark Green)
- Take any of the 8 tiles and place it without playing cards.
Then replace the missing tile with the top of your left-most
- City (Red)
- Take any square bonus tile and place it next to your board.
- Inn (Blue)
- Place a blue hex piece on the staging area of your player board.
- On a future turn, you can place this on any space on your
region board by playing 2 cards of the color of the space.
- If you don't have the space for a blue hex piece on your player
board, score 2 points on the red track instead.
- Agriculture (Light Green)
- Gain 1 VP on the green track per agriculture type not in
- Quarry (Gray)
- Take a marble from the supply.
- Village (Orange)
- Take a worker from the supply.
- Monastery (Yellow)
- Take 3 region cards from the draw pile. The +1 region card
tile bonus does not apply!
- Wagon (Beige)
- Draw a Yield card and gain the reward, then discard it.
Note that you do not get any bonuses with Yield cards,
you only receive what's on the card.
- If there are no more cards in the Yield deck, shuffle the
- When the round ends, transfer the points from the green track to the
red scoring track. Do not reset the green track!
- If you reach 50 points on the red track, place your 50 marker on
the lion's head. Flip it if you surpass 100 points.
- Game End
- Gain the following additional points on the red scoring track:
- 1 VP for each unplaced hex tile
- 1 VP for each unplaced blue hex piece
- 1 VP for each marble
- 1 VP for each worker
- 1 VP for every 3 cards in hand
- Tie breakers:
- The player with the most empty spaces on their region board
- The player with the fewest VP on the green scoring track
- The player with the fewest remaining region cards