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BertSanz

Let's learn how to play Caylus!

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This tutorial exists thanks to: BertSanz
0000
BertSanz*Welcome to Caylus!* We are in the year 1289. To strengthen the borders of *[blue]the Kingdom of France[/blue]*, our *[green]King Felipe[/green]*, the Handsome, ordered us to build a *new [red]castle[/red]*.1archivecontrol_editmode_centercomment000
BertSanzRight now, *Caylus* is just a humble town, we as *master builders* will hire masons and craftsmen([green]workers[/green]) to build the [red]castle[/red] and town [red]buildings[/red].2archivecontrol_editmode_centercomment000
BertSanzThe turn phases, [blue]resources[/blue], [red]buildings[/red], [green]workers[/green], etc. you will meet them while you play. It is better to learn the concepts by playing. *LET'S START!*3archivecontrol_editmode_centercomment000
BertSanzAt the *start* of the game: -The *turn order* is chosen randomly. -The *first player* receives *5 deniers*, *2nd* & *3rd* *6 deniers* and *4th* & *5th* *7 deniers* *Denier* (money) 4playingorder_5000playingorder_4 4 playingorder_5 5 playingordertoken_93612384 3 playingordertoken_84148955 1 playingordertoken_88444089 2
BertSanzPlacing [green]workers[/green] will normally cost 1 *denier*. !!!*Place* a [green]worker[/green] on the [red]forest tile[/red], with this we can get 1 [blue]resource[/blue] but after finishing *place* [green]workers[/green] .5building_13010building_13 6
BertSanz*Before* placing [green]workers[/green], at the *start* of *each turn* all players *gain 2 deniers*. You had 5 + 2 = 7 *deniers*. Place *worker* 7 - 1 = 6 *deniers*.1ttdenier9361238464540a4d2662c00ttdenier93612384 12
BertSanz!!!Our next [green]worker[/green] I need you to place on the[red] trading post tile[/red]. The *gain* of all the [red]tiles[/red] are in the lower part of these. In this case it will be 3 *deniers*.2building_264540a4d2662c10building_2 6
BertSanzAll players have 6 [green]workers[/green] during the full game. We have already used 2, we have 4 left.1ttworker936123846454628eb3d6f00ttworker93612384 8
BertSanzIn addition to *place* [green] workers[/green] we can *Pass* to stop placing them. For *each player* that *passes*, the [green]worker[/green] placement cost will increase by 1 *denier*. !!!Click on *Pass* and look at his *deniers*.2pass6454628eb3d6f10pass 4 ttdenier84148955 6 ttdenier88444089 6
BertSanzNow that we've all *passed* . We will finally receive the *gains* of our [green]workers[/green] in the [red]tiles[/red].1bridgetoken_88444089645661f55e93f00
BertSanzThis phase is called *activation of special buildings* Activation will begin at the [red]gate[/red] following the path to the [red]bridge[/red].2building_5645661f55f0d000castleplace_3_3 9 bridgeposition_4 6 bridgeposition_5 14 bridgetoken_93612384 6 bridgetoken_84148955 6 bridgetoken_88444089 6 building_1 6 building_2 6 building_3 6 building_4 6 building_5 6 building_6 6
BertSanzAt the end of *activating* each [red]tile[/red] the [green]worker[/green] returns to its owner.3building_3645661f55f4cb00building_2 6
BertSanzNow we are in the *Activation of common buildings*. It will start in front of the [red]Bridge[/red] to the last [red]tile[/red] where the little white marker called *Provost* is (I'll show you later *how* it *moves*).1building_1464567fe2159de00bridgeposition_5 14 building_14 6 building_13 6 building_11 6 building_12 6 building_16 6 building_15 6 building_8 6 building_9 6 roadplace_15 9 provost 4
BertSanzIf there is a [green]worker[/green] it will be activated. The first is your [green]worker[/green] from the [red]forest[/red]. !!!Choose 1 [blue]food[/blue](*resource* pink cube).2building_1364567fe2159de10
BertSanz*You* have finished a round! :) They are very simple at the beginning of the game.1archivecontrol_editmode_centercomment645737a99756400
BertSanzBefore we start a *new round*, let's talk a bit about [blue]resources[/blue].2archivecontrol_editmode_centercomment645737a99756400
BertSanzThere are *5* types of [blue]resources[/blue]: 1st [blue]Gold[/blue] 2nd [blue]Cloth[/blue] 3rd [blue]Stone[/blue] 4th [blue]Wood[/blue] 5th [blue]Food[/blue] Sorted by order of *value*3player_board_93612384645737a99756400ttfood93612384 7 ttwood93612384 7 ttstone93612384 7 ttcloth93612384 7 ttgold93612384 7
BertSanzEveryone starts with *2 [blue]food[/blue]* and *1 [blue]wood[/blue]* as a [blue]resource[/blue] at the start of the game. In addition to 5*/*6*/*7 deniers if you *start* 1st*/*2nd&3rd*/*4th&5th don't forget it.4ttdenier93612384645737a99756400ttfood93612384 7 ttwood93612384 7 ttdenier93612384 7
BertSanzWell now let's start a *new round*! We will all receive *2 deniers* at the start of each round. Watch it5archivecontrol_editmode_centercomment645737a99756400ttdenier93612384 12 ttdenier84148955 12 ttdenier88444089 12
BertSanzAs you can see in this *column*. The *blue* player will start *by placing* a [green]worker[/green] and then *we* who are *green*.6playingordertoken_84148955645737a9980f500playingordertoken_93612384 3 playingordertoken_84148955 3 playingordertoken_88444089 3
BertSanz!!!Let's start by *placing* a [green]worker[/green] in the forest. *Normally* only *one* [green]worker[/green] can be placed per [red]tile[/red].1building_136457a95d833c510building_13 6
BertSanz!!!The [green]next[/green] place it in the [red]Trading post[/red]. While we place [green]workers[/green] I will explain about those *two white markers* that are at the *end* of the *path*.1building_4645818ed1f1a010building_2 6 bailiff 12
BertSanzThose two guys are called *Provost* and *Bailiff*. *Bailiff* would be the sheriff and is the *bigger marker* of the two. He *moves automatically* at the *end of the round*, determines the *end of the game* and the [red]castle's[/red] *three* point *evaluation*(we will see that a bit later).1bailiff6458f7fbe82f500roadplace_18 13 roadplace_24 13 roadplace_30 13 bailiff 8
BertSanz!!!Merchant's guild is the destination of the next worker please. Now the *smallest* but most *mischievous* is the *Provost* or Admin! We can *all bribe/pay* him so that he *moves* and the [red]last tiles[/red] cannot be *activated*!2building_36458f7fbe82f510building_3 6 provost 12
BertSanzThe little friend *Provost* will be able to *move* from *1 to 3 [red]tiles[/red]* costing from *1 to 3 deniers*. Either *backwards* or *forwards* or *no tiles*. We will all have a *chance* to do so when the [red]bridge[/red] is activated.1bridgetoken_884440896458f960c461300bridgeposition_2 8 bridgeposition_3 8 bridgeposition_4 8 bridgeposition_5 8 bridgetoken_88444089 8 provost 12
BertSanzFinally the *Provost* *CANNOT* *go back* to the [red]bridge[/red] or *advance past* the *end* of the road. Since the *blue* player decided to *pass* (see [red]bridge[/red]) *placing* a [green]worker[/green] will cost us an *additional 1 denier*. !!!Then our last [green]worker[/green] put him in the [red]Inn[/red].2building_66458f960c461310bridgetoken_88444089 8 building_6 6 building_14 9 roadplace_34 14 provost 3
BertSanz!!!Click on *Pass* The *activation of special buildings* will begin, that is, those that are between the [red]castle[/red] and the [red]bridge[/red].1pass645900a3d019a10pass 12 bridgeposition_3 6 bridgeposition_4 6 bridgeposition_5 6 bridgetoken_84148955 6 bridgetoken_88444089 6 building_1 6 building_2 6 building_3 6 building_4 6 building_5 6 building_6 6
BertSanz!!!As we are in the [red]Mechant's guild[/red] *move* the *Provost* to the [red]Sawmill tile[/red] *for free*.1provost6459010584d0f10building_16 1
BertSanz!!!Move *3 [red]tiles[/red]* to the *Provost* in [red]Carpenter[/red] although now it will cost us *3 deniers*. But we will cause *3 [red]tiles[/red]* with opponent [green]workers[/green] not to activate! :)2building_156459025d14e1810building_11 16 building_12 6 building_16 6 building_15 6 worker_10 6 worker_11 6 worker_12 6
BertSanz*Well done!* Now the [red]forest[/red] will be the last [red]tile[/red] to activate.1building_13645903a4b891b00building_13 6
BertSanzWith this we will finish the *2nd round*. I'll show you *how* the *Bailiff moves* automatically, but first... !!!Choose *1 [blue]wood[/blue]* as a [blue]resource[/blue] for the [red]forest tile[/red].2building_13645903a4b891b10
BertSanzThe great white *Bailiff* moves *ever forward*: -*1 [red]tile[/red]* if he is on the *same* [red]tile[/red] or *in front* of the little *Provost*. -Or *2 [red]tiles[/red]* if he is *behind* the little *Provost*. As simple as that .1bailiff64590a0aa151200bailiff 12
BertSanzIn this case, *1 [red]tile[/red]* was moved. As soon as the *Bailiff* has been moved, the *Provost* will move to the same [red]tile[/red] as it. And so a *new round* will begin!2building_1864590a0aa1ae200
BertSanzWelcome to *round 3*! While we're placing [green]workers[/green] let's talk about [red]tile types[/red]. Our next [green]worker[/green] will go to the [red]Quarry tile[/red] for *1 stone*.1building_156459214169e1f10building_15 6
BertSanzThere are *6 types* of [red]tile[/red]: *1st [red]Fixed tiles[/red]* (Colorless, always in the *same* position) For example, the [red]Inn tile[/red], also only up to two [green]workers[/green] can stay on it.1building_6645933bf725f700building_1 5 building_2 4 building_3 5 building_4 4 building_5 5 building_6 4 building_8 5 building_9 4 building_10 5
BertSanz2nd [red]Pink Tiles[/red] (There are *6* and they are *random* at *game start*)2building_15645933bf725f700building_14 4 building_13 4 building_11 4 building_12 4 building_16 4 building_15 4
BertSanz!!!Now it's our turn to *place* a [green]worker[/green] in [red]Jousting Field[/red] to continue.3building_4645933bf725f710building_4 6
BertSanz*3rd [red]Wooden tile[/red]* (It has a *cost* to place it, it gives *prestige points* and there are *8*) The *prestige points* will make us the favorite for the king (*win the game*) we will talk about them in detail at the end.1building_24645a26d9a016500building_18 5 building_17 5 building_19 5 building_20 5 building_21 5 building_22 5 building_23 5 building_24 5
BertSanzThe *blue player* has already placed [red]one[/red]. Upper right corner of the [red]tile[/red] there is a house of *him*. The *owner* of that [red]tile[/red] will always cost *1 denier* to *place* a [green]worker[/green] here, even if his *rivals* have already *passed*.2building_18645a26d9a016500building_18 6
BertSanz!!!We are going to *place* a [green]worker[/green] [red]here[/red]. The *owner* of the [red]tile[/red] will receive *1 prestige point* only when a *rival* places a [green]worker[/green].3building_18645a26d9a016510building_18 6
BertSanz4th [red]Stone Tile[/red] (It has a *cost* to place it, it gives *prestige points* and there are *10*) These [red]tiles[/red] are very similar to the previous [red]wood tiles[/red].1building_39645a3dd84e4ec00building_32 5 building_33 5 building_34 5 building_35 5 building_36 5 building_37 5 building_38 5 building_39 5 building_40 5 building_41 5
BertSanz5th [red]Residential tile[/red] (It has a *cost* to place it, it gives *prestige points* and there are *unlimited*) -They are all the *same*. -*NO [green]workers[/green]* are placed on [red]them[/red]. -[red]They[/red] *must* be placed on their *own [red]tiles[/red]* ([red]Wood[/red] or [red]Stone tiles[/red]) or also on [red]pink tiles[/red]. 2building_15645a3dd84e4ec00building_14 4 building_13 4 building_11 4 building_12 4 building_16 4 building_15 4 building_18 4 building_17 4 building_19 4 building_20 4 building_21 4 building_22 4 building_23 4 building_24 4 building_32 4 building_33 4 building_34 4 building_35 4 building_36 4 building_37 4 building_38 4 building_39 4 building_40 4 building_41 4
BertSanz6th [red]Prestige Tile[/red] (It has a *cost* to place it, it gives *many prestige points* and there are *9*) -No [green]workers[/green] are placed on [red]them[/red]. -[red]They[/red] *must* be placed on their *own* [red]residential tiles[/red].3building_47645a3dd84e4ec00building_42 5 building_43 5 building_44 5 building_45 5 building_46 5 building_47 5 building_48 5 building_49 5 building_50 5
BertSanzYou have learned a lot *master builder* now your *king* will be able to count on you. :) We only have to teach how to *build in the castle* and about *royal favors*. We'll fast *forward* a *few* turns then. Click on *pass*!4pass645a3dd84e4ec10
BertSanz*New round!* Let's talk about the [red]castle[/red]! To *build* we only need to *place* a [green]worker[/green], and we can *build* as many *rooms*(houses) as we can. *Fast forward* a few turns to *place* [green]one[/green].1castle645a7ca4180fc00castle 6 castleposition_1 8 castleposition_2 8 castleposition_3 8 castleposition_4 8 castleposition_5 8
BertSanzWe started building 1st the *dungeons* (underground) then 2nd the *walls* (ground floor) and finally 3rd the *towers* (upper floor).1castleplace_3_14645b8d732cda200castleplace_1_6 17 castleplace_2_10 18 castleplace_3_12 19
BertSanz!!!Place a [green]worker[/green] in number *2* because the *blue player* is already in *1*. We can *build* by ending the *building activation phase* just before the *end of the round*. We'll ¨*fast forward* another couple of turns.2castle645b8d732cda210castleposition_2 12
BertSanzIf you *place* a [green]worker[/green] in the [red]castle[/red] and *cannot build* for *any reason* you will lose *2 prestige points*. The *king* will be angry with the *blue player*, look at his *prestige points*!1player_board_88444089645de7239907b00player_score_88444089 12
BertSanzTo *build* we will need *three different [blue]resources[/blue]* but one must be *1 [blue]food[/blue]*. What a *gluttonous king*! !!!Make two *houses* of *1 [blue]food[/blue]*, *1 [blue]stone[/blue]* and *1 [blue]wood[/blue]* equal.1castle_23645e21ab95ec510
BertSanzAnother *batch* of *1* [blue]food[/blue], *1* [blue]wood[/blue] & *1* [blue]stone[/blue] please.1castle_23645e6a9a4c9a510
BertSanzFor *each* room (house) placed you *gain* *5*/*4*/*3 prestige points* if it is in *dungeons*/*walls*/*towers* respectively. Whoever places the *most* houses in that turn *wins* a *royal favor*. In case of a *tie*, whoever placed *first* wins.1archivecontrol_editmode_centercomment645e6a9e3fb5600
BertSanzIn this case it was us, we won *1 royal favor*, they are achieved as follows: -On the [red]Jousting field tile[/red]. -Build [red]special buildings[/red]. -Being the* best castle builder* in one turn(like now). -During the *Castle score*.2archivecontrol_editmode_centercomment645e6a9e3fb5600
BertSanzYou *can choose* an effect from a *column lower* than the one in your *marker*.(You can get *multiple times* a reward) For now I will choose *3 deniers* for you.3favortableborder645e6a9e3fb5600favortable_2_1 3
BertSanzNow we will talk about the *castle score* when and how it happens. We will *fast forward* to the *end of the round* of the *next* turn, which is *when* the *first* one will occur. *Are you ready?*1archivecontrol_editmode_centercomment645e6aa7c4f4400building_21 14 roadplace_18 5
BertSanzWhen the *Bailiff* crosses one of these *three [red]tile[/red] areas* a *castle score* will begin.1provost645fbafd48b2600roadplace_18 17 roadplace_24 18 roadplace_30 19 provost 3
BertSanz*Castle scoring* can also be carried out *if* a *castle building zone* has been completed *before*. Whichever occurs *first* of the *two* is *scored*. There will be *three* total *scores* in the game.2castle645fbafd48b2600castleplace_1_6 17 castleplace_2_10 18 castleplace_3_14 19
BertSanzThis *castle score* is just a way to get *royal favors*. However, when *scoring* if someone has *not built houses*, *2*/*3*/*4 prestige points* will be *deducted* if it is a *dungeon*/*wall*/*castle score* respectively.3playingorder_5645fbafd48b2600favortable_1_0 8 favortable_2_0 8 favortable_3_0 8 favortable_4_0 8 player_score_93612384 12 player_score_84148955 12 player_score_88444089 12
BertSanz*Castle Score* *Dungeon* [0=*-2 PP*] [1=0] [2+=*1 RF*] *Walls* [0=*-2 PP*] [1=0] [2=*1FR*] [3&4=*2FR*] [5&6+=*3FR*] *Towers* [0=*-2 PP*] [1=0][2&3=*1FR*][4&5=*2FR*][6+=*3FR*] PP: Prestige Points FR: Royal Favor4playingorder_5645fbafd48b2600building_38 12
BertSanzTo end this trip through *Caylus*, I would like to tell you when the *end of the game* is. This ends when the *tower score* is made. Whoever has the *most prestige points wins*. Additional points: +*3PP* per *1* [blue]gold[/blue] +*1PP* for every *3* [blue]resources[/blue] (not [blue]gold[/blue]) +*1PP* for every *4 deniers*5icon_point_93612384645fbafd48b2600castleplace_3_14 19 roadplace_30 19
BertSanzI hope you are encouraged to continue discovering the province of *Caylus*, there is much to build and show who is [green]*the king's master builder*[/green]! Any questions you may have, are there short manuals or count on me too, *send* me a message ;) *See you next!* BertSanz6archivecontrol_editmode_centercomment645fbafd48b2600
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Caylus

How to play?
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Complete rules:

5
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Short English Rules
5
(en)
Full English rules
17
(fr)
Règles
13
(es)
reglas en español
11
(ru)
Правила игры
9
(de)
Deutsche Regeln
6
(zh)
Caylus 凱呂斯 (2012 新版)
6
(ru)
Правила игры (вариант Игроведа)
5
(fr)
Règles par Professeur Board Game
3
(it)
Sintesi regolamento
2
(ja)
ルール
2
(pl)
Polska instrukcja
2
(lv)
Latviskie noteikumi
2
(pt)
Regras em PT
1
(ja)
ルール和訳
1
(hu)
Magyar szabály
1
(ja)
ルールfaqやサマリーなどのダウンロードサイト
1
(hr)
Pravila
1
(el)
Κανόνες
1
(cs)
Stručná pravidla
1
(pt)
Ludopedia - Regras
0
(nl)
spelregels

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Game speed
Turn-based • 2 moves per day (+43200 per turn (maximum 129600))

publisher

Designer: William Attia

Artist: Arnaud Demaegd

Developed by: Board Game Arena

Release 160826-2312


Ambient music for Caylus

Ambient music provided by our partner Melodice.org



Note: 3D is experimental

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