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Tavernly

ReedholmPlay online, free

A Castles of Burgundy alternative

Roll two dice each day, take tiles from the lake’s jetties and grow your island of halls, cottages, boats and meadows.

Play against bots

Join a table of 3. Bots take the empty seats within five seconds.

Bots
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With friends

Open a private table and send the invite.

Play with friends

Beginner

A real game, with a coach at your side.

Learn by playing

No sign-up. 2 to 4 players; a game takes about 60 minutes (with two bots, about 30).

Reedholm is not affiliated with or endorsed by the owner of The Castles of Burgundy. The Castles of Burgundy is a trademark of its owner. As an Amazon Associate we earn from qualifying purchases.

How to play

Each family settles a small island in a mountain lake: a home hall by the pond, and 31 empty plots in parcels of halls, cottages, boats, meadows, quarries and lore scrolls. Goods come by water to six jetties, and a floating market stall sells rarer tiles.

  1. A day. Each day every family rolls two dice, and the lake die brings a crate from the week path to the jetty with its number. The families take their turns in lane order: the rowboat furthest along the lane goes first.
  2. Use each die once. On your turn, use each die for one thing: take a tile from the jetty with its number, set a tile from your landing on a plot with its number, sell all your crates of its kind, or take two helpers.
  3. Helpers and silver. Each helper turns a die up or down by one; past 6 comes 1. Once a turn, silver buys one tile from the market stall.
  4. Setting a tile. A tile goes on an empty plot of its own kind with the die’s number, next to a filled plot. Halls give a free action, boats fetch crates and row you up the lane, meadows score their beasts, quarries pay silver each week, and cottages and lore scrolls each do their own thing.
  5. Parcels and ribbons. Fill a parcel to score its size and the week bonus. The first family to fill every plot of one kind wins that kind’s first ribbon, the next one the second.
  6. The end. After five weeks of five days, crates, silver, every pair of helpers and the end scrolls score. The most points win.

The points

A full parcel
PlotsPoints
11
23
36
410
515
Plus the week bonus
WeekBonus
110
28
36
44
52
Ribbons for filling every plot of a kind
KindFirstSecond (3–4 players)
Halls (3 plots)52
Cottages (11)105
Boats (5)73
Meadows (6)73
Quarries (3)52
Lore scrolls (4)63

A sale scores 3 points a crate with 2 players and 4 with 3 or 4, and 1 silver. Every beast scores 1 a head when set, with the heads of the same beast already in that parcel.

At the online table

  • Tap a die, then what it does: a lit tile on a jetty, a tile on your landing and then a lit plot, your crates, or the helper bowl. Or tap the target first, and the table uses the cheaper die.
  • The arrows by a chosen die turn it with helpers. A move that spends helpers or silver waits for a brass button, so nothing is spent by mistake.
  • Point at a tile, a plot or the lake die, or hold a finger on it, to read what it is and what it does.
  • On a phone, the Lake and Island switch shows one of the two; the table switches for you when you choose a tile to set down.
  • On a keyboard: 1 and 2 choose a die, + and − turn it, Tab moves between lit targets, Enter chooses, Esc backs out; L lake, I island, H helpers, S sell, B the stall, E end your turn, O other islands, M sound. “All my moves” lists every legal move in words.
  • Each decision has a 60-second timer (90 seconds for the first of a turn). If it runs out, the table plays for you without spending helpers or silver.
  • A game lives on the server: if the server restarts, the table closes. An empty seat is taken by a bot, always marked as a bot.

Why it is fair

The three piles, the lane order and every die of the game come from a secret seed. You see its fingerprint when the game starts and the seed itself when it ends, so you can check every deal and every die. Verify a game.

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