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The Castles of Tuscany box art

The Castles of Tuscany

Game ID: GID0323823
Game Info
Year
2020
Collection
Rating
Mechanic profile
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Vibe profile
How this game feels to play
Description

The beautiful Tuscany region, in the 15th century, is the home of the Italian Renaissance. As influential princes, the players make creative decisions to build their region into a flourishing domain.

By supporting towns, villages, and monasteries, or by extracting marble and delivering goods, players see their lands grow, earning them victory points. Each round, players use cards to place useful tiles to expand their regions and gain new opportunities.

The winner is the person who has the most victory points after three rounds of play.

NOTE: The English edition of the rules for the Castles of Tuscany have some translation and design issues, making it slightly harder than typical to learn how to play this introductory Feld game. Some smaller issues have been observed in other languages complicating a simple resolution of questions. A community FAQ is available here to provide some clarity and is highly recommended for first time players.

Description

The beautiful Tuscany region, in the 15th century, is the home of the Italian Renaissance. As influential princes, the players make creative decisions to build their region into a flourishing domain.

By supporting towns, villages, and monasteries, or by extracting marble and delivering goods, players see their lands grow, earning them victory points. Each round, players use cards to place useful tiles to expand their regions and gain new opportunities.

The winner is the person who has the most victory points after three rounds of play.

NOTE: The English edition of the rules for the Castles of Tuscany have some translation and design issues, making it slightly harder than typical to learn how to play this introductory Feld game. Some smaller issues have been observed in other languages complicating a simple resolution of questions. A community FAQ is available here to provide some clarity and is highly recommended for first time players.

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment: pos 5 · mix 1 · neu 2 · neg 0
Mentions per page
Showing 1–8 of 8
Video vz5X_sZBJG8 Meeple University Review at 0:04 sentiment: positive
video_pk 64849 · mention_pk 158426
Meeple University - The Castles of Tuscany video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engine building feels good.
  • Simpler version of a classic game, good for introducing new people to board gaming.
Cons
none
Thematic elements
  • Building the best region
  • 15th century Tuscany
Comparison games
  • The Castles of Burgundy
Mechanics (from transcript analysis)
  • engine building — Building red city tiles allows players to add square tiles to their board that provide ongoing benefits, such as extra slots for tiles or more card draws.
  • set collection
  • tile placement — Players collect tiles and build them into their region, needing region cards to do so.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hi it's stella from nipple university
  • build the best region in 15th century tuscany
  • The game plays 2-4 players with mechanics such as tile placement, set collection and engine building.
  • The puzzles of tuscany has some of the feel and mechanics of burgundy but more gateway heads lighter.
  • it feels like if burgundy and tickets are right have a child it'll be tuscany.
  • i am personally excited and hoping to turn more new and innocent people into board gaming with this simpler version of felt's classic game before throwing them into the deep end
  • you would help us by subscribing to nipple university and hit the bell so you won't miss anything from us
References (from this video)
No references stored for this video.
Video xbPV6FEWDUc Meeple University Rules Teach at 0:05 sentiment: neutral
video_pk 64543 · mention_pk 158011
Meeple University - The Castles of Tuscany video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • building up a landscape with hex tiles to earn points and rewards
  • 15th century Tuscany
  • empire-building progression across rounds
Comparison games
none
Mechanics (from transcript analysis)
  • bonus tiles and color bonuses — Placing certain color bonus tiles and special tiles grants ongoing effects; multiple copies are allowed; blue wild hexes can be used as needed.
  • cost payment with cards — To place a hex, discard cards from your hand to pay the tile's color-matching cost; you may substitute two other colors if needed.
  • Draw cards — On a turn, a player may choose to draw cards: two cards plus one for each bonus tile they have, and they add them to their hand; there is no hand limit.
  • end game bonuses — At game end, red points are awarded for leftover resources (unplaced hexes, workers, cards) and the highest red score wins.
  • end-game scoring and leftovers — At game end, red points are awarded for leftover resources (unplaced hexes, workers, cards) and the highest red score wins.
  • place a hex into the region — Move a hex from storage into the region, pay its cost in cards, check for scoring, and gain the color bonus associated with that tile.
  • rounds and end-of-round scoring — The game is played over three rounds; after the end of each round, intermediate scoring occurs and markers advance on the green and red tracks.
  • scoring when placing a tile — Score via completing an area (a contiguous set of hexes of the same color) or by completing all tiles of a color; bonuses depend on color bonuses.
  • take a hex from the common supply — A player chooses one of the eight hexes from the common supply and places it onto an empty hex in their region board.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • most of the scores you'll make will go onto the green track but then periodically be transferred to the red track
  • the player with the most points on the red track who wins the game
  • the game is played in three rounds
  • any green points you score during round one will be scored three times
  • you can ignore these two green points when doing this action
  • the end of the first round is triggered the first time a player empties the leftmost column of tiles at the top of their player board
  • the end of the second round is triggered in exactly the same way as the first
  • the end of the third round and the end of the game is triggered when one player empties their third column
References (from this video)
No references stored for this video.
Video CV53qTuCItI watch it played Rules Teach at 0:13 sentiment: neutral
video_pk 64548 · mention_pk 158015
watch it played - The Castles of Tuscany video thumbnail
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • No limit to how many cards you can hold while drawing cards
  • Eight tile types with distinct abilities add variety
  • Player boards provide reminders of tile effects
  • Clear, example-driven explanation of placement and scoring
Cons
none
Thematic elements
  • building up a region around castles into a landscape
  • 15th century Tuscany with rolling hills, vineyards, and castles
  • tile-placement and scoring to develop a region
Comparison games
none
Mechanics (from transcript analysis)
  • blue_wild_tile — Blue wooden hexagon acts as a wild tile for any region color; must touch existing tiles and be paid for with related cards/workers.
  • draw_cards — On your turn you may draw two region cards from the region deck; no hand limit; reshuffle as needed.
  • end_round_scoring — After a round ends, players' green and red markers are used to produce end-of-round points; rounds proceed in sequence; no reset of markers.
  • monasteries_and_yield — Yellow monastery tiles draw three region cards; wagon tiles yield cards; yield tiles provide bonuses.
  • place_tile — Place a tile from storage onto a matching colored space on your board; tile must touch an existing tile; color-matching requirement applies; may replace using cards/workers if needed.
  • quarries_and_marble — Quarries give marble tokens; marbles can be spent for other actions; marble storage has limits but can be extended; spending a marble may grant a second action.
  • red_cities — Red city tiles allow you to take a tile from the supply to place beside matching space; unlimited types; supply constraints apply.
  • score_zones — Zones are adjacent spaces of the same color; completing a zone scores points; larger zones score more; after each placement you score if a zone is completed.
  • storage_tiles — Storage tiles increase storage capacity and scoring events; collecting them gives two points on green track and extra placement options.
  • take_tile — Take a tile from the face-up common area, place on your board, discard the old tile if the storage spot is full, then draw the top tile from the leftmost stack to add to the common area.
  • tile placement — Each tile type (green, quarry, monastery, wagon, agriculture, blue, red cities) has a special ability affecting scoring, storage, or actions; when placed, you resolve its ability.
  • tile_abilities — Each tile type (green, quarry, monastery, wagon, agriculture, blue, red cities) has a special ability affecting scoring, storage, or actions; when placed, you resolve its ability.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • let's learn how to play
  • in castles of tuscany you and the other players will be collecting and adding tiles to your boards
  • whoever scores the most points over the course of the game will have built the most impressive region and win the game
  • the first player to take the last tile from your leftmost stack it marks the end of the first round
  • final scoring phase which works just like before add the number of points showing on your green marker to the value of your red marker
  • that's how you play the castles of tuscany
References (from this video)
No references stored for this video.
Video 9yTMzy4vpEA Getting Games Discussion at 5:51 sentiment: mixed
video_pk 63419 · mention_pk 156820
Getting Games - The Castles of Tuscany video thumbnail
Click to watch at 5:51 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • quick to teach and play
  • streamlined feel compared to heavier games
Cons
  • impression has lowered with more plays; feels somewhat samey after multiple plays
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • tile/ card-based drafting and upgrading — streamlined rules with quick turns; upgrades via tiles; endgame states can leave players with few legal moves
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • very likely potentially the best game that i've played this year
  • my impression of the castles of tuscany has been lowering over time
  • it's feeling pretty samey
  • i've actually quite enjoyed playing the game
  • the rise of queensdale feels like a 20 to 25 hour euro game that's been split into a bunch of little phases
References (from this video)
No references stored for this video.
Video pLvhuyxnP2o All You Can Board Top List at 10:03 sentiment: positive
video_pk 63027 · mention_pk 156317
All You Can Board - The Castles of Tuscany video thumbnail
Click to watch at 10:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Brings back mechanics from Castles of Burgundy in a new form
  • easier to get to the table than Burgundy
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is the game out of every single on the list i recommend the highest
  • it's a tableau builder where you're sort of building up the strip on santa monica
References (from this video)
No references stored for this video.
Video d2JmsKdgMkA No Pun Included Review at 4:34 sentiment: positive
video_pk 28583 · mention_pk 150614
No Pun Included - The Castles of Tuscany video thumbnail
Click to watch at 4:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • accessible upgrade from katana-era concepts
  • clear path to scoring and satisfying combo-timing
  • tight pacing with three-round structure that remains engaging
Cons
  • lacks deep crunch for seasoned players
  • painted visuals may vary in appeal; color clarity could be improved
Thematic elements
  • city-building with color-coded hex tiles and tile drafting
  • medieval/renaissance Italian landscape and architecture
  • gentle, approachable eurogame with familiar rhythms
Comparison games
  • Catan
Mechanics (from transcript analysis)
  • resource-like tile management — place tiles to trigger effects and upgrades on your board
  • three-action turn structure — draw cards, reserve a tile, or play a reserved tile with cost mechanics
  • tile placement — fill an enchanted hex grid by placing color-matched tiles to score points
  • tile placement with color sets — fill an enchanted hex grid by placing color-matched tiles to score points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Gandalf once said all we have to decide is what to do with the board games given to us
  • it's time to say goodbye to katan
  • iwari is meaner than a polar bear on a hunger strike
  • Anno 1800 is a game full of texture
References (from this video)
No references stored for this video.
Video _T-RkTAOnlk Getting Games Rules Teach at 0:02 sentiment: positive
video_pk 12326 · mention_pk 99295
Getting Games - The Castles of Tuscany video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear, demonstrative rule explanations through live play
  • Rich strategic depth via tile types, upgrades, and wilds
  • Multiple scoring phases create tension and endgame pacing
  • Strong visual and mechanical clarity during a tutorial format
Cons
  • Rules dense and potentially intimidating for new players
  • Some nuances (like color-specific bonuses and upgrade tracking) require careful attention
  • Not a dedicated end-of-game review in the video; emphasis is on gameplay demonstration
Thematic elements
  • territory expansion through tile placement, agriculture, and castle development
  • Medieval/renaissance-inspired Italian terrain with tile placement, markets, and regional scoring
  • tutorial and playthrough with explicit rule explanations and strategic choices
Comparison games
none
Mechanics (from transcript analysis)
  • card-based payment rules — Placing a tile typically requires two cards matching the tile color, or two of the same color that can substitute for missing colors; wilds modify payment strategy.
  • Card/Chit Market — Taking a market tile refills from the leftmost stack; five identical tiles trigger an automatic refresh from a gray stack.
  • color-mapped placement and adjacency — Tiles must be placed on matching color spots and adjacent to existing tiles to form connected regions.
  • Compound Scoring — Complete color regions (size 1-3) to score green victory points; regional size dictates scoring opportunities across the game.
  • market and stack refill — Taking a market tile refills from the leftmost stack; five identical tiles trigger an automatic refresh from a gray stack.
  • monasteries and yield effects — Monasteries grant three cards on placement; yields from special cards provide workers or other bonuses.
  • multiplier and scoring milestones — Color-based bonus tiles and tiered scoring lanes scale with game progression and region completion; multiple scoring triggers exist.
  • Region Scoring — Complete color regions (size 1-3) to score green victory points; regional size dictates scoring opportunities across the game.
  • tile drafting and placement — Players draw and place hex tiles onto their territory, ensuring color adjacency and matching color spots; placement costs are paid with cards or workers.
  • upgrades and wilds — Upgrade tiles grant bonuses and extra workers; blue hex tokens act as wilds that can substitute for other terrain types after paying with matching cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the only reason this video is being made is because it won the monthly poll
  • please turn on the Klingon subtitles
  • this is effectively wild
  • the main action options are drawing cards, reserving tiles or playing tiles
References (from this video)
No references stored for this video.
Video h8U0TXfsUsQ Chairman of the Board Review at 0:00 sentiment: positive
video_pk 2058 · mention_pk 5922
Chairman of the Board - The Castles of Tuscany video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • engaging but streamlined engine-building potential
  • fast, accessible gameplay suitable for lighter Eurogaming
  • clear and clean iconography; good components for the price
  • pleasing, albeit not spectacular, components
  • innovative scoring mechanism with compounding tracks
  • low setup and fast rounds; good scalability with player count
  • strong balance of risk and planning without heavy luck
Cons
  • less depth and replay variability compared to Castles of Burgundy
  • potential for a runaway leader due to compounding scoring and endgame timing
  • limited pool of bonus tiles; once depleted, players must pivot
  • themes are standard Euro-trope; not particularly thematic or immersive
  • not a huge visual showpiece; function over form
Thematic elements
  • building and developing a Tuscan province with color-coded tiles and regional bonuses
  • Tuscany, Italy
  • engine-building with tile-laying and color-card drafting; Eurogame abstraction
Comparison games
  • Castles of Burgundy
  • Carpe Diem
  • Notre Dame
Mechanics (from transcript analysis)
  • action simplification — three core actions per turn (draw, take a tile, place a tile) for streamlined play
  • card-cash-in and color matching — to place a tile you must discard two matching color cards or two of any color as a proxy
  • Compound Scoring — two interlocking scoring tracks (green and red); scores accumulate green points and then transfer to red for endgame totals
  • engine building — placing certain tiles grants tokens (workers, stone, storage increases) that improve future turns
  • engine building / token management — placing certain tiles grants tokens (workers, stone, storage increases) that improve future turns
  • Limited Resource Pool — eight available tiles from a common pool; tiles replenished by players to keep flow; a glut is wiped when too many of a kind appear
  • Matching — to place a tile you must discard two matching color cards or two of any color as a proxy
  • Resource management — balance cards and tiles with workers and stones to optimize actions
  • scoring tracks with compounding scoring — two interlocking scoring tracks (green and red); scores accumulate green points and then transfer to red for endgame totals
  • set collection/drafting — draw color-specific cards from a shared pool and discard to place tiles; proxy colors with mixed cards
  • set/row completion end triggers — finish a color row to end a round; end-of-round scoring compounds across tracks
  • tile placement — place colored tiles on your player board to score region-based points and trigger bonuses
  • tile pool management — eight available tiles from a common pool; tiles replenished by players to keep flow; a glut is wiped when too many of a kind appear
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a very simple game that actually the objectives i'm pretty simple
  • the engine building thing you know you can really focus on certain things
  • the scoring track that looks really cool and the big lion's head
  • it's definitely not a showcase game; it's not particularly beautiful
  • i thought it flowed very well; i enjoyed my play of it
  • six and a half out of ten for me
References (from this video)
No references stored for this video.
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