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.
- Brings back mechanics from Castles of Burgundy in a new form
- easier to get to the table than Burgundy
Mechanics (from transcript analysis)
Video topics + discussion points
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)
- accessible upgrade from katana-era concepts
- clear path to scoring and satisfying combo-timing
- tight pacing with three-round structure that remains engaging
- lacks deep crunch for seasoned players
- painted visuals may vary in appeal; color clarity could be improved
- city-building with color-coded hex tiles and tile drafting
- medieval/renaissance Italian landscape and architecture
- gentle, approachable eurogame with familiar rhythms
- 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
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)
- 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
- 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
- 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
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
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)
- 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
- 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
- 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
- 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
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