Caylus 1303
Caylus 1303 Rulebook
Table of Contents
Table of Contents
Object of the Game
Over a series of 9 rounds, players will gain Prestige Points by developing the city and assisting in the construction of the Castle of Caylus. The player with the most Prestige Points at the end of the game is declared the winner.
Contents
- 1 Game board
- 90 Resources: 20 Food, 20 Wood, 20 Stone, 15 Fabric, 15 Gold
- 34 Building tiles:
- 9 double-sided starting Buildings: Setup side (yellow flag) / Residence side (green flag)
- 18 double-sided Buildings (9 Wood Buildings, brown flag, and 9 Stone Buildings, gray flag): Setup side (with no construction cost) / Construction side (with construction cost)
- 7 Monuments (blue flag)
- 12 Character tiles
- 75 Workers (15 in each color: blue, red, green, yellow, black)
- 50 Houses (10 in each color: blue, red, green, yellow, black)
- 1 Provost
- 1 Round Marker token
- 1 First Player tile
- 120 Prestige Point tokens (PP)
- 1 Rulebook
Limited Quantities
Players' Houses and Workers are limited in quantity, i.e.:
- When a player no longer has Houses in their color, they cannot construct anymore;
- Any taken Worker beyond the 15th is lost.
Resources and Prestige Points are unlimited.
Setup
Place the game board in the center of the table.
Shuffle the 9 starting Buildings, then randomly place:
- 1 Building, Setup side faceup, on the first space of the Construction Site 1;
- The remaining 8 Buildings, Setup side faceup, on the yellow flag spaces on the Road 2.
Shuffle the 9 Wood Buildings, then randomly place:
- 1 Building, Setup side faceup, on the second space of the Construction Site 3;
- 1 Building, Setup side faceup, on the brown flag space on the Road 4;
- The remaining 7 Buildings, Construction side faceup, next to the board.
IMPORTANT: The Stonemason Building can never be placed on the Road at the beginning of the game (should this happen, draw another Building tile).
Shuffle the 9 Stone Buildings, then randomly place:
- 1 Building, Setup side faceup, on the third space of the Construction Site 5;
- 1 Building, Setup side faceup, on the gray flag space on the Road 6;
- The remaining 7 Buildings, Construction side faceup, next to the board.
Place the 7 Monuments next to the board.
Place the Provost just before the brown flag space on the Road 7.
Place the Round Marker token on space 1 8.
Place the Resources and the Prestige Points (faceup) close to the board to form the supply 9.
Each player chooses a color. They take the corresponding Houses and place 1 of them under the Guilds Bridge 10. They also take Workers in their color. The number of Workers is based on the number of players:
- 10 Workers when 2 or 5 players
- 6 Workers when 3 or 4 players
The remaining Workers are placed on the Camp 11.
Choose a first player at random and give them the First Player tile. Shuffle the Character tiles and draw as many as there are players + 3 (return the remaining Characters to the game box as they will not be used again). Starting with the last player and continuing counterclockwise, each player chooses 1 Character tile that they place faceup in front of them. The remaining 3 Characters are placed on the board 12.
And last, each player takes 2 Wood, 1 Food, and 1 Stone.
Note: During the game, the players' Workers and Resources must be visible to all players. However, keep the Prestige Points you gain facedown.
Recommended Setup (For a First Game)
Recommended Characters (for a first game)
- 2 Players: The Architect, The Foreman, The Bailiff, The Day Laborer, The Chamberlain
- 3 Players — Same as 2 players +: The Deliveryman
- 4 Players — Same as 3 players +: The Journeyman
- 5 Players — Same as 4 players +: The Early Riser
For your first game of Caylus, we advise not playing with 5 players as the game is longer and less forgiving for new players.
Playing the Game
The game is played in 9 rounds. Each round is divided into four Phases:
- Planning: Players place their Workers.
- Activation: The placed Workers are activated.
- Delivery: Players contribute to the construction of the Castle.
- Stewardship: Players construct Monuments and gain new Workers.
Phase 1 - Planning
Starting with the first player and going clockwise, each player, on their turn, performs one of the following three actions:
a) Place 1 Worker on a Building
The player places 1 of their Workers on one of the Buildings on the Road (i.e.; the Buildings before the Guilds Bridge, those placed during the setup, and those that are constructed during the game).
It is prohibited to place a Worker:
- On a Building that is already occupied by another Worker;
- On a Monument;
- On a Residence;
- On the 3 Buildings placed on the Construction Site during the setup;
- On a space on the Road where no Building has yet been constructed.
When a Worker is placed on a Building constructed by another player, the latter immediately gains 1 Prestige Point. A player does not gain Prestige Points when they place a Worker on one of their own Buildings.
b) Placing 1 Worker on the Construction Site
The player places 1 of their Workers on the first available space of the Construction Site, from left to right. The Construction Site can take several Workers, but only 1 per player.
c) Passing
If a player wants to pass (or if they must pass because they have no more Workers to place), they place the House of their color on the first available space of the Guilds Bridge, from left to right. When a player passes their turn, the Phase is over for them and they can no longer place Workers.
The first player to pass their turn takes the First Player tile and places it in front of them (they will be the First Player in the next round). For the rest of the round, whenever another player places another Worker, they must return 1 additional Worker to the Camp.
This Phase ends when all the players have passed their turn.
Example: On their turn, Blue chooses to pass their turn. Therefore, they place their House on the first available space of the Guilds Bridge. As they are the first player to pass, they take the First Player tile. From now on, Black, Green, and Red will have to spend 1 additional Worker for each Worker they place. Black chooses to pass as well, Green places 1 Worker (then pays the additional cost by returning 1 Worker to the Camp), and Red also passes. Green is now the only one to play: they place 1 last Worker (and return 1 Worker to the Camp), then choose to pass. The order on the Guilds Bridge is: Blue, Black, Red, and Green.
Phase 2 - Activation
Buildings are activated one after the other, going from the City Gate (on the lower left side corner) and following the Road up to the Provost. A player who has 1 Worker on an activated Building can apply its effect once. Then, they return that Worker to the Camp.
IMPORTANT: NEVER return a Worker that was placed on the board in front of you.
Effects of the Buildings
a) Fairground
The player spends 1 Stone to immediately gain 1 Favor (see p. 6).
b) Lawyer
The player spends 1 Fabric and places 1 of their Houses above any Building on the Road provided that it has a yellow flag. That Building will be transformed into a Residence during the Stewardship Phase (Phase 4 of the game round).
c) Carpenter
The player chooses 1 Wood Building from the supply, spends the Resources depicted on the upper left side, then places this Building (Construction side faceup) on the first empty space on the Road. Then, they place 1 of their Houses above that Building to mark ownership and immediately gain the Prestige Points depicted on the upper right side of the tile. Note: It is not allowed to perform this action if there is no available space on the Road.
Wildcard Resource symbol: When this symbol is depicted in the construction cost, the player can either spend 1 Food, 1 Wood, 1 Stone, or 1 Fabric.
Example: Red has 1 Worker on the Carpenter and wants to construct a Quarry. They spend 1 Food and 1 Wood and place the tile on the first empty space on the Road. Then, they place 1 House above it to show the Quarry is theirs and immediately gain 2 Prestige Points.
Moving the Provost - d) and e)
The Provost moves along the Road, between Buildings and empty spaces. Each move is 1 step. The Provost is always placed on the Road, never on an empty space or a Building. The Provost cannot move backward beyond the Guilds Bridge.
If he reaches the end of the Road, he can be moved to the spaces bearing the Provost symbol.
d) Toll
The player moves the Provost by 0, 1, or 2 steps either forward or backward.
e) The Guilds Bridge
During the activation of the Guilds Bridge, players can move the Provost, each on their turn in the order depicted by the Houses on the Guilds Bridge. Each player can move the Provost from 1 to 3 steps, forward or backward, returning 1 Worker to the Camp per step. It is allowed, even advised, to discuss and negotiate. As nothing can be swapped, players may proceed as they wish regardless of their discussions or negotiations. However, the decision order remains that of the Houses on the Guilds Bridge.
Example: In this round, Blue was the first to pass their turn, followed by Black, Red, and Green. Each player, in that order, now has the opportunity to move the Provost. Blue chooses to spend nothing, Black chooses to return 2 Workers to the Camp to move the Provost 2 steps backward. This means that the Red and Green Workers will no longer be activated. Thus, Red returns 2 Workers to the Camp to move the Provost 2 steps forward. And last, Green returns 1 Worker to the Camp to move the Provost 1 step backward. Their Worker will be activated but not that of the Red.
f) Starting Buildings
- Farm — Take 1 Food.
- Sawmill — Take 1 Wood.
- Quarry — Take 1 Stone.
- Carpenter — See c).
- Market — Return 1 Worker to the Camp (in addition to the one on the Market) to take 1 Resource of your choice among Food, Wood, Stone, or Fabric.
- Guild — Spend 1 Resource of your choice among Food, Wood, Stone, or Fabric to take 3 Workers from the Camp.
- Guild — Spend 1 Stone to take 4 Workers from the Camp.
g) Wood and Stone Buildings
The effects of these Buildings are explained pages 10 and 11.
h) Buildings placed after the Provost
These Buildings are not activated: Workers that are placed there are returned to the Camp.
Example: Red takes 1 Fabric, Yellow takes 2 Stone. The red and green Workers placed after the Provost cannot activate their Buildings and are returned to the Camp.
Phase 3 - Delivery at the Construction Site
This Phase is only relevant to the players who have placed a Worker on the Construction Site. These players deliver at the Construction Site in the order of placement (from left to right). On their turn, the player decides of the number of bundles they will deliver. A bundle must be made of 3 different Resources, one of which must be Food. The player gains 5 Prestige Points per bundle delivered at the Construction Site.
Valid bundles (examples): Stone + Wood + Food / Fabric + Stone + Food / Gold + Stone + Food.
Invalid bundles (examples): Food + Food + Stone / Wood + Stone + Fabric / Wood + Wood + Food.
Once all players have delivered their bundles, the player who delivered the most bundles during this round immediately gains 1 Favor (see below). In case of a tie, the tied player who first placed their Worker gains the Favor.
Example: Red and Green have each placed 1 Worker on the Construction Site. Red, placed on space 1, delivers a bundle (and gains 5 Prestige Points) while Green delivers 2 bundles (and gains 10 Prestige Points). In that round, Green is the player to have delivered the most bundles at the Construction Site and gains 1 Favor. Had Green chosen to deliver 1 bundle (and not 2), it is Red - who first placed themself at the Construction Site - that would have won the Favor.
Favor
When a player gains a Favor, they immediately must:
- Take a Character from another player;
OR
- Benefit from the effect of one the 3 Buildings placed on the Construction Site during the setup. Then, if there is at least 1 Character left on the board, they can take one and place it faceup in front of them.
Important:
Rounds 1 through 3: a player can only activate the effect of the first Building. Rounds 4 through 6: a player chooses the effect of the first or second Building. Rounds 7 through 9: a player can make a choice between the 3 Buildings.
Phase 4 - Stewardship
Players perform the following in the indicated order:
1) Residences: All the starting Buildings (yellow flag) above which there is a House are flipped to their Residence side (green flag).
2) Monuments: Starting from the Guilds Bridge and proceeding along the Road, each Residence (green flag) may be replaced by a Monument (blue flag). The owner of the Residence makes this choice, and if they choose to do so, they must pay the cost of the chosen Monument (depicted on the upper left side of the tile), and then place the tile on top of the Residence. They then gain the Prestige Points depicted on the tile. It is possible for a single player to replace more than one of their Residences with a Monument during the same round.
Note: The player who constructs the Theater immediately gains 1 Favor in addition to the 12 Prestige Points.
3) Recruitment: Each player takes 3 Workers from the Camp (2 Workers in a 5-player game) +:
- 1 Worker for each Residence (green flag) they own;
- 2 Workers if they constructed the Garden, 1 Food if they constructed the Granary, 1 Fabric if they constructed the Factory.
4-player game example: Green takes 3 Workers, Black takes 5 Workers (2 Residences), Red takes 5 Workers (Garden), and Blue takes 3 Workers and 1 Fabric (Factory).
4) The Provost is then placed just before the last constructed Building (disregard the Stone Building placed on the Road at the very beginning of the game as long there are empty spaces left in front of it).
Examples:
- At the end of the round, the Provost is placed between the Quarry and the Stonemason.
- At the end of the round, the Provost is placed between the Sawmill and the Gold Mine.
- At the end of the round, the Provost is placed between the Gold Mine and the Alchemist.
5) Move the Round Marker token 1 space forward and start a new round.
End of Game
The game ends at the end of the ninth round. Players reveal their Prestige Points. They add 2 Prestige Points per Gold they still have. The player who has the most Prestige Points wins the game. Tied players share the victory.
Characters
The Early Riser
At the beginning of the Planning Phase, before the First Player takes their turn, you may place 1 Worker. If you do, you must return 1 Worker to the Camp. After this placement, play the Planning Phase as detailed on page 4, starting with the First Player.
Note: If the First Player has the Early Riser, they can play twice in a row at the beginning of the Planning Phase (if they return 1 Worker to the Camp).
The Night Worker
When at least one other player has passed their turn, you can keep placing Workers at no additional cost.
Note: The Night Worker does not cancel the additional cost of the Early Riser.
The Journeyman
Once per round, you can place a Worker on a Building occupied by another player's Worker. The effect of your Worker is activated after that of the Worker already in place.
The Thief
When you place a Worker on another player's Building, the latter does not gain any PP (even if they have the Steward).
The Steward
Gain 2 PP when another player places a Worker on one of your Buildings.
The Bailiff
After all players have played stage e) of the Activation Phase (Guilds Bridge), you may move the Provost 1 step forward or backward at no cost.
The Architect
Gain 1 additional PP when you construct a Wood Building, a Stone Building, or a Monument.
The Deliveryman
You can deliver bundles at the Construction Site without placing a Worker there, but you deliver last. If you already have 1 Worker at the Construction Site, you can provide a certain number of bundles, then add more with the Deliveryman (once the other players have made their decisions). The total number of bundles and the position of your Worker are taken into account for determining who gets the Favor.
The Chamberlain
You can deliver bundles at the Construction Site without any Resource constraint (for example: 3 Wood, 2 Food and 1 Stone, 2 Fabric and 1 Gold, etc.).
The Foreman
Gain 1 additional PP per bundle that you deliver at the Construction Site.
Note: The Foreman's and the Goldsmith's bonuses are cumulative.
The Goldsmith
Once per round, if you deliver a bundle containing at least 1 Gold at the Construction Site, you gain an additional 5 PP for that bundle.
Note: The Goldsmith's and the Foreman's bonuses are cumulative.
The Day Laborer
Take 1 additional Worker in Phase 4 (Recruitment).
Wood Buildings
(constructed by the Carpenter)
Each Wood Building tile shows its construction cost on the upper left side and the Prestige Points gained for constructing it on the upper right side.
Covered Market
Cost: 1 Wood + 1 wildcard Resource. 3 PP.
- Construction side: Take 3 Workers.
- Setup side: Take 2 Workers and gain 1 PP.
Manor
Cost: 1 Wood + 1 Fabric. 4 PP.
- Construction side: Immediately gain 1 Favor (see p. 6).
- Setup side: Gain 2 PP.
Stonemason
Cost: 1 Wood + 1 wildcard Resource. 4 PP.
-
Construction side: Choose a Stone Building in the supply and spend the Resources depicted on the upper left side of the tile. Then, place that Building (Construction side faceup) on the first empty space on the Road. Place 1 of your Houses above that Building to mark ownership and gain the PP depicted on the upper right side of the tile.
Note: It is not allowed to perform this action if there is no available space on the Road.
-
Setup side: Same effect as the one of the Construction side, but you do not pay the Stone to construct (pay the other depicted Resource).
Quarry
Cost: 1 Wood + 1 Food. 2 PP.
- Construction side: Take the depicted 2 Resources (2 Stone).
- Setup side: Take the depicted Resource (1 Stone) and gain 1 PP.
Sawmill
Cost: 1 Wood + 1 Food. 2 PP.
- Construction side: Take the depicted 2 Resources (2 Wood).
- Setup side: Take the depicted Resource (1 Wood) and gain 1 PP.
Spinning Mill
Cost: 2 Wood. 2 PP.
- Construction side: Take the depicted 2 Resources (2 Fabric).
- Setup side: Take the depicted Resource (1 Fabric) and gain 1 PP.
Farm
Cost: 1 Wood + 1 Food. 2 PP.
- Construction side: Take the depicted 2 Resources (2 Food).
- Setup side: Take the depicted Resource (1 Food) and gain 1 PP.
Market
Cost: 1 Wood + 1 Food. 3 PP.
Take 1 Resource of your choice among: Food, Wood, Stone, or Fabric. Identical Setup side.
Tailor
Cost: 1 Wood + 1 wildcard Resource. 4 PP.
Spend 1 Fabric to gain 4 PP OR 2 Fabric to gain 6 PP. Identical Setup side.
Stone Buildings
(constructed by the Stonemason)
Each Stone Building tile shows its construction cost on the upper left side and the Prestige Points gained for constructing it on the upper right side.
Quarry, Sawmill and Farm (production Buildings)
Cost: 1 Stone + 1 Food. 3 PP each.
Construction side: Take the depicted 3 Resources. Also, if this Building is activated by a player other than its owner, the latter takes the bonus depicted on the side.
- Quarry — take 2 Stone and 1 Fabric; owner's bonus: 1 Stone.
- Sawmill — take 2 Wood and 1 Fabric; owner's bonus: 1 Wood.
- Farm — take 2 Food and 1 Fabric; owner's bonus: 1 Food.
Note: The PP gained during the placement of a Worker by another player is kept, whether the Building is activated or not. However, the bonus Resource is only available if the Building is activated, whether the player who placed the Worker took their resources or not.
Setup side: Take the depicted 2 Resources.
- Quarry — 1 Stone and 1 Fabric.
- Sawmill — 1 Wood and 1 Fabric.
- Farm — 1 Food and 1 Fabric.
Example: Red placed 1 Worker on the Farm. The owner (Blue) gained 1 PP. If the Building is activated, Red takes 2 Food and 1 Fabric, and Blue takes 1 Food. Had Blue come on and activated their own Farm, they would have only taken 2 Food and 1 Fabric.
Power of the Journeyman: The owner of the production Buildings (i.e.; Quarry, Sawmill, Farm) only takes 1 bonus Resource even if 2 other players are on their Building. The owner does not take any bonus Resource if they are among the 2 players on their Building.
Gold Mine
Cost: 1 Stone + 1 Food. 4 PP.
Take 1 Gold.
Foundry
Cost: 1 Stone + 1 Wood. 5 PP.
Return 1 Worker to the Camp to take 1 Gold, OR 3 Workers to take 2 Gold.
Alchemist
Cost: 1 Stone + 1 Wood. 5 PP.
Spend 1 Food, 1 Wood, 1 Stone, or 1 Fabric to take 1 Gold, OR 2 Resources to take 2 Gold.
Guild
Cost: 1 Stone + 1 wildcard Resource. 4 PP.
Spend 1 Food, 1 Wood, 1 Stone, or 1 Fabric to take 5 Workers from the Camp.
Church
Cost: 1 Stone + 1 Fabric. 5 PP.
Return 2 Workers to the Camp to gain 4 PP, OR 4 Workers to gain 6 PP.
Jeweler
Cost: 1 Stone + 1 Wood. 5 PP.
Spend 1 Gold to gain 5 PP, OR 2 Gold to gain 9 PP.
Players' Aid
Setup
Each player starts with 2 Wood, 1 Food, and 1 Stone.
Adjustments
| Number of Players | 2 | 3 | 4 | 5 |
|---|---|---|---|---|
| Characters in play | 5 | 6 | 7 | 8 |
| Starting Workers | 10 | 6 | 6 | 10 |
| Recruitment (unmodified) | 3 | 3 | 3 | 2 |
Planning
- Place 1 Worker on an unoccupied Building (its owner gains 1 PP if it is not their Building).
- Place 1 Worker on the Construction Site.
- Pass your turn. The first player to pass takes the First Player tile. Placing a Worker now costs 1 additional Worker.
The Early Riser returns 1 Worker to the Camp to place a Worker first.
The Night Worker pays no additional cost.
The Journeyman places a Worker on a Building occupied by another player.
If the Thief places a Worker on another player's Building, that player gains no PP.
The Steward gains 2 PP when a player places a Worker on one of their Buildings.
Activation
Activate Buildings up to the Provost.
Guilds Bridge: In the order they passed their turn, the players return Workers to the Camp to move the Provost.
The Bailiff moves the Provost (at the end of stage e) - Guilds Bridge).
The Architect gains +1 PP when constructing a Wood Building or a Stone Building.
Delivery at the Construction Site
3 different Resources, one of which must be Food.
The Deliveryman delivers bundles at the Castle without placing any Worker.
The Chamberlain delivers bundles by spending any 3 Resources (and does not have to include Food).
The Foreman gains +1 PP for each delivered bundle.
The Goldsmith gains +5 PP for delivering a bundle containing at least 1 Gold (once per round).
Stewardship
Flip to the Residence side → Construct Monuments → Recruit (3 Workers with 2-4 players, 2 Workers with 5 players).
Recruitment bonuses: +1 Food (Granary), +2 Workers (Garden), +1 Fabric (Factory).
The Day Laborer recruits 1 extra Worker.
The Architect gains +1 PP for constructing a Monument.
Favor
- Either take a Character from another player;
OR
- Gain the effect of a Building on the Construction Site (depending on the game round), and take 1 Character from the board (if any).
Credits
Designer: William Attia • Artwork: Andrew Bosley
Additional English editing: Paul Grogan - Gaming Rules!
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