Caylus

Caylus

Send builders along a growing road, contribute to the royal castle and compete for prestige through the provost, royal favors and carefully timed building actions.

Caylus supports 2–5 players; community best: 3 players; playing time: 60–150 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

In Caylus, each player manages six workers and limited money and goods. New buildings extend the actions available to everyone. Opponents using your buildings award you prestige, but workers wait until later phases to perform their actions.

Placement becomes more expensive as players pass, while your own buildings stay cheap. Once placement ends, players can pay to move the provost in passing order, determining which road buildings actually work. Distant opportunities carry the risk of losing their actions.

Castle contributions turn sets of resources into points and royal favors, while city development adds production, residential income and prestige buildings. The advancing bailiff triggers section scoring, so economic plans must fit the changing construction timetable and favor tracks.

Core rules & scoring

  1. Setup: The original supports 2-5 players, each with six workers. Randomize six neutral buildings and sort supplies. The bailiff and provost start on the last neutral tile. With 3-5 players, random order gives starting money of five, six, six, seven and seven deniers; everyone gets one wood and two food. Every round begins with two deniers plus applicable income, including the first round.

  2. Placement: Take turns placing one worker or passing until all pass. Ordinary buildings normally hold one worker; castle, stables and inn use special spaces. Other buildings and the castle cost one plus the number already passed; your own buildings cost one. The first player to pass immediately gains one denier and cannot place again that phase.

  3. Ownership and restrictions: Workers cannot enter residences, prestige buildings or empty spaces. The fixed gold mine may receive a worker even with empty road spaces before it. Placing in an opponent building immediately gives its owner one prestige, retained even if it never activates. Your own placement grants no such point.

  4. Special buildings: Resolve the gate, trading post, merchants guild, joust field, stables and inn in order. The gate relocates its worker to a legal free space at no extra cost; the trading post supplies money; the guild moves the provost; the joust field trades one denier and one cloth for a favor. Stables change order; the worker remaining on the inn right circle normally makes subsequent placements cost one.

  5. Provost and activation: In passing order, each player once may pay one denier per space to move the provost up to three spaces or pass. It cannot move onto the bridge or special buildings. Activate road buildings from the first after the bridge through the provost; later workers return without compensation. Production is mandatory, other effects optional. An opponent activating a stone production building also grants its owner one of its produced resources.

  6. City construction: A carpenter builds wooden buildings and a mason stone buildings, paying printed goods and using the first empty road space for immediate construction points. A lawyer pays one cloth and one denier to replace a neutral or owned ordinary building with a residence; lawyers cannot themselves be replaced. Architects replace owned residences with prestige buildings. Each construction action builds one building; printed fixed buildings cannot be covered.

  7. Castle: In arrival order, deliver any number of batches, each three different goods including food. Place houses in the current section; dungeon, walls and towers award five, four and three points per batch. You cannot voluntarily skip an unfinished, unscored section. Entering without delivering normally loses two points. Most batches delivered this round earns one favor, with earlier arrival breaking ties.

  8. Favors and section scoring: Choose one favor track, advance one step when allowed and use an effect at or below your position. The same track cannot be used twice in one phase. Only columns one and two start open; three and four open after dungeon scoring finishes, and five after walls scoring finishes. Section contributions award favors; no contribution loses two, three or four points respectively.

  9. Round end, finish and two players: The bailiff advances two spaces if the provost is ahead, otherwise one, then the provost joins it. Reaching a section marker or filling a section triggers round-end scoring, once per section. After towers scoring, add three per remaining gold, one per three ordinary goods and one per four deniers. Most points wins; ties share victory. With two players, both start with five deniers, alternate first player at each round start and omit stables. After one passes, the other pays three for non-owned placements; the inn discount still applies.

Rules & gameplay questions

Does a stopped building lose its owner the placement point?

No. The point for an opponent placement was immediate and remains even if the building ends beyond the provost. The worker returns without reimbursement of placement cost.

Can I start the walls while the dungeon still has space?

Not voluntarily. Build in the current unscored section until full, then overflow into the next. If the bailiff has triggered scoring, the old section closes even with empty spaces and construction moves on.

Can a favor-built monument let me repeat a favor track in the same phase?

No. Favors from all sources in one phase share the one-use-per-track limit, so at most four tracks can be used. A different phase can use the same track again.

Can dungeon-scoring favors immediately use column three?

No. Columns three and four open only after dungeon scoring finishes; column five likewise waits until walls scoring finishes. You may stay at your current permitted position and use its available effects.

Is there first-round income, and can resources run out?

The first round grants income normally. The official FAQ treats resource cubes and houses as unlimited; use suitable substitutes in the rare case of shortage rather than stopping production.

Rules & introduction sources
Edition
Caylus (2005) original base game for 2-5 players, using Ystari English rules and official FAQ with the full royal-favor tracks. Excludes the simplified-favor variant, Caylus 1303 and Magna Carta.
Introduction source
BoardGameGeek

WANGO editorial

Caylus · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#142
Complexity Weight3.79 / 5
Best player count (community)3
Player range2–5
Playing time (minutes)60–150
Core mechanismsAction Queue · Ownership · Turn Order: Claim Action · Turn Order: Pass Order · Variable Set-up · Worker Placement
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2005
Suggested age12+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Caylus, and can I play online?

Caylus supports 2–5 players; community best: 3 players; playing time: 60–150 minutes. A WANGO browser trial has not been confirmed.

How complex is Caylus, and which mechanisms does it use?

Weight: 3.79 / 5. Mechanisms: Action Queue · Ownership · Turn Order: Claim Action · Turn Order: Pass Order · Variable Set-up · Worker Placement. Chinese publication: Unconfirmed.

Where can I learn Caylus?

No rule guide, strategy article or WANGO trial has been confirmed for this record.