How to Play

Tiletum

1-4 players 60-100 min 7.9 Board Game Geek Rating

Players are Renaissance merchants traveling across Europe, collecting resources and fulfilling trade contracts. This dice management game features a unique mechanic where higher dice values provide more resources but weaker actions, while lower values offer fewer resources but stronger actions. Victory comes through gaining prestige by completing contracts, building cathedrals, and earning noble favor.

Published 2022

Tiletum

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place Action Wheel and Tiles
Randomly place the Action Wheel and 1 random Action Tile on each space
2
Adjust for player count
Add any Bonus, Contract, and Character Tiles if playing with more than 2 players
3
Distribute Bonus Tiles
Randomly place Bonus Tiles faceup in the following areas:
4
Prepare Contract offer
Draw 5 Contract Tiles for the Contract offer
5
Prepare Character offer
Draw 5 Character Tiles for the Character offer
6
Set Construction Costs
Place 1 random Construction Cost Tile under each Cathedral spot
7
Stack Cathedral Tiles
Group Cathedral Tiles by type, stack each group from lowest VP value on bottom to highest at top, then place each stack on their dedicated spaces on the Map
8
Place Town and Fair Tiles
Randomly place 3 Town Tiles and 4 Fair Tiles
9
Set Fair Order
Place Fair Order Tiles in the Cities in the order in which the Fairs will take place
10
Prepare Corruption Tokens
Stack the Corruption Tokens facedown next to the King Track, then place 1 facedown on each space next to the stack
11
Determine first player
The first player receives the Compass Rose Marker; turn order is clockwise from this player
12
Distribute player components
Each player chooses a colour and takes:
13
Distribute starting resources
Each player takes 1 Iron, 1 Wool, 1 Stone, and 1 Food; then 1st player takes 1 Gold, 2nd takes 3 Gold, 3rd takes 5 Gold, and 4th takes 6 Gold
14
Promo variant
Ignore previous step; each player takes Gold equal to turn order, display 4 Starting Cards faceup, starting with last player and moving counter-clockwise each player chooses 1 and collects all listed benefits
15
Fill the dice bag
Put 1 die of each of the 5 colours per player in the bag

On Your Turn

What you can do during your turn.

1
Draw and roll dice
Draw and roll 8/11/14 dice for games with 2/3/4 players
2
Place dice on Action Tiles
Place each die on the Action Tile space matching its value
3
Reveal Corruption Token
Reveal the rightmost facedown Corruption Token and move each player's Marker on the King Track that amount
4
Take your turn
In turn order, each player takes 1 turn as follows:
5
Tile storage
All Tile types go into your Storehouse when gained
6
Space requirement
You must have space in your Storehouse in order to take any Tile
7
No discarding
You cannot discard Tiles from your Storehouse
8
Move Architect
1 AP – Move your Architect to an adjacent Town along a road
9
Add Pillar to Cathedral
1 AP – Add 1 Pillar from your supply to a Cathedral where your Architect is located, there must be an empty Pillar space, and you cannot already have a Pillar at that Cathedral
10
Take Bonus Tile
1 AP – Take the Bonus Tile from the Architect's current Town
11
Move Merchant
1 AP – Move your Merchant to an adjacent Town along a road
12
Add House to Town
1 AP – Add 1 House from your supply to a Town where your Merchant is located, there must be an empty House space, you cannot already have a House in that Town, then gain any Building Bonus on that House space
13
Take Bonus Tile
1 AP – Take the Bonus Tile from the Merchant's current Town
14
Take Character Tile
1 AP – Take 1 Character Tile from the offer and place it in your Storehouse; refill the Character offer immediately
15
Refresh Character offer
1 AP – Discard all Character Tiles from the offer back into the supply, then refill it
16
Place Character in Building
1/2/3 AP – Move 1 Character Tile from your Storehouse to floor 1/2/3 of your Player Board, then gain the Tile's top-left bonus
17
Fill a Building
If you fill a Building, take its House and add it to your supply
18
Take Contract Tile
1 AP – Take 1 Contract Tile from the Contract offer, spending the amount of Action Points shown below it, and place it in your Storehouse; you cannot take a new Contract if all 6 Contract spaces on your Player Board are full
19
Exchange resources
1 AP – Exchange any 1 Resource for another; the first time you do this each Turn gain 1 bonus Resource of your choice
20
Refill Contract offer
At the end of your Turn slide remaining Contract Tiles in the offer to the right to fill any empty spaces then refill it
21
Advance on King Track
1 AP – Move 1 step forward on the King Track; if multiple Markers share a space, stack the newest on top
22
Choose any Action
Choose any 1 of the 5 other Actions and spend all AP on that Action's options only
23
Exchange Gold
Spend 2 Gold to gain 1 Resource of your choice (Stone, Wool, Iron, or Food)
24
Contribute to a Cathedral
If you already have a Pillar in a Cathedral: spend the required amount of Stone indicated on the Cathedral Tile, take the topmost Cathedral Tile from the stack, and score the VP on the Construction Cost Tile and the Cathedral Tile; each player can contribute to each Cathedral only once
25
Use a Helper Tile
Fully resolve the one-time ability of a Helper Bonus Tile in your Storehouse, then remove the Tile from the game
26
Fulfil a Contract
Spend the Resources shown on top of a Contract Tile in your Storehouse, move that Tile to the leftmost available Contract space on your Player Board, and gain the Pillar from that space (if any), any VP shown on the bottom of the Tile and Contract space, and any bonus printed to the right of the VP
27
Place a Crest Tile
Spend the indicated amount of Food to move a Crest Tile from your Storehouse to an available Crest space under a Building on your Player Board
28
Gain House
When you complete a Building by filling all Rooms with Character Tiles of the same type and placing a Crest Tile below it, gain the House from its roof and add it to your supply
29
Gain Action Point Bonus
Gain 1 permanent Action Point Bonus Marker (1/2/3 AP depending on the Room) and place it next to the Action on the Action Wheel associated with the Character
30
Award Bonus Tile
The player furthest on the King Track gains (or discards) the Bonus Tile; if there is no Bonus Tile they score 4 VP
31
Score King Track positions
All players score/lose VP as indicated by their King Track position
32
Adjust Turn Order
Adjust the Markers on the Turn Order Track according to furthest position on the King Track; ties are broken to the bottommost Marker
33
Reset negative positions
Any Player Markers in the red part of the King Track are moved to '0', preserving their respective order (the previously lowest Marker goes on top of the stack)
34
Eligibility check
You may score the current Fair Tile if you have a House and/or your Merchant is in the Town hosting the Fair
35
Calculate base value
Add the value left of the current Round's Fair Tile to the value on the Tile itself
36
Multiply by condition
Multiply that total by how many times you meet the depicted condition (unless scoring the Fair Tile associated with the King Track)
37
Score VP
Score that many VP
38
Flip Fair Tile
Flip the Fair Tile facedown
39
Refill Action Wheel
Refill empty Bonus Tile spaces on the Action Wheel
40
Replenish King Track Bonus
Replenish the Bonus Tile on the King Track
41
Reset Corruption Tokens
Shuffle all Corruption Tokens into a facedown stack next to the King Track and place 1 facedown on each space next to the stack as in setup
42
Return dice
Return all Dice to the bag
43
Rotate Action Wheel
Rotate the Action Wheel 1 step clockwise
44
Begin new Round
Start a new Round

Winning

How to claim victory.

1
Score Houses × Pillars
Multiply number of Houses × number of Pillars you have on the Map = VP
2
Score completed Buildings
Score 0/0/5/10/20/30 VP for completing 1-6 Buildings (a completed Building contains a Crest and has all of its Rooms filled)
3
Convert leftover resources
Gain 1 VP for every 4 leftover Resources
4
Highest score wins
The player with the most VP is the winner
5
Tiebreaker
Ties are broken by turn order

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FULL rules

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