There's no better time to be an entrepreneurial mover-and-shaker in Bruges. Now's your chance to build canals, bolster your reputation, and erect houses for your helpers, all while flaunting what little wealth you've got in a bid for prestige.
How It Works
Bruges is a hand and resource management game for two to four players set in the bustling Belgian town of Bruges. The player with the most prestige at the end of the game is the winner.
Bruges set up for four players. |
Each player begins with five workers (one in each color), five guilders (coins), three majority markers (with gray side up), and ownership of one of the canal hubs on the board. The large deck of cards is shuffled well, divided in fifths, and one fifth per player in the game is taken to form the draw pile. The draw pile is divided in two, and each equal pile is placed in one of the provided card holders so that only the color of the top card is visible. Players choose a starting player, and the start player token rotates each round.
The game is played over a series of rounds, and each round has four phases: draw cards, roll the dice, play cards/perform actions, and verifying majorities.
When players draw, they refill their hands to five cards and may draw from either draw pile. They can know the color of drawn cards but may not look at their hand until all cards are drawn.
Once players have their cards, the start player rolls the five colored dice. For each die bearing a 5 or 6, players take a threat marker of matching color. (Having three threat markers of a color destroys coins, workers, points, buildings, or characters, depending on the color.) Players may then pay to move up the reputation track, paying one coin for every die bearing a 1 or 2.
The heart of the game is the card play phase. Each card in Bruges has a color, and each card may be played in one of six ways: 1) discard for two workers of its color; 2) discard for coins matching the number on its colored die; 3) discard to remove one threat marker of that color and gain a point; 4) pay worker of matching color to use card as a house; 5) discard card of matching color and pay cost to build next canal segment; 6) pay cost in coins on card to put the character on the front of the card into a house. Each character card has an ability that can be used once it is placed in a house.
In the majority phase, players determine if any one player holds the majority in either canals built, people in their district, or reputation gained on the reputation track. If any player holds the majority outright, that player flips up their majority marker (which is worth 4 points at the end of the game regardless of whether they retain this majority).
The majority markers. |
Play continues until one draw pile is exhausted. That round is completed, and players tally their prestige points, earning points for houses, characters, canals, reputation, majority markers, and special victory conditions. Whichever player has the most points at the end of the game wins.
Belgian Waffles, or Brussels sprouts?
Some games give players a sense of abundance. Wealth, prestige, resources--these are at the players' disposal to do with as they will. Other games reflect a sense of desperation. Everything is so scarce that there is no way you can do what you want to do, and you are strapped the entire game, contending for scraps with other players wallowing in the mud.
Bruges is decidedly in this latter category.
But before you run off to play another round of Dominion: Prosperity, remember that Agricola is also in this "contending for scraps" camp, and Agricola is incredible. Bruges, while perhaps not quite as incredible as Agricola, is a great game in its own right.
Threats (like the plague) are around every corner. (Also, note that the threat markers in Bruges are double-sided: one side is more thematic, the other side is more useful.) |
Yet despite the ever-expanding decision tree presented by the "cards that do multiple things" aspect of the game, Bruges moves along at a surprisingly galloping pace. The first game I played (with three players) lasted only slightly over an hour, and that included the rules explanation and players fixing their lunches. Each subsequent game, all over my lunch hours, finished with time to properly put the game away (which surprised me). The game's rulebook is twelve pages, and it seemed pretty dense when I read it, but gameplay was refreshingly fluid and easy to explain when we sat down. The reason for this is just what I stated above: players must play four cards per card phase, and can only hold one card over. Despite the many decisions available to players, the thinking required is mostly fast. Once players decide which card they want to hold, the rest of the round is fairly straightforward as they plan their actions (or at least it starts that way). In other words, there is an initial moment when all the players will pause to plan, but once the plan is set in motion, the game moves quickly.
Every card in Bruges can be used in one of six ways. The card layout is clear, and each card can be played as a house. |
But while players are at the mercy of card draws in Bruges, the real game here is in managing player hands and the resources available to maximum effect, which is within the players' control. It's playing characters and discarding cards, trying to develop combos that work even when the "right" color isn't drawn. It's trying to win whatever prestige that destiny places in your path. It's frustrating when you simply cannot draw a brown card to save your life (or, more accurately, the life of one of your characters: plague is upon us!), but the game is in managing your cards in other ways so that, while your Acrobat might be sacrificed to the brown disaster, you'll be ready to replace him with another character on your next turn. Bruges certainly favors tactics, but strategy is not absent from the game.
The reputation track: one of the opportunities to gain a majority. |
And all the players do. It's kind of like professional cycling, where it's best to move in packs to benefit from another cyclist's draft. But since only once cyclist will win the prize, the cyclists have to break away at some point. Bruges plays exactly the same way with these majorities. It's best to keep up with the pack and bide your time until a fortuitous card draw, or a windfall of guilders, or whatever circumstances allow you to pull ahead. But because of this, it may be necessary to alter your strategy based on what the other players are doing. If I see another player building canals like mad, I might need to drop my house-and-character strategy and catch up in canals, either to deprive the other player of points or to gain them myself. I might not want to pay four guilders to move up the reputation track, but if that's what it takes to stay ahead, I'll do what is necessary, even if it drains my stores so I'm unable to play the character I want this round. This give-and-take aspect is fascinating. Twelve points is at stake, so it's worth it to change courses as fate and opportunity direct.
Everything in Bruges hinges on colors--card color, worker colors, dice colors. The game is very much color coordinated, as you can see here. |
Just in case you thought Stefan Feld couldn't use dice in another way, here he goes again. This bit is brilliant. |
Back to the dice. Low numbers are good for advancing on the reputation track, but they also make money a scarcer commodity (meaning you might not want to). On the other hand, high numbers are bad (in that they hand out threat markers), but they also grant the prospect of a big pay day. Of course, if you succumb to the temptation of taking coins from the disaster-dealing dice every turn, those threats will pile up and potentially cause trouble in the long run. There is, after all, no guarantee you will draw the color card you need to combat a threat next round, or even the round after that. So there's almost an element of push-your-luck in Bruges: how much are you willing to risk using a color card one way against the possibility of that color not being available to you again? The dice add a brilliant extra layer to the considerations of how players should use their cards.
Canals: one of the many ways to score points in Bruges. Note that green can build no more canals unless they draw a blue card. C'mon, blue! |
What you get in the box. |
These cardholders are superfluous, but I love them. |
Pros:
Game has lots of good decision points and nice tension
Utilizes the "cards with multiple uses" mechanism to great effect
Interesting player interactions
Surprisingly quick, given the options that players have
The look and components are top notch
Cons:
Game has many random elements, which hampers long-term planning
Not always clear the best way to score points
iSlaytheDragon would like to thank Z-Man Games for providing us with a review copy of Bruges.
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Thanks for the review. I'm looking to pick up my first Feld title, but I think I'll be going with Rialto.
ReplyDeleteI like Rialto and Bruges both quite a bit. Rialto is simpler to learn, I think. In either case, enjoy!
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