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Board Game Review: Bruges
Bruges at Christmas time. Image via short-breaks.com
Bruges is a city located in northwest Belgium. It is also a game by famed designer Stefan Feld. And today I am reviewing it for you.
Disclaimer: I have only played Bruges twice, but I review games after one or two plays because I usually won’t give them another shot if I don’t like it after two plays.
Bruges: Is this another Feldian Point Salad?

Bored Europeans on the cover of another Euro game.
In the game Bruges players will try to win by garnering the most points. Players will attempt to earn points from buildings, people, canals, and reputation.
But the unique part of the play in Bruges is that cards serve multiple purposes. The colors of the cards matter (there are five colors). Each card can allow you to do one of the following things:
- obtain workers of that color
- obtain guilders equal to the pips on the die of that color
- discard a threat marker of that color
- build a house
- build a canal section of that color
- add a person to an existing house
The game is played until one of the two card decks runs out. Each round players will draw to a hand limit of 5 cards. Then they will play four turns each where they are choosing from the actions above.
There are many choices to make during a game of Bruges. From choosing which deck to draw your cards, to deciding whether to go for canals or houses and people. The decision space in this game is immense and yet it is limited. How can I make such a statement? The reason I make that proclamation is that with the 5 cards you have in your hand each turn, each card presents 6 options. So there are 30 things to decide from in each round. That’s a lot. But on the other hand, you will likely not actually be choosing from those 30 things. You will likely be choosing from a subset of those options based on the gameplan you have. So while there are plenty of decisions you could make, you are probably going to choose from a few of the options available to you. Also, the threats in the game can steer some of your decisions, which can be frustrating and relieving at the same time.
Here’s a look at the game (Image from BGG User henk.rollerman):

Bruges plays 2 to 4 players in about an hour. It has a bit of a learning curve, but I think it fits the Feldian mold nicely.
Here’s What I Like:
OPTIONS: I love options and a large decision space in games. I don’t love when decisions are made for me. Bruges allows me to have the liberty to play just about however I want. I can play as dumb as an ox or as brilliantly as a fox. Feld has made an open decision space where players have full control of their gameplay.
MULTIPLE-USE CARDS: I like when a designer or publishing company can provide multiple ways for components to be used. As I mentioned above, each card can be used to do any of those 6 options. That’s pretty cool.
Here’s What I Dislike:
STRUGGLE FOR SUCCESS: Though you get four turns in a round to do stuff it usually feels like only two of those turns move you forward. Often you are using turns to discard a threat or to take two workers. These don’t feel like fulfilling actions in the game. And that can be frustrating.
STRUGGLE FOR MAJORITIES: There are 12 points available if you can gain the majority in the categories of people, canals, or reputation. That’s a pretty cool thing. What’s not cool is that it can be very difficult to gain the majority from someone who already has it. That can be frustrating. While emotion in games is a good thing, negative emotions should be limited. Struggling for the majorities invokes negative emotions.
Designer Perspective – What I would change:
I think I would try to drop some of the frustration and increase the positive emotions in the game. Feld is a designer who loves resource limitation as a form of tension in games. One way that I would change Bruges is to allow for more success and turn the game into a more rewarding experience. A simple way to do that is to change the “take 2 workers of the card color” option to this:
- Take any two workers OR take 3 workers of the card color
This change alone would open the game up quite a bit, make it less frustrating, and allow players to do more while not changing the overall feel of the theme of the game. I think I’m going to try this as a house rule next time I play!
Beer Pairing:

A fine Belgian brew!
Being that the game is based on a Belgian city I have not choice but to pair it with a Belgian beer. And since I like the game quite a bit I’ll pair it with a Belgian beer that I like quite a bit. That beer is Duvel.
Duvel is a full bodied lager that is refermented in the bottle. It is hopped with Saaz-Saaz and Styrian-Golding hops. It weighs in at 8.5% abv, so don’t drink too much at a time.
The next time I play I’ll try to make sure I enjoy the game with a bottle of Duvel!
Overall Rating:
I am a fan of Feld’s games. My favorite is The Castles of Burgundy. Bruges offers some pretty interesting gameplay, but some elements seem more mechanical rather than thematic.
On the whole, this is definitely not the typical point salad that some other games can be. This game requires some work to put together a good number of points. In typical point salad games, everything you do gets you points. That’s not the case with Bruges, and I count that as one of the game’s strengths.
This is a game I can see myself playing multiple more times. I’ll rate Bruges a 7 out of 10 on the BGG scale.

Good game, usually willing to play.
Flavor Text: What’s the Verdict?
Yesterday I solicited opinions on Twitter regarding flavor text:
I was interested in finding a consensus on whether or not it is worth the time to add flavor text to cards, or game components in general. I was pleased with the number and variety of responses the tweet received.
For those who do not know what flavor text is, here is a definition from Wikipedia:
Flavor text is the name given to text for action figure character backgrounds, playing cards, or within the pages of a role-playing game’s rulebook. While appropriate to the product’s or game’s story concept, it usually has no effect on the mechanics of the game, but instead serves to add realism or characterization to the item in question. Flavor text is often the last text on a card or on the rear of a toy card or package, and is usually printed in italics or written between quotes to distinguish it from game-affecting text.
Flavor text is used to full effect in Magic: The Gathering. Here is a page from Wizards of the Coast listing some favorite flavor text additions to cards (Thanks to Matt Loomis for the link). While the flavor text in the M:tG cards is typically used to describe the character on the card, I think there are other ways of utilizing flavor text. But before I get to that, let’s take a look at a few of the responses I received from my tweet…
All Those in Favor:
Adam Buckingham: “It’s fun, but I tend to ignore it mostly.”
Seth Jaffee: “I like flavor text, gives me something to read while waiting for others to go. But don’t bury game text in flavor text!”
Isaac Shalev: “I love it when it’s good. MTG is the best-in-show at it. Evocative, haunting, immersive.”
Thomas Eliot: “Enjoyable! I love the flavor text on Professor Pugnacious: it’s all thematically appropriate quotes”
Stephanie Straw: “Noooooo! I *love* flavor text! But if you do it, don’t just toss it on there. Make it LEGIBLE and allow it to add value.”
David Chott: “Thanks for reporting back! I like flavor text, but have been leaning against using it in Lagoon to reduce cognitive clutter.”
All Those Not in Favor:
I was surprised at how few negative responses there were. I thought more people would hate it and wish it didn’t clutter things up.
Alex Strang: “Usually distracting IMHO”
Grant Rodiek: “I’m generally against it mostly because most people are bad at writing. Being creative does not mean good at writing.”
Check out Grant’s awesome blog post about flavor text!
All Those Who Are Indifferent:
Nolan Lichti: “When it’s tiny, like in Ascension, I don’t mind, and it can be enjoyable. Just don’t sacrifice clarity of game play for it.”
Matthew Riddle: “I ignore it but it doesn’t bother me.”
Danny Devine: “I also always ignore it, but as long as its clear that its flavor text “italicized and tiny” I don’t mind it.”
Jason Smith: “rarely look at it except when I’m bored from waiting on other players to take their turn”
Chris (@copax): “I rarely look at it to be honest. I’d prefer larger iconography or more detailed “power” descriptions”
Chris Darden: “ignored”
64oz Games (Richard): “I think it depends a lot on the game. On a Euro style game I expect it to be ignored, but a more thematic one it could be read”
Rob Lundy: ignored… “Unless it’s funny…. like…. very funny”
Brian Henk: “I believe it can add some fun to the experience, but it’s not worth the complexity of more words on the cards.”
My Verdict: I Favor Flavor!
Based on the feedback I think flavor text can be used on game components, but that it should be done in subtle, non-distracting ways.
The M:tG cards include flavor text to immerse you more into the world of the game. That works really well. It is there for those who want to read it, and others can ignore it. And it occupies a portion of the card that would likely otherwise just be background art.
So I am in favor of flavor. I like it when subtle, creative, and clever information can be added to a game that further immerses you into the world of the game under the following conditions:
- It doesn’t distract.
- It doesn’t take long to read – keep it short!
- It adds to the game’s experience.
Thanks to everyone who responded to my tweet. I am planning on using flavor text for Quantum Orcas, but only on the backs of cards that do not flip during the game. Since I have the backs of those cards available I could easily slap on the logo or some artwork. But I decided that I would prefer some flavor text instead.
The bottom line for Quantum Orcas is that people can completely ignore it. And that won’t bother me at all.







