My latest game review for Paste covers the must-own reissue of Tigris and Euphrates, Reiner Knizia’s best game, now back in print in a beautiful new edition. You can get it buy it from amazon
The 2013 boardgame Bruges
Bruges has three types of payment for all of this stuff. Cards come in five colors, and to build a canal segment, you must discard a card in that space’s color and pay from one to five guilders (coins). To build a house, you lay a card face-down and discard one of the little worker meeples in that card’s color. (You start the game with five meeples, one per color, and can acquire more as the game goes on.) To recruit an artisan, you pay the cost in guilders on that card – multiples of three from zero to twelve. You can also discard a card on your turn to acquire two workers of that color, to gain one to six guilders (depending on the result of the rolls of the five colored dice for that round), or to discard a Threat token – more on that in a moment. Your hand will have five cards in it to start each round, during which you’ll play four of them. When the supply of cards, which is tailored to the number of players, runs out, that’s the final round.
The Threat tokens take the place of the “feeding your family” aspect of Agricola. Those five colored dice are rolled each round. Any die showing five or six delivers a Threat token in that color to every player; get three Threat tokens and you suffer some sort of penalty, such as losing a house or canal token, losing points, or losing a recruited artisan. These penalties are nuisances but in the grand scheme of things not a huge detriment, but discarding a card to remove a Threat token in that color also gets you one victory point, which is the only justification I’ve found for using a card to do this.
Bruges plays two to four and works well with any number, although I think you can get a little further with your strategies if you have more players. You can also vary the number of cards in the start decks to let the game play out longer, which I recommend because the deeper you go into the game the more fun it is to see your plans play out. But the game doesn’t offer that many chances for interaction, other than a few cards in the Underworld category that let you steal from an opponent or stick everyone else with a Threat token. You’re primarily building on your own, making Bruges closer to a solitaire game you play with friends. It’s a good-looking game and fairly simple to learn; I just see more complexity in the scoring than it needs, with no real connection between the different scoring paths.