AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
In Bruges, players are 15th-century merchants in the Flemish city of Bruges, competing for power and influence. Each round, players draw cards and roll dice that determine threats and reputation costs. Players then play 4 cards per round, each enabling one of 6 possible actions: taking workers, earning money, removing threats, building canals, building houses, or recruiting influential persons. The game ends when the extra draw pile enters play, and the player with the most victory points wins.
Each round has 4 phases:
Starting with the start player, each player draws cards (one at a time from either draw pile) until they have 5 cards in hand. Only look at cards once your hand is full.
Extra draw pile trigger: When one draw pile empties, immediately replace it with the extra draw pile. The round in which this happens is the final round.
The start player rolls all 5 dice and places them on the board.
Step 1 — Distribute Threats: For each die showing 5 or 6, every player receives 1 Threat marker of that die’s color. A player’s 3rd Threat marker of a single color triggers a penalty.
Step 2 — Advance Reputation: The cost to advance 1 step on the reputation track equals the sum of all dice showing 1 or 2. Each player may pay this cost (in guilders) to advance 1 step. Dice showing 3 or 4 have no effect this phase.
Starting with the start player, each player plays 1 card and performs 1 of 6 actions. This continues clockwise until every player has played 4 cards (1 card remains in hand).
Check the 3 majority categories (people, canals, reputation). For each, the leading player flips their Majority marker to the colored side. Ties: no one leads. Then pass Start player banner clockwise.
Any card can be used for any of the 6 actions. The color of the played card determines specifics for some actions.
Play 1 card. Take 2 workers of the played card’s color from supply.
Play 1 card. Take guilders from the bank equal to the value shown on the matching-color die (1-6 guilders).
Play 1 card. Discard 1 Threat marker of the played card’s color. Gain 1 guilder each time you discard a threat.
Play 1 card. Pay guilders equal to the matching-color die value (1-6). Place 1 canal token in the next empty canal space. Advance your scoring pawn according to the VP shown on that canal space.
Play 1 card. Pay 1 worker of the played card’s color. Place the card face-down in your play area as a house of that color.
Play 1 card. Pay guilders equal to the person’s recruitment cost (0-12). The person card is placed face-up in a house of matching color (you must have an empty house). Each person has a unique ability (immediate, ongoing, activated, or end-game).
| Color | Penalty | |——-|———| | Blue | Lose 3 VP | | Brown | Discard 1 canal token from end of your canal | | Red | Discard 1 person of your choice | | Purple | Lose 3 guilders | | Yellow | Discard 1 worker of your choice |
Highest VP total wins. Tiebreaker: most guilders remaining.
Round structure: Draw to 5 cards → Roll dice (threats + reputation) → Play 4 cards → Check majorities
6 Actions: | # | Action | Cost | Effect | |—|——–|——|——–| | I | Take workers | Card | 2 workers of card color | | II | Take guilders | Card | Guilders = matching die value | | III | Remove threat | Card | Discard 1 matching-color threat, gain 1 guilder | | IV | Build canal | Card + guilders (die value) | Place canal token, score VP | | V | Build house | Card + 1 matching worker | Place card as house | | VI | Recruit person | Card + guilders (person cost) | Place person in matching house |
Dice values: