Game Review – Castles of Burgundy

My wife got the game The Castles Of Burgundy to review, which I was pretty excited about.

Castles of Burgundy is a German game by Ravensburger. It has the feel of other similar games, and like most German games while competitive, there is not any attacking other players. This game is fact is free of any war elements of all kinds.

The theme of the game is 15th century Burgundy, where you play as a prince devoting your effort to building your estate via trading and building. While thematic, no knowledge of actual history is needed to play, and I don’t think playing the game will teach you any history, but it will develop planning and decision making skills.

The game board is small, but organized sensibly and isn’t cluttered. The setup is quick if you keep the pieces organized in the box as mostly it just involves just shuffling some tiles. It can be played by all 4 players on a small IKEA 4 place table (A table that barely fit even the main board, never mind the cards, of Arkham Horror.) There is a player board for each player that is also small and well organized. All play happens on the main board and on the player boards, with a supply of tiles to the side. The standard player boards are all the same, but there are 8 other ones that are different, for advanced play. They are sturdy, but you could laminate them if you felt the need, so long as they would still fit in the box when you got done.

The rulebook is only twelve pages and is written clearly with only one small rule that is translated poorly. As with any board game, I verified the rule by going to Board Game Geek. The rules have a sidebar alongside all the rules with a summery for easier lookup of rules as you learn. The two sections you will need open the most (what Building tiles do, and what the Knowledge tiles do) are right near the end and are easy to turn back to. There is also a summery of the building tile effects on the player boards.

To learn the game, I highly recommend just setting up the game and going through a couple turns. Some of the rules make more sense when you can see the board and the different tiles. The game is divided into 5 phases, and each phase contains 5 rounds. Every one of them plays the same. There’s setup at the start of the phase. Every round involves all players rolling their dice (and you can plan while the other players are going) and making an action with each of them. If for whatever reason you can’t do an action, or don’t want to, with one or more dice in a given round, an option is taking worker tiles. This is one of my favorite mechanics of the game. Worker tiles allow you to adjust the dice up or down, so you aren’t a slave to the dice like you are in games like The Settlers of Catan
(I use an option rule when playing Catan to combat that.)

While each round is the same, the choices available are constantly fluctuating, keeping you on your toes. The main point is to move tiles from the game board to the player board, then from the player board convert the tiles to victory points. Some things give you points right away, but a large portion of your points come from the Knowledge tiles you take which give you points at the end game.

I’ve only played it two-players, but it appears that the scoring scales nicely for more players, awarding more points for actions because they are harder to do with other people vying for the same limited resources.

The board is also set up to scale from 2 to 4 players without any additional setup, just fill in the spots with a number lass than or equal to the number of players, and leave the other spots empty.

Both games I played (even though one we played wrong due to my own error) ended with scores less than 10 apart. Scores can be as high as 299, as far as the score track goes. I don’t know that there is a hard limit.

As the game ends at the end of the last phase, thus always at the same time, and the fact that the rounds go very fast, it’s a fast paced game, and can actually easily stopped at the end of a round and is easy to pick up again. Your long term strategies should be fairly obvious at any point of the game, so your not likely to forget what you were doing. This is good when you have two kids under the age of 4 who might at any time wake up or start assaulting their sibling.

Castles of Burgundy is a fantastic game, and will get as much play as possible. It’s fast setup, and fast game play, means there is more of a chance to work it into our frequently interrupted life.

Of course, when the kids are old enough, we’ll be playing it with them.

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Playing Castles of Burgundy with Erin

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Erin got the game Castles of Burgundy to review and we are finally getting to play it.

I took this picture when we took a break for dinner.

So far I really like the game. I will post a full review later.

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Sam Fisher Gingerbread Ornament (pic)

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Soon as I saw the big green dots I knew what I had to do.

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Played Gobbler Junior with Melody

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Did lots of explaining to Mel about trying to stop me from getting 3 in a row, and she won a few times when I wasn’t paying attention :p

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Actual Play – Do: Pilgrims of the Flying Temple – Vomiting Whales and Poor, Poor Kitties

My game group tried out Do: Pilgrims of the Flying Temple tonight by Daniel Solis. We had a great time. In short, the game involves Pilgrims (teens with too much authority) who go about the various worlds doing two main things: Helping people, and getting into trouble. The game is played by drawing three stones (or electrical connectors, in our case) from a bag. There are two colors of stones, and you pick one color or the other to keep. The amount you keep (from 0 to 3) determines on that turn if you get into trouble, get out of trouble, get into worse trouble, or help someone. You accomplish these things by writing sentences that briefly describe how a pilgrim gets into or out of trouble, or how they help either a fellow pilgrim, or perhaps the person you came to help. As an example, I’ll put below the results of the game. I’ll start with the pilgrims, who are defined by how they get into trouble, and how they help people, with both a word, and a phrase. Then I’ll post the story sentences that resulted.

The Cast:

Pilgrim Righteous Fire
Gets into trouble by being self-righteous
Helps people by enthusiastic encouragement

Pilgrim Leavett Nethers (not exactly a naming convention according to the rules, but oh well.)
Gets into trouble by running away
Helps people by shaking his hips

Pilgrim Lively Strong
Gets into trouble by being too friendly
Helps people by taking the moral high ground

Pilgrim Soapy Bebop (my character)
Gets into trouble by being melodramatic
Helps people by playing jazz music

The Game

Melanie’s planet was swallowed by a whale. She would like us to help her planet to bot get swallowed any more. We arrive at the whale, and there is some confusion in the story as to when we entered the whale, so just keep that in mind as you read. Slightly edited to keep in the 3rd person and same tense.

Righteous Fire called out to Melanie. When she heard, she cried out and Righteous fire assured her they’re there to help.

The whale heard the haughtiness in Righteous Fire’s words, and knocked the pilgrim senseless, and he started falling.

Lively Strong shouted “Hello! It’s wonderful to meet …” and dove into the whale’s mouth and toward Melanie, but clotheslined himself on the trees.

After waking up from a concussion, he gave the tree a lecture about where to grow.

Leavitt whipped his hips in a clockwise motion, causing the whale to get nauseous and flip upside-down, and his tail struck Righteous Fire back up into the air.

The world tumbled in the whale’s tummy, making Melanie toss her cookies, which grossed out Leavitt, so he flew off to avoid the smell, which made Melanie sad.

Soapy Bebop played a mystical jazz tune which cleaned the mess and smell from the house, so Leavitt returned.

But in his high state of emotion he is filled with melancholy and wept loudly into his sax, which emitted a noise so piercing that Menalie’s cat’s head explodes.

Righteous Fire enthusiastically began to list gross meals to the whale, encouraging it to upchuck the world.

Pilgrim Lively Strong decided to console Melanie by giving her a hug.

Lively Strong’s hug squeezed a little to hard and Melanie said ‘Ouch.’

Leavitt Nethers, as the world was being spewed from the whale, tried to run out first, slipped, and was in danger of being eaten.

Wiggling his hips vigorously, he was able to propel himself into the air and out of danger.

— At this point, we used all the goal words (you try to use them before the game is up) and got the Parades (good) ending (as opposed to the bad Pitchforks ending.) We then wrote a little ending to the story.

Melanie thanked Soapy Bebop for cleaning her house and putting her cat, who was dying of cancer, out of its misery and saving her a veterinarian bill.

Melanie expressed her admiration for Righteous Fire’s ability to enthusiastically encourage the whale to throw up.

Pilgrim Lively Strong released Melanie from the purely platonic embrace (don’t ask) and walks (probably flew, really) into the sunset.

Leavitt, well satisfied with with work, looked down on the group as he floated, hips circling like a propeller. He heard Soapy’s music and realized he could do more good by shaking to the rhythm and became Leavitt Salsar.

Afterwards, the stones you have the most of determines what part of your character changes. Two changed their first name, the other two their second.

Righteous Fire became Insecure Fire
He gets into trouble by not being confident in his abilities, because things didn’t always go as planned.

Leavitt Nethers became Leavitt Salsar
He helps people by dancing salsa, because it’s better than just shaking your hips.

Lively Strong became Fool Strong
He gets into trouble by being aloof, overcompensating for being too friendly and causing problems.

Soapy Bebop became Soapy Sweepy
He helps people by cleaning up messes, deciding that mystical music is too unpredictable,  but that cleaning up messes is always good.

There’s a lot more to the game that I wont cover in detail, but the book has lots of setting to paint the worlds and skies the pilgrims play in, and explains each bit of the game fantastically. The art is top notch, as well. The target age group is 12+, but our group was 27+, so it was I think it came out different than if there had been young teens playing. The cats head exploding was a little outside the theme of the game in my opinion, but I was the only one who had actually looked at the book and read the setting and whatnot. It was kinda hilarious, though.

Lots more is explained on the game’s page if you want to know more specific details.

I think everyone should give this game a try. Anyone can play, really. It’s simple, fun, whimsical, and creative, which are all things I like.

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