RulesPal
Chat
Rulebook
Citytrip Brugge thumbnail

Citytrip Brugge

Citytrip Brugge Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup for the Basic Game
  • Game Overview
    • 1. Turn one action card
    • 2. Choose actions/achieve goals
    • End of Game
  • Gameplay
    • 1. Turn over one action card
    • 2. Choose actions/achieve goals
    • Types of Actions
    • Optional "hunted" action
  • Types of Goals
    • A. Random goals
    • B. Assignments
  • End of Game
  • Variant (basic game or game for advanced players)
  • Bonus Actions (game for advanced players)
  • Other Legend (game for advanced players)
  • Special Locations (game for advanced players)
  • Summary
  • Solo Variant

Components

  • Starting cards — 23 cards with famous buildings, museums or squares. These contain the starting position of the citytrip, as well as some background information about that location and a QR code with which you can find extra information.
  • Action cards — 20 double-sided cards showing the wishes of your tourists. For a short game (20 minutes), use only 16 of them. The half icon on the left tells you which kind of action you can expect on the back.
  • Assignment cards — 44 cards divided into 6 types. These are shared wishes of the tourists that are highest on their wish list. In the example, the assignment consists of buying chocolate, lace and beer.
  • 50 fill-in sheets — for the game for advanced players (marked with the "hunted" smiley)
  • 50 fill-in sheets — for the basic game (marked with the smiling face)

Each fill-in sheet shows the player name field, a set of goals down the side (buy souvenirs; photograph statues/squares; photograph on bridges; photograph godshouses/religious buildings; photograph famous historical buildings; visit museums/attractions; attend theatre/concerts/events; eat/drink; bonus points via assignments), an optional "hunted" action per turn (which comes with minus points), and the appreciation score, where the player with the highest score wins the game.

A white dot on the game board is a location with no goal attached to it. The legend on the sheet shows which actions are needed to score a goal.

Setup for the Basic Game

A. Each player receives a fill-in sheet and a pencil.

B. Draw 1 starting card. Everyone circles this location on their fill-in sheet and writes the letter S for start in it. The coordinates on the starting card help you find this spot more easily. Then cross off the first number of the corresponding goal.

Example: the starting card shows the Belfry as the starting point, with F10 as its coordinates. Each player circles the Belfry, writes an S in it for start, and crosses off the lowest number of the goal "photographing a famous building".

C. Take 16 of the 20 action cards and place them in the middle of the table. If you want a longer playing time, take 20 cards instead.

D. Draw or choose 3 assignments: 1 with number 1, 2 and 3* each. Place these next to each other in the middle of the table. If you prefer to keep it simple, feel free to leave the assignments out.

* Once you know the game well, you may replace assignment 1 and/or 2 with 4 and/or 5.

Game Overview

1. Turn one action card

A random player turns over the top action card of the stack and places it next to it.

2. Choose actions/achieve goals

Each player simultaneously chooses 2 actions and draws them out. All players circle the goals they achieve on their sheet and cross off the lowest number in the score strip. Repeat step 1 and 2 until the last 2 action cards have been played.

End of Game

The game ends as soon as the last 2 action cards have been played. The player with the highest appreciation score wins.

Gameplay

1. Turn over one action card

A random player turns over the top action card of the stack and places it next to it.

2. Choose actions/achieve goals

All players simultaneously choose, each for themselves, 2 actions from the open cards, on condition that these boxes are connected horizontally or vertically. With this you try to plan the outing and achieve goals. You are not obliged to (fully) use your chosen actions.

You have only 7 possibilities when choosing your 2 actions.

Types of Actions

A. Plan the trip

With this you can connect your path, depending on the value of the action, 1, 2 or 3 steps to a symbol or white dot in a horizontal, vertical and/or diagonal direction. You may extend by less than the number. Your path may not touch or cross itself, and water can only be crossed via a bridge. Tip: it is clearest to mark your extensions with 1 to 2 dots, and once you are sure of all your actions, connect the points with a line.

B. Buy souvenirs

On the day trip you give the tourists the opportunity to buy local specialities, souvenirs or items. The higher the number on the action, the more shops you can plan into your turn.

C. Take photos

You give them time to take photos of well-known statues, squares, bridges and buildings. With 2 or 3 steps and 3 photo actions, you can achieve up to 3 photo goals.

D. Visit

You reserve tickets and give your clients the time they need for their favourite museums, attractions, theatres, cinemas or concerts they wish to attend.

E. Eat/drink

The opportunity to sample the local cuisine, still a little hunger or quench a thirst must certainly not be missing on a trip.

TIP: With action B, C, D or E you can achieve one goal at your starting point. If you combine action A with actions B, C, D and/or E, you can achieve goals at your starting point, intermediate point(s) and/or end point.

Optional "hunted" action

You may, to a limited extent, speed up the pace of walking, shopping, photographing, visiting and eating. Once per turn you may perform a third horizontally or vertically adjacent action (with minus points as a consequence). Cross off a "hunted action".

Types of Goals

A. Random goals

Individual activities that you plan into the trip.

  • souvenirs, bought
  • statues/squares, photographed
  • photographing on bridges
  • godshouses/religious buildings, photographed
  • famous historical buildings, photographed
  • museums/attractions, visited
  • theatre/concerts/events, attended
  • specialities tasted at bars, bistros and restaurants

The number of actions needed to circle a goal and be allowed to cross off in the score strip is determined by the legend on the fill-in sheet.

  • A person icon = a souvenir icon: buying a souvenir costs 1 action.
  • A bridge/statue/godshouse/religious building icon = a camera icon: photographing a bridge, statue, godshouse or religious building costs 1 action.
  • A historical building/windmill/… icon = two camera icons: photographing a historical building inside & outside costs 2 actions.
  • A "?" icon = a location-pin icon: visiting a museum/attraction costs 1 action.
  • A theatre-masks icon = two location-pin icons: attending a theatre performance/concert/event costs 2 actions.
  • The 4 types of short drink and eating establishments = a specialities icon: they cost 1 action.
  • A restaurant icon = two specialities icons: a restaurant costs 2 actions and doubles the final eating score. Each icon can be achieved once, in any order.

Example: Geert already achieved the icons "aperitif", "fast food" and "ice cream". As a result, the numbers "-10", "0" and "5" are crossed off. When he later also achieves the "restaurant" icon, that gives him 20 points (10 x 2).

Below are a few examples of a turn based on the 2 open action cards, in combination with the legend of the basic game.

Example 1: Wim chooses to extend his path 2 squares and to have 1 statue photographed along the way. He sees that in the following turn a visit action will certainly be available. Because of this he prefers to end his path at a museum.

Example 3: Dave chooses to extend his path 3 squares and to attend a theatre performance along the way. He sees that in the following turn a photo action will certainly be available, which is why he lets his path end at a godshouse.

Example 2: Sien decides to extend her path 3 squares and to visit 2 museums along the way. She chooses to have the tourists quickly grab a coffee via an eat action and therefore has to mark a "hunted" action.

B. Assignments

Jointly chosen tourist activities.

Completing an assignment during or at the end of the game adds bonus points to your appreciation score. In the basic game you may draw 3 assignments during setup: 1 each of type 1, 2 and 3 (or 1 of 3, 4 and 5). In the game for advanced players, you can choose, depending on how challenging you want to make the game, between assignment 1 through 6.

Assignments 1, 4 & 5 bring in bonus points during the game (see column 1 on the left). The first player(s) to complete it fill in the number below the crown on their score strip. Those who are second get the middle value and the remaining players the lowest value.

Assignments 2, 3 & 6 give bonus points at the end of the game (see column 2).

Assignment 1: achieve 5 goals of the stated type as quickly as possible

In the example, the goal is to be the first to have a photo taken on 5 bridges, and the first player(s) writes 10 points for assignment 1 on the score strip.

Assignment 2: each player receives the number of points per achieved set

In the example, each set of a visited museum and event brings in 5 points (maximum 3 x 5 points). Lies achieved 5 museums and 2 events. Assignment 2 brings her 10 points (2 x 5 points).

Assignment 3: achieve the most goals of the stated type

In the example, everyone with the highest number of photographed statues may write 10 points for assignment 3.

Assignment 4: achieve the 3 stated goals as quickly as possible

In the example, 3 historical buildings are shown. Whoever has these photographed first on their trip may immediately write 16 points for assignment 4.

Assignment 5: achieve the 3 stated goals as quickly as possible

In the example, 3 souvenirs are shown. Whoever buys these first on their trip may immediately write 12 points for assignment 5.

Assignment 6: achieve as many extra goals as possible

Draw 6 starting locations and lay them partially on top of each other with the coordinates visible. The more goals each player achieves from these, the higher their score for assignment 6.

End of Game

Citytrip Brugge ends as soon as the last 2 action cards have been played: after 15 turns with 16 action cards (19 with 20). Everyone adds up the lowest uncrossed number of each goal in their score strip (example see p. 1). The player with the highest appreciation score wins. In case of a tie, victory goes to the player(s) with the lowest number of "hunted" actions.

Variant (basic game or game for advanced players)

While planning the trip, you may connect a second path to the starting position. You can devise your route in 2 directions and divide your chosen actions over the two directions. This way of playing reduces the luck factor. It will usually produce a higher appreciation score, possibly with a longer playing time.

Bonus Actions (game for advanced players)

In the game for advanced players you can earn bonus actions in the score strip. Whenever you have achieved 3 goals of the same type, you receive a bonus action of value 1, 2 or 3 (of 1 type). You can use this free action immediately or in one of the following turns on a starting point, an intermediate point and/or an end point (whether or not split over multiple locations). You may use a maximum of 2 bonus actions per turn (by crossing them off).

Bonus actions may be added to your chosen actions, provided they are of the same type.

  • Value 1 = a plan-the-trip action of 1 / a souvenir action of 1 / a photo action of 1 / a visit action of 1 / an eat action of 1
  • Value 2 = a plan-the-trip action of 2 / a souvenir action of 2 / a photo action of 2 / a visit action of 2 / an eat action of 2
  • Value 3 = a plan-the-trip action of 3 / a souvenir action of 3 / a photo action of 3 / a visit action of 3 / an eat action of 3

Other Legend (game for advanced players)

In the game for advanced players, the goals "visit museums" and "attend theatre/films/events" cost 1 action more.

  • A "?" icon = two location-pin icons: visiting a museum costs 2 actions.
  • A theatre-masks icon = three location-pin icons: attending a theatre performance/film/event costs 3 actions.

Special Locations (game for advanced players)

In the game for advanced players, a number of locations offer extra game possibilities.

On these 2 locations you can achieve either the goal "photograph a historical building" or "attend an event".

On these 3 locations you can achieve either the goal "photograph a historical building" once, or on the left and in the middle "eat/drink" and on the right "attend an event".

On this location you can, with one "photo action", cross off one bridge and one statue in your score strip.

All blue symbols are a bridge with which you can cross the water (horizontally, vertically or diagonally) and where you can have a photo taken.

Summary

Basic GameGame for Advanced Players
Setup1 basic-game fill-in sheet per player; 1 starting card + 1 stack of 16 or 20 action cards; 3 assignments: 1 with number 1, 2 and 3 (or 3, 4 and 5)1 advanced fill-in sheet per player; 1 starting card + 1 stack of 16 or 20 action cards; assignments with number 1, 2, 3, 4, 5 and/or 6
TurnTurn over 1 action card; each chooses 2 actions (connected horizontally/vertically); optionally 1 "hunted" action (connected horizontally/vertically)Turn over 1 action card; each chooses 2 actions (connected horizontally/vertically); optionally 1 "hunted" action (connected horizontally/vertically); optionally 1 or 2 bonus actions
LegendSouvenir = 1 action; bridge/statue/godshouse/religious building photo = 1 action; historical building photo (inside & outside) = 2 actions; museum/attraction visit = 1 action; theatre/concert/event = 2 actions; short drink/eat establishment = 1 action; restaurant = 2 actions (doubles final eating score)Souvenir = 1 action; bridge/statue/godshouse/religious building photo = 1 action; historical building photo (inside & outside) = 2 actions; museum/attraction visit = 2 actions; theatre/concert/event = 3 actions; short drink/eat establishment = 1 action; restaurant = 2 actions (doubles final eating score)
End of gameAfter 15 turns with 16 action cards (19 with 20 cards)After 15 turns with 16 action cards (19 with 20 cards)
VariantPlan your path and actions in two directionsPlan your path and actions in two directions

Solo Variant

Choose a level from the table and take the indicated starting and assignment cards and the correct colour fill-in sheet. All preceding game rules apply. In the solo variant, however, while planning the trip you may connect a second path to the starting position (see p. 7) and divide your chosen actions over the two directions. For each successful assignment 1, 4 and/or 5 you note the highest value achieved each time. Assignment 2 you achieve with a minimum of 1 set and score only at the end.

Level123456789101112131415
Starting card010203040511070622121415171619
Assignment 11.021.011.031.041.051.021.031.041.011.051.041.031.011.021.05
Assignment 22.032.012.042.022.072.072.072.062.042.052.092.042.082.032.05
Assignment 4—————4.024.034.014.044.054.064.074.084.094.10
Assignment 5—————————5.015.075.035.105.09—
Appreciation657075808590100110120130130130130130150

The fewer action cards, the more challenging the solo variant is: 20 = easy, 16 = normal.

You win by achieving all assignments of the chosen level and matching the corresponding appreciation.