In Viticulture, you’re running a vineyard. You plant vines, harvest grapes, make wine, and try to build something that actually works over time. The game follows the seasons, and that structure is really what makes it stick. Spring is planning, summer is doing the work, fall gives you a bit of help, and winter is where things finally come together.
I mean, it sounds simple when you say it like that, but if you’ve played it, you know it rarely goes exactly how you planned.
The Bordeaux expansion doesn’t change what you’re doing. You’re still making wine, still chasing points. But it changes how the game feels while you’re doing it, and for us that’s where it becomes interesting. You get a new board, a few new systems, and suddenly the same game asks different questions. You’re looking at timing differently, you’re paying more attention to what others are doing, and you start thinking a bit further ahead without really noticing it at first.
Same vineyard, just seen from a slightly different angle.
👥 1-6 players, ages 14+
⌛ Playing time: 90-120 minutes
📝 Designer: Jamey Stegmaier
🎨 Artwork: Sylvain Leroy
🏢 Publisher: Stonemaier Games (review copy provided)

The Base Game in Brief
Viticulture is a worker placement game where you build up your vineyard over several years. You place workers on the board to plant vines, build structures, harvest grapes, and make wine. Each worker can only be used once per year, so even simple decisions tend to matter more than they first appear.
The game runs through four seasons. In spring, you choose your position on the wake-up track, which sets turn order and gives you a bonus. In summer, you focus on building and planting. Fall is where you gain visitor cards, and winter is where you harvest, make wine, train workers, and complete orders.
The wine process itself is fairly straightforward. You plant vines, harvest grapes, turn those into wine, and let it age if needed. Then you fulfill orders to score points and build up some income.
The goal is to reach 20 victory points, which triggers the end of the game. You finish the current year, and whoever has the most points wins. So yes, hitting 20 first doesn’t mean you’ve won. We’ve learned that the hard way.


Gameplay Overview
Bordeaux keeps the same overall structure, but the board changes how you interact with it. You still move through the seasons, placing workers or passing when you’re done, but the decisions feel more connected across the entire year.
The wake-up chart is one of the first things that stands out. In the base game, it can feel like a quick choice at the start of the round. Here, it becomes something you think about more carefully. Some bonuses happen immediately, some affect everyone, and others help you shape what comes next. It feels less like a formality and more like part of your planning.
The face-up cards also make a difference. Vine cards and wine orders are visible on the board, so you’re not just hoping for the right draw at the right moment. That gives you more information, but it also means you’re sharing that information with everyone else. If something fits your plan perfectly, there’s a good chance someone else sees it too.
The trade market is another part of the board you end up checking more often than you expect. You can exchange resources for specific benefits, but once a trade is used, it’s blocked and usually stays that way. So it’s not just about what you need, but also whether you should take it now instead of later. We had a few moments where we thought “I’ll grab that next round”… and of course it was gone.
The expert system builds up slowly over the game. You invest in certain actions and gain ongoing benefits when you use them. It doesn’t change things immediately, but over time it shapes how you approach the board.
The seasons themselves are slightly adjusted. Spring includes trades and experts. Summer is still focused on building and planting. Fall is more active now, with its own action spaces instead of just drawing cards. Winter still handles orders and workers, but with a few changes that affect how you approach those actions.
The game ends at 25 points, and at the end you convert leftover grapes and wine into money, which turns into points. So your final position isn’t just about what you managed to convert during the game, but also what you’ve built up along the way.


Artwork, Components, and Visual Design
You don’t get a huge amount of new material here. It’s mainly a new board, some cubes, and a few reference cards.
The board stays close to the original style. You still get that countryside setting with fields, buildings, and small details that make it feel like a working vineyard. It looks familiar, which helps when learning the new layout.
Even with more going on, it remains easy to read. After a round or two, you know where everything is, and the icons do their job without getting in the way.
It’s not an expansion that impresses with components. It’s one that changes the experience through design.


Our Experience
We have a bit of history with Viticulture. It’s one of the games that really pulled us into the hobby, and it has stayed on our shelf ever since. We’ve played it a lot over the years, and it’s one of those games that keeps coming back because it’s easy to enjoy without needing to think too hard about it.
So when Bordeaux showed up, we were curious, but also a bit careful. When something already works this well, you don’t necessarily want it to change too much. What we found is that it doesn’t replace that experience, but it does shift it in a noticeable way.
What stood out most during play was how the year felt more connected. In the base game, we sometimes had the feeling that certain parts of the year mattered more than others. Here, that gap is mostly gone. Spring isn’t just a quick setup anymore, and fall isn’t just a step in between. We found ourselves making decisions all the way through, instead of waiting for specific moments to do the important things.
The wake-up chart became something we actually talked about during the game. Not just “I’ll go early”, but “if I take this now, it helps me later”. It created those small discussions where you realise that a choice you used to make quickly now carries a bit more weight.
We also noticed that we were watching each other more. Not in a heavy or confrontational way, but just paying attention. When a card appeared that clearly suited someone, you could almost see the moment they were hoping it would still be there on their next turn. Sometimes it was, sometimes it wasn’t. Those small shifts in expectation became part of the experience.
The trade market worked in a similar way. At first, we barely used it. Then slowly it became something we checked every round. Not because it was the main focus, but because it kept offering small opportunities that were easy to miss if you ignored it.
The expert system probably had the biggest long-term effect on how our games developed. It’s not something you notice immediately, but after a few rounds you start to feel that your choices are becoming more focused. One player leans into certain actions, another takes a different direction. It makes it feel like your vineyard is developing its own approach, even though you’re all working with the same board.
Another thing we appreciated is how the game kept bringing us back to the core idea of running a vineyard. We spent more time actually planting, harvesting, and making wine, rather than drifting into side strategies. It didn’t feel forced, just more natural.


Our Thoughts
Looking at it more broadly, Bordeaux feels like a redesign from the inside rather than an expansion that simply adds more content. It doesn’t really give you more to do, but it changes what you pay attention to while you’re playing. Timing, card access, worker placement, and even money all feel slightly different in value, even though the core rules remain the same.
What makes it work is that it still feels like Viticulture. You’re not learning a new game, you’re just approaching it differently. The board shifts your priorities without forcing you into a completely new system. That’s not easy to do, and it’s probably the strongest part of the design.
It also addresses a few things that have always been part of Viticulture. Card dependence is reduced because you can see more options. Early turns feel more directed. The endgame makes better use of what you’ve built instead of focusing only on final conversions. And the four seasons are more evenly used, which makes the whole year feel more complete.
That said, it does ask more from you. There are more small decisions to keep track of, and more things to consider at the same time. The game is still approachable, but it’s not quite as relaxed as before. Some players will see that as an improvement, others might prefer the lighter feel of the original board.
It also feels a bit more structured. You have more control, but the game also guides your choices more clearly. There’s less room to improvise or take unusual paths just to see where they lead. For us, that trade-off works, but it’s worth mentioning.
One thing we really like is how replayability comes from the structure rather than from adding more content. The expert system and the way the board is set up encourage different approaches without needing extra decks or modules. Over time, that tends to hold up better than relying on variety alone.
We also think this board fits best for players who already know Viticulture. It’s not that new players can’t learn it this way, but the value of Bordeaux comes from seeing how it changes something familiar. That contrast is part of what makes it interesting.


Final Thoughts
For us, the Bordeaux expansion is a very good addition to a game we already enjoy a lot. It doesn’t try to take over, and it doesn’t try to fix everything. It just offers a different way to play.
Sometimes we’ll still go back to the original board, especially when we want something more relaxed. Other times, Bordeaux is exactly what we’re in the mood for.
If you already like Viticulture and want something that makes you approach it differently, this is easy to recommend. It keeps what works, but changes just enough to make it feel fresh again.
And honestly, for a game we’ve been playing for this long, that’s probably the best outcome you can hope for.
(Also, if your workers keep waking up late, I guess they’re just enjoying the wine a bit too much. Fair enough.)
📝 We received a copy of the game from Stonemaier Games.





