G C W W B G C F C T B K M S C M T S C D C I II H VP
Ludexv2026.11.01-65114139OrléansOfficial rulebook ↗

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Course of Play

Orléans round by round: the goal, the game board, the seven phases (hour glass, census, followers, planning, actions, event, start player) and the general rules about followers, bags and supplies.

Goal of the game

You lead a family in medieval France. You recruit followers into your cloth bag, draw some of them each round and place them on the places of your player board to trigger actions. Those actions bring goods, coins, development, trading stations and citizens — and at the end the richest, most developed player wins.

The game lasts 18 rounds (fewer in some scenarios). Each round has the same seven phases.

The game board

The game board: follower tracks, development track and the map of the Orléans region FAQ FAQ FAQ FAQ

  1. Hour glass space — the stack of 18 hour glass tiles; it times the game.
  2. Farmers track — goods for each new farmer; also the census.
  3. Craftsmen track — a gear wheel (technology) gear wheel for each new craftsman.
  4. Traders track — a place tile for each new trader.
  5. Boatmen track — coins for each new boatman.
  6. Knights track — how many followers you draw each round.
  7. Scholars track — development points for each new scholar.
  8. Development track — your development status, coins and citizens.
  9. Orléans — where every merchant starts; each player may build a trading station here.
  10. Roads and waterways — goods lie on them; ships and wagons move your merchant.
  11. Goods values — what each good is worth at the end (brocade 5, wool 4, wine 3, cheese 2, grain 1).

Your followers

Every player starts with the same four personal followers in their colour — farmer farmer, boatman boatman, craftsman craftsman and trader trader — on the market of the player board, and an empty bag. New followers come from the neutral supply beside the board:

FollowerGained atTrack bonus
farmer FarmerFarm HouseGoods
boatman BoatmanVillageCoins
craftsman CraftsmanVillageGear wheel
trader TraderVillagePlace tile
knight KnightCastleDraw more followers
scholar ScholarUniversityDevelopment points
monk MonkMonasteryNone — but wild on action spaces

Your four personal followers are marked: they never leave you. You cannot send them to a Beneficial Deed, lose them to a plague or give them up under torture.

A round

PhaseWhat happens
1. Hour glassThe start player reveals the next hour glass tile (this round’s event).
2. CensusMost farmers gains a coin; fewest farmers pays one.
3. FollowersEveryone draws followers from their bag onto their market.
4. PlanningEveryone places followers on action spaces at the same time.
5. ActionsIn turn order, one action each, round and round, until all pass.
6. EventThe revealed event happens to everyone.
7. Start playerThe token passes to the left.

Phase 1: Hour glass

The start player turns the top hour glass tile face up. It names the event of the round; every event except Pilgrimage waits until phase 6. The game ends at the end of the round in which the 18th tile is revealed (the events).

Phase 2: Census

Compare positions on the farmers track. The player furthest ahead takes 1 coin coin; the player furthest behind pays 1 coin. A tie at the top means nobody gains; a tie at the bottom means nobody pays. With 2 players the player behind never pays — the leader still gains.

Phase 3: Followers

Draw followers blind from your bag and put them on the free spaces of your market. Your limit is the number your cube shows on the knights track — 4 at the start, up to 8. You may always draw fewer, and you can never draw more than your market has free spaces: followers left there from earlier rounds keep their spaces.

For each follower you choose not to draw, you may move one follower from an action space back to your market. That is the only way to take a placed follower back.

Phase 4: Planning

All players plan at once. Move followers from your market onto the action spaces of the places on your player board and place tiles. A place is activated when every one of its spaces holds a matching follower (or a gear wheel). You may fill a place over several rounds; a half-filled place does nothing until it is complete. Followers you do not place stay on the market.

When you are done, say so; you cannot change your plan afterwards. If anyone wants to see the others’ plans first, plan one by one clockwise from the start player.

Phase 5: Actions

From the start player clockwise, each player performs one activated action or passes. Keep going round the table until everyone has passed; once you pass you are out for the round. After an action, return the followers on it to your bag — gear wheels stay where they are. Activated actions you do not use stay activated for a later round.

Phase 6: Event

Everyone resolves the event on this round’s hour glass tile.

Phase 7: Start player

The start player hands the token to the player on the left.

General rules

Rules

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