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Ludexv2026.11.01-65114139OrléansOfficial rulebook ↗

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Expansion: Invasion (co-operative)

Invasion, the co-operative Orléans scenario for 2–5 players: the City Defense board, achievements, the five common objectives with their per-count targets, the nine characters, the support actions and all 31 events.

Short tag: [Invasion]

The Invasion box holds four separate scenarios that use its boards: this co-operative game, Prosperity, The Duel and the solo scenarios.

What it adds

Rumours of invasion: as a team you fortify Orléans — knights on the walls, citizens in the city, coins in the treasury, food in the warehouse and a fortified tower in every border town — while each of you also completes a personal objective. One missed objective when the Invasion tile appears, and everyone loses. 2–5 players, by Inka and Markus Brand.

ComponentUse
The Invasion side of the game boardReverse of the game board, with fortified-tower spaces at the 13 border towns
The City Defense board5 achievements and 5 common objectives
A Support action boardOne per player: four extra actions FAQ
The Assembly Hall boardOnly for the Councilman FAQ FAQ
9 character cardsPersonal objectives (Cards & Components)
31 hour glass tiles16 A, 14 B, 1 C

Setup changes

Set up the base game with these changes:

PlayersA tilesB tilesRounds
2–39818
4–58716

Stack the C tile (Invasion) at the bottom, the B tiles on it, the A tiles on top.

Course of play

Play as in the base game, but there is no census. You may discuss and plan together. You win the moment the last objective is done; otherwise the game ends with the Invasion tile.

Support actions

ActionEffect
VehicleSend up to 3 goods to the City or to another player — one destination
Guild HouseSend up to 4 coins (in value) to the City or to another player — one destination
HostelGive a follower from your market to another player, who may place it at once on an action space; it stays with them
PalatinateUse an action another player has activated; their followers go back to their bag as if they had used it

Sending to the City may split between its paired areas (warehouse and clothing store; treasury and city treasury). A follower received by Hostel may go into your Town Hall even if you already used it.

Achievements

Fill the City’s five achievements over several turns: followers by Town Hall (or Gunpowder Tower), goods by Vehicle, coins by Guild House. The Catapult takes gear wheel (technology) gear wheels: when a craftsman gives you one, choose the catapult or an action space (your first gear wheel must still go on a farmer space; Laboratory gear wheels are exempt). Each completed achievement gives the team its citizen citizen.

Common objectives

Objective2 players3 players4 players5 players
knight Knights on the City Walls581013
citizen Citizens collected78910
coin Coins in the City Treasury30405050
Warehouse (grain / cheese / wine)6 / 3 / 310 / 5 / 512 / 6 / 614 / 7 / 7
trading station Fortified towersAll 13 border towns

Characters

Every personal objective must be met by the end:

CharacterPersonal objective
LibrarianDevelopment status 5; a trading station in Loches; 4 place tiles
Mayor10 coins and 2 citizens of your own (not counted for the team)
FishermanLast space of the boatmen track; 4 monks; 2 wool
ScholarLast development space (status 6); 4 trading stations (not towers) on the map
GeneralLast space of the knights track; 4 gear wheels on your boards and tiles
Merchant50 points in brocade, wool and coins only
CouncilmanFill the Assembly Hall — only you may send followers there
Innkeeper16 points in grain, cheese and wine; trading stations in Châteaudun and Châteauroux
Estate ManagerPay the card’s demand at the end of every round (coins; development steps in rounds 5 and 18; a farmer and a boatman from the market in rounds 8 and 14; a gear wheel in 10; a trading station in 13; a place tile in 16)

Events

“As a team” means you agree who contributes. Tiles with a round symbol act at the time shown.

A eventEffect
AssemblyNobody may use the Town Hall this round.
DemolitionThe team returns 2 (2–3 players) or 3 (4–5) gear wheels, paying coins for each missing; if impossible, you lose.
DonationThe team shares 3 development points, 1 wine and 3 coins.
DroughtRemove 4 grain from the map.
EarthquakeTurn over 5 place tiles in the supply: they can no longer be taken.
EscapeRemove Le Blanc’s citizen if nobody has it yet.
Good TradeThe team may pay 8 coins to put 3 grain in the warehouse.
Good WindsAt round end one player may move by waterway for free, taking a good.
HighwaymanNo roads this round.
PilgrimageNo monks may be recruited this round.
ProgressEach may pay 4 coins (alone) to build a tower or station where their merchant is.
ReinforcementAdd this tile to the City Walls: one more knight is needed, or you lose.
SupportEach draws a follower, advances on its track with the bonus and gains another of that type.
TrainingEach advances on a track (not development) with its effect, but no follower.
TripAnyone with the merchant in Orléans at round end pays 4 coins alone; if someone cannot, you lose.
Wool MarketThe team may make up to 3 trades: buy or sell wool for 2 coins, brocade for 3.
B / C eventEffect
ArsonThe team removes 2 / 3 built place tiles for good, or 6 coins for each missing; if impossible, you lose.
Bon VoyageEach may pay 2 coins (alone) to move the merchant one connection, taking a good.
FamineEach returns 3 followers (not personal ones) to the supply, as many as possible.
Fishing GroundsCoins by boatmen-track position (none on the last space).
HarvestReturn food or pay coins, as in the base game.
IncomeCoins by development status.
PiratesAll wool and brocade on waterways go back to the supply.
Plague / Raging PlagueEach loses 1 / 2 followers drawn blind (personal ones are safe).
RatsRemove 2 cheese and 1 grain from the warehouse.
RobberyEach pays goods worth 5 points or destroys one of their towers; if someone cannot, you lose.
Rome CallingEach returns a monk — or the team removes one uncollected citizen.
SummoningMerchants return to Orléans, or each pays 5 coins alone to stay.
Witch HuntThe team loses 6 development points, a monk for each point not given; if impossible, you lose.
Invasion (C)At round end every objective must be complete: victory or defeat.
Rules

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