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.
| Component | Use |
|---|---|
![]() | Reverse of the game board, with fortified-tower spaces at the 13 border towns |
![]() | 5 achievements and 5 common objectives |
![]() | One per player: four extra actions FAQ |
![]() | Only for the Councilman FAQ FAQ |
| 9 character cards | Personal objectives (Cards & Components) |
| 31 hour glass tiles | 16 A, 14 B, 1 C |
Setup changes
Set up the base game with these changes:
- Turn the game board to its Invasion side and put the City Defense board (“the City”) beside it.
- Use only these place tiles — I: Cheese Factory, Hayrick, Herb Garden, Library, Shipping Line, Tailor Shop, Vineyard, Windmill, Winery, Wool Manufacturer; II: Black Market, Cellar, Gunpowder Tower, Horse Wagon, Laboratory, Market Stand, Pharmacy, School, Stage Coach, Tavern, Well.
- Shuffle hour glass piles A and B separately and draw blind:
| Players | A tiles | B tiles | Rounds |
|---|---|---|---|
| 2–3 | 9 | 8 | 18 |
| 4–5 | 8 | 7 | 16 |
Stack the C tile (Invasion) at the bottom, the B tiles on it, the A tiles on top.
- Put a citizen on every empty citizen space of the game board (10) and 5 more on the City’s achievements.
- With 3 players put a trading station of an unused colour as a fortified tower in La Châtre, Briare and Tours; with 2 players also in Étampes, Montargis, St-Amand-Montrond and Chinon.
- Each player draws a character card face up (or choose one). The Councilman also takes the Assembly Hall.
- Each player takes a Support board. No base hour glass tiles, no base Beneficial Deeds.
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
| Action | Effect |
|---|---|
| Vehicle | Send up to 3 goods to the City or to another player — one destination |
| Guild House | Send up to 4 coins (in value) to the City or to another player — one destination |
| Hostel | Give a follower from your market to another player, who may place it at once on an action space; it stays with them |
| Palatinate | Use 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 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.
Common objectives
| Objective | 2 players | 3 players | 4 players | 5 players |
|---|---|---|---|---|
| 5 | 8 | 10 | 13 | |
| 7 | 8 | 9 | 10 | |
| 30 | 40 | 50 | 50 | |
| Warehouse ( | 6 / 3 / 3 | 10 / 5 / 5 | 12 / 6 / 6 | 14 / 7 / 7 |
| All 13 border towns |
- Citizens: Le Blanc’s citizen comes when anyone builds there. The three citizens below the goods beside the tracks come when that goods pile is emptied (they are kept even if it refills). The citizen by the craftsmen track comes once every one of the six follower tracks has a cube on its last space.
- Fortified towers: use your own Guildhall with your merchant in the border town, placing a trading station on its tower space. Ordinary trading stations go only in towns without a tower space.
Characters
Every personal objective must be met by the end:
| Character | Personal objective |
|---|---|
| Librarian | Development status 5; a trading station in Loches; 4 place tiles |
| Mayor | 10 coins and 2 citizens of your own (not counted for the team) |
| Fisherman | Last space of the boatmen track; 4 monks; 2 wool |
| Scholar | Last development space (status 6); 4 trading stations (not towers) on the map |
| General | Last space of the knights track; 4 gear wheels on your boards and tiles |
| Merchant | 50 points in brocade, wool and coins only |
| Councilman | Fill the Assembly Hall — only you may send followers there |
| Innkeeper | 16 points in grain, cheese and wine; trading stations in Châteaudun and Châteauroux |
| Estate Manager | Pay 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 event | Effect |
|---|---|
| Assembly | Nobody may use the Town Hall this round. |
| Demolition | The team returns 2 (2–3 players) or 3 (4–5) gear wheels, paying coins for each missing; if impossible, you lose. |
| Donation | The team shares 3 development points, 1 wine and 3 coins. |
| Drought | Remove 4 grain from the map. |
| Earthquake | Turn over 5 place tiles in the supply: they can no longer be taken. |
| Escape | Remove Le Blanc’s citizen if nobody has it yet. |
| Good Trade | The team may pay 8 coins to put 3 grain in the warehouse. |
| Good Winds | At round end one player may move by waterway for free, taking a good. |
| Highwayman | No roads this round. |
| Pilgrimage | No monks may be recruited this round. |
| Progress | Each may pay 4 coins (alone) to build a tower or station where their merchant is. |
| Reinforcement | Add this tile to the City Walls: one more knight is needed, or you lose. |
| Support | Each draws a follower, advances on its track with the bonus and gains another of that type. |
| Training | Each advances on a track (not development) with its effect, but no follower. |
| Trip | Anyone with the merchant in Orléans at round end pays 4 coins alone; if someone cannot, you lose. |
| Wool Market | The team may make up to 3 trades: buy or sell wool for 2 coins, brocade for 3. |
| B / C event | Effect |
|---|---|
| Arson | The team removes 2 / 3 built place tiles for good, or 6 coins for each missing; if impossible, you lose. |
| Bon Voyage | Each may pay 2 coins (alone) to move the merchant one connection, taking a good. |
| Famine | Each returns 3 followers (not personal ones) to the supply, as many as possible. |
| Fishing Grounds | Coins by boatmen-track position (none on the last space). |
| Harvest | Return food or pay coins, as in the base game. |
| Income | Coins by development status. |
| Pirates | All wool and brocade on waterways go back to the supply. |
| Plague / Raging Plague | Each loses 1 / 2 followers drawn blind (personal ones are safe). |
| Rats | Remove 2 cheese and 1 grain from the warehouse. |
| Robbery | Each pays goods worth 5 points or destroys one of their towers; if someone cannot, you lose. |
| Rome Calling | Each returns a monk — or the team removes one uncollected citizen. |
| Summoning | Merchants return to Orléans, or each pays 5 coins alone to stay. |
| Witch Hunt | The 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. |



