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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Teach the Game

A script to teach Orléans at the table — how you win, the boards, a round, the end, every way to score and what each follower and resource is for.

How you win

“We are noble families in medieval France. We fill a bag with followers — farmers, boatmen, craftsmen, traders, knights, scholars and monks — draw a handful each round and put them to work. Eighteen rounds, about ninety minutes. The most victory points wins.”

You score from three things:

The loop: draw followers, place them to complete places, take the actions — which bring more and better followers, coins, goods, trading stations, citizens and development.

The boards

The game board: follower tracks on the left, the map on the right, the development track below FAQ FAQ FAQ FAQ

A player board FAQ FAQ

A round

  1. Hour glass — turn the next event (it happens in step 6). Details
  2. Census — most farmers +1 coin, fewest −1. Census
  3. Followers — draw as many as your knights track allows onto your market. Followers
  4. Planning — all at once, place followers on the spaces of the places you want. Planning
  5. Actions — in turn, one completed place each, until all pass; used followers go back in the bag. Actions
  6. Event — everyone resolves the event. Events
  7. Start player — the token passes left.

The places (all of them):

PlaceGives
Farm Housefarmer farmer + a good
Villageboatman boatman (coins), craftsman craftsman (gear wheel (technology) gear wheel) or trader trader (place tile)
Universityscholar scholar + development
Castleknight knight: draw more followers
Monasterymonk monk: wild follower
Ship / WagonMove your merchant merchant by water / road, take a good
GuildhallBuild a trading station trading station
Scriptorium1 development point
Town HallSend followers to the Beneficial Deeds

How the game ends

After 18 rounds (the last hour glass tile). The player with the most trading stations takes the citizen on the map; then score (Final scoring). A tie goes to the player further along the development track.

Ways to score

SourceHowWhen
coin Coins1 point eachEnd
Goodsbrocade 5, wool 4, wine 3, cheese 2, grain 1End
trading station Trading stationsEach × development statusEnd
citizen CitizensEach × development statusEnd
Place tilesMerchant House, Port, Depot, Bakery and others score extraEnd
[T&I] OrdersPoints on each fulfilled cardEnd
[Plague] IndulgencesPoints on each fulfilled card; −1 per corpseEnd
[Prosperity] StructuresPoints on each manned structureEnd
TortureWhatever you give up is lostDuring play

What each resource is for

ResourceWhy you need itHow you get itHow you use it
farmer boatman craftsman trader Basic followersMost places need themFarm House, VillageOn action spaces
knight KnightsDraw more each roundCastleShip, Wagon, Guildhall, Scriptorium
scholar ScholarsDevelopmentUniversityMonastery, Scriptorium
monk MonksWild on any action spaceMonasteryAnywhere on your boards
gear wheel (technology) Gear wheelsA place needs one follower fewer, for goodCraftsmen, LaboratoryOn an action space
coin CoinsEvents, pointsBoatmen, Income, Trading Day, deedsPay events; 1 point each
GoodsPoints, food for HarvestShip and Wagon on the map; Farm HouseHarvest, taxes, orders; points
citizen CitizensMultiplied by developmentDeeds, track ends, development trackScore at the end
DevelopmentThe end-game multiplierUniversity, Scriptorium, deedsStatus 1 to 6

Teaching tips

Rules

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