Tips & Strategy
How to teach Orléans, first-game advice, openings, bag management, technology and place tiles, player counts, the expansions and solo — advice, not rules.
Advice only: where anything here differs from the rules pages, the rulebook wins.
How to teach
- Phase by phase. Watch It Played teaches the goal and bag-building idea, then setup, then the seven phases in order with the actions inside phase 5, and ends with the small general rules (drawing fewer to take followers back, looking in your bag). Ludex’s Teach the Game follows that order.
- Scoring first. Meeple University opens with how you score — coins, goods, and (stations + citizens) × development — so every action has a purpose before the phases are explained.
First game
- Open with the Village or the University. MeepleMaven recommends a craftsman (an early gear wheel on the Village or University), a boatman (coins from its track) or a scholar first, and advises against opening with the castle, a farmer or a trader until you know the pacing.
- Watch your market. You can never draw more than your free market spaces: followers left there block your next draw (Watch It Played).
- Plan with the event in view. The event is revealed at the start of the round but strikes at the end; keep food for Harvest and coins for Taxes.
- Do not neglect the farmers track. MeepleMaven notes that an uncontested farmers lead pays a coin nearly every round and can be worth 10–12 points.
Bag and turn order
- Keep the bag lean. Followers you no longer need go to the Beneficial Deeds, which also pays coins and citizens (MeepleMaven).
- Turn order matters. Supplies run out and only the last follower completes a deed: count what the players before you can still take (MeepleMaven, Gaming Rules!).
- Late boatmen are cheap points: the last boatman spaces pay 4 and 5 coins (MeepleMaven).
Technology and place tiles
- Gear wheels pay off most on places you use every round — the Village, the University or a movement action (MeepleMaven; slickerdrips puts one on the Wagon in The Dignitary).
- Spread the followers your place tiles need, so one follower type does not choke your engine.
- MeepleMaven rates the Laboratory, Cellar, Horse Wagon and Tailor Shop highly. Looking at every tile slows new players down: the Big Box’s 13 random tiles per category helps (Gaming Rules!).
Player counts
- 2 players: fewer followers and goods; the player behind on farmers never pays the census, and trading stations are a little stronger.
- 4–5 players: more competition for followers, deed spaces and towns. The Dice Tower prefers Orléans at 4–5 for that bustle.
Expansions
- Trade & Intrigue: Gaming Rules! calls the new events and the Trade deeds board essential, finds the orders add little, and would not play the Intrigue board again — it tears down engines; keep it for groups who enjoy direct conflict.
- The Plague: corpses break the usual openings. Clear them early with indulgences, keep the market below six corpses and use the plague doctor every round.
- Invasion: The Dice Tower recommends the co-op scenario above all and found Prosperity and The Duel weaker. In the co-op, share out the city goals early and remember each personal objective.
Solo
- The scenarios have fixed events: read the whole event track before round 1 and plan around the harsh rounds (slickerdrips, The Dignitary).
- In The Dignitary, knights (a bigger draw) and monks (wild) carry you to the deeds’ citizens.
Videos vs the rulebook
- Older printings let you choose from every place tile; the Big Box plays with 13 random tiles of each category (Place tiles), so videos that spread out all tiles show the old setup.
- Older editions use cardboard “character tiles”; the Big Box has wooden followers with the same rules.
- Base-game Income pays 3, 2 or 1 coins per status depending on the tile’s letter; the expansions’ Income tiles pay 2 per star. Check which tile is out before counting.
Host game
Start with the three scoring sources, then play the seven phases with the event face up. On turns 1–3, point to the Knights track before drawing and count free Market spaces. Let players choose their openings; check that planned actions have all required Followers before anyone starts resolving them.
Rehearse a crowded Market
Suppose your Knights track allows four Followers but you have only three free Market spaces. Draw at most three from the bag: an unused Follower already on the Market still occupies its space. You may choose to draw fewer, but cannot exceed either limit.
Contrast a Knight with a Boatman: recruiting the Knight advances the track that increases future draws; recruiting a Boatman advances its own track and can award its printed coins or final Citizen. The Boatman does not increase draw capacity. Followers phase and Castle.
Sources
- Orleans - How To Play — Watch It Played
- Orléans - Start Playing in 13 Minutes. Including Expansions Invasion and Trade & Intrigue — Meeple University
- Orleans Strategy Guide: From Opening Moves to Advanced Tactics — MeepleMaven
- Orleans (and expansions) - A Gaming Rules! Review — Gaming Rules!
- Orléans Invasion review - with Tom Vasel — The Dice Tower
- Orléans: Invasion - The Dignitary - Solo Playthrough — slickerdrips
- Rulings: the BGG threads linked in the FAQ.