Expansion: Trade & Intrigue
Trade & Intrigue's four modules for Orléans: order cards, 34 new events, the Trade Beneficial Deeds and the Intrigue board of nefarious characters — setup, rules and scoring.
Short tag: [T&I]
What it adds
Four independent modules; add any one or any combination to the base game:
| Module | Components | Changes |
|---|---|---|
| Orders | 23 order cards | Deliver goods to towns for points |
| Events | 34 hour glass tiles | Replace the 18 base events |
| Trade | Beneficial Deeds board, “Trade” side | Replaces the base deeds board |
| Intrigue | Same board, “Intrigue” side | Replaces the base deeds board; player interaction |
The Trade and Intrigue sides replace the base Beneficial Deeds board: use only one deeds board in a game. In the Big Box the expansion’s extra place tiles are simply part of the place-tile stacks.
Orders
Orders setup
Shuffle the order cards into a face-down pile and lay the top 5 face up beside the board.
Fulfilling an order
Each order shows a town and the goods to deliver there. Whenever your
merchant
is in that town after one of your actions, you may at once fulfil the order: pay the goods, take the
card and turn up a replacement. The delivered goods leave the game.
Fulfilling an order ends your round: you must pass straight afterwards.
Order scoring
At the end, add the victory points printed on your order cards.
Events
Events setup
Put the base hour glass tiles away. Set the 2 Silentium tiles aside and sort the other 32 into piles A, B, C and D (8 each); shuffle each pile. Build the stack: a Silentium at the bottom, then 4 random D tiles, 4 C, 4 B, 4 A and the second Silentium on top — 18 tiles in all.
Variant: use the D tile Peasant Uprising at the bottom instead of a Silentium (then 4 more D tiles and so on), so the last round has an uprising instead of a quiet round.
Playing the events
Reveal a tile in phase 1 as usual. Most events happen in phase 6; tiles marked with a round symbol apply at another moment or for the whole round, as described. Any event that demands coins you cannot pay leads to torture. Silentium rounds have no event.
| Tile | A events |
|---|---|
![]() | Indulgence — each player may buy one follower of any kind except a monk for 2 coins, straight into the bag; no track move. |
![]() | Training — each player may pay 2 coins to advance on a track of their choice and take its bonus, but no follower. FAQ FAQ |
![]() | Harvest — pay 1 food, or 5 coins. |
![]() | Bon Voyage — in turn order each player may pay 2 coins to move the merchant one road or waterway, taking a good. |
![]() | Conference (whole round) — no scholars may be hired. |
![]() | Crusade (whole round) — no knights may be hired. |
![]() | Strike (whole round) — no craftsmen may be hired. |
![]() | Tax — each player pays 3 coins. |
| Tile | B events |
|---|---|
![]() | Trip — whoever has the merchant in Orléans pays 4 coins. |
![]() | Income — 2 coins per development status. |
![]() | Harvest — pay 1 food, or 5 coins. |
![]() | Fishing Grounds — coins as shown by your position on the boatmen track. |
![]() | Retraining — spend one good to advance on the development track by its point value; or pay 3 coins and advance nothing. |
![]() | Wedding — each player draws 2 followers from the bag onto the market. FAQ |
![]() | Sabotage (whole round) — actions with a gear wheel on them cannot be used. |
![]() | Tax — each player pays 3 coins. |
| Tile | C events |
|---|---|
![]() | Amnesty (whole round) — each new follower may go straight onto an action space; an action activated this way can be used this round. |
![]() | Malfunction — discard one of your gear wheels to the supply. FAQ |
![]() | Torture — give up 5 things (not coins) under the torture rules. FAQ FAQ |
![]() | Trading Day — 1 coin per trading station. |
![]() | Plague — lose one follower drawn blind (personal followers are safe). |
![]() | Vacation (at once) — discard this tile and reveal the next one; the game has 17 rounds. |
![]() | Book Fire — move back to the previous star on the development track (even from a star); coins passed are not lost and are paid again when you pass them again. |
![]() | Goods Tax — 1 coin per 3 goods. FAQ |
| Tile | D events |
|---|---|
![]() | Dues — discard goods worth at least 5 points; every point short is paid by torture. |
![]() | Peasant Uprising (whole round) — in planning, farmers may stand in for any follower except monks; in phase 6 farmers still on other followers’ spaces return to the bag. |
![]() | Technology Tax — 1 coin per gear wheel on your action spaces. |
![]() | Summoning — bring your merchant back to Orléans (no goods), or pay 5 coins. |
![]() | Harvest — pay 2 food, 5 coins for each one missing. |
![]() | Famine — return 3 followers of your choice (board or bag, not personal ones) to the supply. |
![]() | Capitation Tax — 2 coins per follower on your board (market included) and place tiles. |
![]() | Tithe — 1 coin for every 10 coins you hold. |
Beneficial Deeds Trade
Trade setup
Use the Trade side instead of the base board. With 2 or 3 players cover the rightmost space of every
deed with a white marker; with 2 players Research and Court of Lay Assessors are closed. Put the
pictured goods below Thanksgiving and Sheep Farming, and one
gear wheel per free space next
to Navigation.
The Trade deeds
Same rules as the base deeds (no personal followers). You may send followers even when a bonus is useless to you; filling the last space still earns the citizen.
| Deed | Each follower sent | Completing it |
|---|---|---|
| Alchemy | Any follower; then draw one from your bag onto any action space (an action it completes is usable this round) | |
| Court of Lay Assessors | Any follower; 1 coin | Perform any action once, activated or not, without removing followers |
| Thanksgiving / Sheep Farming | The good on that space | 2 coins |
| Coinage | 3 coins | 3 more coins |
| Research | 2 development points | 3 more points |
| Towing Service | Each boatman moves your merchant over water, taking a good | |
| Architecture | 1 | Build a trading station where your merchant is (Tavern lets you build beside another’s) |
| Town Charter | A place tile: stack I after 1 trader step, any after 2 | |
| Navigation | A gear wheel, placed by the craftsmen-track rules |
Intrigue
Intrigue setup
Use the Intrigue side instead of the base board. With 2 or 3 players cover each character’s rightmost space; with 2 players Arsonist and Spy are closed.
Nefarious characters
Send followers with the Town Hall as usual, in any order across a character’s spaces; each follower triggers the character, and filling the last space gives the completion bonus.
Bribes: a player targeted by your action may offer you coins and/or goods. If you accept, they are spared.
| Character | Each follower | Completion |
|---|---|---|
| Fraud | Swap one of another player’s goods for one of yours | 1 good of your choice |
| Arsonist | Remove a trading station in your merchant’s town (back to its owner) | Build a trading station there |
| Kidnapper | 1 coin; send another merchant back to Orléans | |
| Torturer | 1 coin; every other player gives up 1 thing by torture | |
| Hangman | 2 coins; another player loses a follower drawn blind | |
| Saboteur | 1 coin; remove one of another player’s placed followers (back to their bag) | |
| Spy | Steal a gear wheel onto the same space of your board | 1 gear wheel |
| Tax Collector | Every other player pays you 2 coins (all they have, if less) | 3 coins |
| Traitor | Advance 1 on any track (no follower, no bonus); push a player who was ahead back 1 |































