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Ludexv2026.11.01-65114139OrléansOfficial rulebook ↗

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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:

ModuleComponentsChanges
Orders23 order cardsDeliver goods to towns for points
Events34 hour glass tilesReplace the 18 base events
TradeBeneficial Deeds board, “Trade” sideReplaces the base deeds board
IntrigueSame board, “Intrigue” sideReplaces 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 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.

TileA events
IndulgenceIndulgence — each player may buy one follower of any kind except a monk for 2 coins, straight into the bag; no track move.
TrainingTraining — each player may pay 2 coins to advance on a track of their choice and take its bonus, but no follower. FAQ FAQ
HarvestHarvest — pay 1 food, or 5 coins.
Bon VoyageBon Voyage — in turn order each player may pay 2 coins to move the merchant one road or waterway, taking a good.
ConferenceConference (whole round) — no scholars may be hired.
CrusadeCrusade (whole round) — no knights may be hired.
StrikeStrike (whole round) — no craftsmen may be hired.
TaxTax — each player pays 3 coins.
TileB events
TripTrip — whoever has the merchant in Orléans pays 4 coins.
IncomeIncome — 2 coins per development status.
HarvestHarvest — pay 1 food, or 5 coins.
Fishing GroundsFishing Grounds — coins as shown by your position on the boatmen track.
RetrainingRetraining — spend one good to advance on the development track by its point value; or pay 3 coins and advance nothing.
WeddingWedding — each player draws 2 followers from the bag onto the market. FAQ
SabotageSabotage (whole round) — actions with a gear wheel on them cannot be used.
TaxTax — each player pays 3 coins.
TileC events
AmnestyAmnesty (whole round) — each new follower may go straight onto an action space; an action activated this way can be used this round.
MalfunctionMalfunction — discard one of your gear wheels to the supply. FAQ
TortureTorture — give up 5 things (not coins) under the torture rules. FAQ FAQ
Trading DayTrading Day — 1 coin per trading station.
PlaguePlague — lose one follower drawn blind (personal followers are safe).
VacationVacation (at once) — discard this tile and reveal the next one; the game has 17 rounds.
Book FireBook 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 TaxGoods Tax — 1 coin per 3 goods. FAQ
TileD events
DuesDues — discard goods worth at least 5 points; every point short is paid by torture.
Peasant UprisingPeasant 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 TaxTechnology Tax — 1 coin per gear wheel on your action spaces.
SummoningSummoning — bring your merchant back to Orléans (no goods), or pay 5 coins.
HarvestHarvest — pay 2 food, 5 coins for each one missing.
FamineFamine — return 3 followers of your choice (board or bag, not personal ones) to the supply.
Capitation TaxCapitation Tax — 2 coins per follower on your board (market included) and place tiles.
TitheTithe — 1 coin for every 10 coins you hold.

Beneficial Deeds Trade

The Trade side of the Beneficial Deeds board FAQ FAQ FAQ

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 (technology) 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.

DeedEach follower sentCompleting it
AlchemyAny follower; then draw one from your bag onto any action space (an action it completes is usable this round)citizen Citizen
Court of Lay AssessorsAny follower; 1 coinPerform any action once, activated or not, without removing followers
Thanksgiving / Sheep FarmingThe good on that space2 coins
Coinage3 coins3 more coins
Research2 development points3 more points
Towing ServiceEach boatman moves your merchant over water, taking a goodcitizen Citizen
Architecture1 citizen citizenBuild a trading station where your merchant is (Tavern lets you build beside another’s)
Town CharterA place tile: stack I after 1 trader step, any after 2citizen Citizen
NavigationA gear wheel, placed by the craftsmen-track rulescitizen Citizen

Intrigue

The Intrigue side of the Beneficial Deeds board FAQ

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.

CharacterEach followerCompletion
FraudSwap one of another player’s goods for one of yours1 good of your choice
ArsonistRemove a trading station in your merchant’s town (back to its owner)Build a trading station there
Kidnapper1 coin; send another merchant back to Orléanscitizen Citizen
Torturer1 coin; every other player gives up 1 thing by torturecitizen Citizen
Hangman2 coins; another player loses a follower drawn blindcitizen Citizen
Saboteur1 coin; remove one of another player’s placed followers (back to their bag)citizen Citizen
SpySteal a gear wheel onto the same space of your board1 gear wheel
Tax CollectorEvery other player pays you 2 coins (all they have, if less)3 coins
TraitorAdvance 1 on any track (no follower, no bonus); push a player who was ahead back 1citizen Citizen
Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close