ORIFLAMME
3 - 5 players
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At the end of 6 rounds of play,
the player whose family
has accumulated the greatest number
of Influence Points wins the game.
<Components>
- 50 Influence cards
(10 in 5 different colors)
- 70 Influence Point tokens
(value 1 and 5)
- 1 First Player tile
- 1 Resolution Direction tile
<Set Up>
Each player takes a complete family,
represented by 10 cards of the same color.
Shuffle your 10 cards,
then removes 3 random cards,
and set them aside face down 1.
Keep the remaining 7 cards in your hand,
without showing them to the other players 2.
Each player takes 1 Influence Point 3.
Place it in front of you.
Pile all the other Influence Points on the table
where everyone can reach them,
forming the supply 4.
The oldest player starts the game.
This player takes the First Player tile 5,
and places it in front of them.
The First Player places the Resolution Direction tile
6 in the middle of the table.
This indicates the direction in which
the effects of the cards in the Influence Queue 7
will be applied for the entirety of the game.
<Game Progress>
Oriflamme plays over 6 rounds.
Each round consists of 2 phases :
Placement Phase and Resolution Phase
1. Placement Phase
Each player MUST play a card
from their hand.
The first player secretly chooses a card
from their hand and places it face down
in the middle of the table.
As long as a card is face down
it is considered “unrevealed”.
The next player(clockwise) must place
a card to the right or left of the first card
in order to form a horizontal line of cards :
the “Influence Queue”.
And so forth, with each subsequent player
playing their card to the left or right
of all the cards already placed.
You cannot play between cards.
The placement phase is complete
once everyone has placed one card
from their hand on the table.
2. Resolution Phase
Each player MAY reveal
one or more of their cards
they have placed,
and MUST activate the abilities
of those they have revealed.
The player whose card is in the first position
in the Influence Queue
(according to the Resolution Direction)
chooses whether to reveal their card :
- If they do not reveal it,
the card remains face down, has no effect,
and that player places 1 Influence Point on it.
- If they reveal it,
they immediately apply the card’s effect,
and gain any Influence Points on it.
Repeat this operation with the following card,
and so forth until the end of the Influence Queue.
Depending on the players’ choices,
it is quite possible that no cards are flipped over,
that only some are, or that all are.
It is quite possible to reveal a card
in the same round in which it was placed,
with no Influence Points on it.
During this phase, each revealed card
will apply its ability, eliminate a card,
remain in play, or be discarded.
REVEAL A CARD
When you reveal one of your cards,
you gain the token that have been placed on it.
There are 2 exceptions to this rule :
- Conspiracy earns you double
the token placed on it.
- Ambush never earns you
any of the token placed on it.
When Ambush is revealed,
discard all of them.
APPLY AN ABILITY
Once a card is revealed,
you must apply its ability during
the resolution phase of each round.
For example, a Soldier must always
eliminate an adjacent card,
even if it is from the same family.
ELIMINATE A CARD
Each time you eliminates a card
(no matter which color),
you gain 1ß token.
Place eliminated cards face up
in front of their owner.
Everyone can look at these.
DISCARD A CARD
Certain cards must be discarded
after applying their ability.
Place discarded cards face up
in front of their owner.
Everyone can look at these.
REMAIN IN PLAY
Cards in the Influence Queue
will remain there for the following round,
whether they are face down or face up
(unless the card indicates it should be
discarded after applying its ability).
A card in the Influence Queue,
that is revealed and not covered,
continues to apply its ability
in the following round.
A NEW ROUND OF THE GAME
The player who has the First Player tile
passes it to the left.
A new round of the game begins.
Cards in the Influence Queue remain
where they are, as they are.
The new first player chooses a card
from their hand to place face down
at the beginning or end of the Influence Queue,
and so forth until everyone has placed
a new card face down.
Then, resolve the Influence Queue
in the resolution direction.
- For each card already revealed,
apply its ability anew.
- For each card face down,
its owner decides whether to reveal it.
If it is revealed, apply its ability.
If it remains face down, add 1 token to it.
STACKS OF CARDS
Starting with the 2nd round of the game,
it is possible to place a card
in the Influence Queue by creating a stack of cards.
You can only play a card ON
another of your own cards, already in play,
regardless of whether it is revealed.
The card just played now
covers the previous one.
We call this a “stack of cards ”.
As long as a card is covered,
it is not taken into account
during the resolution phase.
A covered card thus can neither be revealed,
accumulate additional token on it,
apply its ability, let you take its token,
nor be targeted by another player.
There is no limit to the number
of cards that can be stacked.
This means you should be careful not to lose
too many tokens by playing
too many cards atop one another.
<How to Finish the Game>
Because you started the game
with 7 cards in your hand,
after the 6 rounds of the game,
you will have 1 card left.
You will not play this card.
Whoever accumulated the most
Influence Points wins the game!
Your Influence Points are visible
throughout the game.
At the end of the game,
Influence Points still on the cards
in the Influence Queue do not count
in the final score.
If there is a tie, the tied player
with the most cards still
in the Influence Queue wins.
<Abilities>
- ARCHER
: Eliminate the first or last card
from the Queue.
It doesn’t matter whether
the target card is revealed.
If you have no other choice,
you must eliminate a card from your family,
but you still earn 1 token.
- SOLDIER
: Eliminate an adjacent card.
It doesn’t matter whether
the target card is revealed.
If you have no other choice,
you must eliminate a card from your family,
but you still earn 1 token.
- SPY
: Steal 1 token from a player
who has a card adjacent to your Spy.
It doesn’t matter whether
the target card is revealed.
If you have to steal from yourself,
you end up with the same number of tokens.
Steal the token from the player’s stack,
not from the adjacent card.
- HEIR
: If there is no other card revealed
with the same name, gain 2 tokens.
As soon as another Heir is revealed
and uncovered in the Queue,
no Heirs gain any tokens.
- ASSASSINATION
: Eliminate any card in the Queue.
Discard Assassination.
It doesn’t matter whether
the target card is revealed.
This is the only card that allows you to kill
wherever you like in the Influence Queue.
- ROYAL DECREE
: Move a card wherever
you want in the Queue.
Discard Royal Decree.
To move a character,
leave the Royal Decree where it is,
make the move, then remove the Royal Decree
and continue resolution with the next card.
- LORD
:Earn 1 token, plus 1 token per
adjacent card that is in your family.
Each adjacent card in your family
earns you 1 token,
regardless of whether it is revealed or covered.
- SHAPESHIFTER
: Copy the ability of
an adjacent revealed card.
The target card must be revealed and uncovered.
The Shapeshifter copies only
the ability of a card, not its name.
No matter what it copies,
the Shapeshifter always retains its name,
Shapeshifter.
If you copy the only Heir in the Queue,
you gain 2 tokens
- unless there is another Shapeshifter in the Queue.
- AMBUSH
: If revealed by an opponent’s card,
discard the attacker and gain 4 tokens.
If you reveal it yourself, gain 1 token.
Discard Ambush.
If an opponent’s card targets
your Ambush, discard this card.
Ambush is discarded with
any token placed on it,
and gain 4 tokens from the supply.
If you reveal your own Ambush,
discard Ambush and any token placed on it,
and gain 1 token from the supply.
If an opponent’s Soldier eliminates your Ambush,
the Soldier’s owner gains 1 token
for eliminating a card, and you gain 4 tokens.
Both cards and all tokens
on Ambush are discarded.
If your Soldier eliminates your Ambush,
you gain 2 tokens.
1 token because your Soldier
eliminated a card,
and 1 token because you have revealed
your own Ambush.
Both cards are discarded,
along with all tokens on Ambush.
- CONSPIRACY
: Gain double the tokens accumulated on
Conspiracy when it is revealed.
Discard Conspiracy.
If there are 3 tokens on
this card when you reveal it,
you gain them, as well as 3 more,
for a total of 6.
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