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Revision as of 01:29, 2 April 2021 by Sharperhawk (talk | contribs) (→‎Placement Phase: Added rule for stacking cards)
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In Oriflamme (Citadels 2), players play for 6 rounds by playing influence cards and activating them. To seize power, you must conspire, fight and deduce how others will play. The player with the highest influence after 6 rounds wins!

Setup (What you need to know)

  • Each player takes 10 cards of their color and removes 3 randomly.
  • Everyone starts with 1 influence.
  • The resolution direction is placed.

Round of the Game

Each round consists of 2 phases. After the phases are played, the first player tile is passed to the left.

Placement Phase

  • The first player chooses a card and places it face down in the middle of the table.
  • The next player places another card to the left or right of all cards already placed.
  • You cannot play between cards.
  • Starting from the second round, you may place a card on top of your own card already in play. While a card is underneath another card, it cannot be targeted or revealed. It cannot gain influence or use its ability.
  • Once everyone has played a card, the placement phase is over.

Resolution Phase

  • Starting from the first card, players choose whether to reveal them.
  • If the card is not revealed, 1 influence is placed on it.
  • If the card is revealed, apply the card's effect and take all influences on it.
  • Repeat until the end of the queue is reached.
  • Each time you eliminate a card, you get 1 influence.
  • Cards in the queue will remain until they are discarded or eliminated.
  • Cards in the same family can be stacked. However, a covered card can never be revealed or targeted.

End of Game

  • The game ends when 6 rounds are played.
  • Influences still on the cards do not count.
  • The player with the most influence wins.
  • In case of a tie, the tied player with the most cards in the influence queue wins.

Abilities of Influences

  • Ambush: If revealed by another card, discard that card and gain 4 influence. Otherwise, gain 1 influence and discard ambush with any influence on it.
  • Archer: Eliminate the first or last card from the queue.
  • Assassination: Eliminate any card in the queue. Discard assassination.
  • Conspiracy: Gain double the amount of influence on the card. Discard conspiracy.
  • Heir: If there are no other cards revealed with the same name, gain 2 influence.
  • Lord: Earn 1 influence, plus 1 influence per adjacent card in your family.
  • Royal Decree: Move a card whether you want in the queue. Discard royal decree.
  • Shapeshifter: Copy the ability (not the name) of an adjacent card.
  • Soldier: Eliminate an adjacent card.
  • Spy: Steal 1 influence from a player with a card adjacent to the spy.