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Gamehelporiflamme: Difference between revisions
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==Objective== | [[Category:Card games]] | ||
== Objective == | |||
==Setup | * In Oriflamme (Citadels 2), players play for 6 rounds by playing influence cards and activating them. | ||
* Each player takes 10 cards of their | * To seize power, you must conspire, fight and deduce how others will play. | ||
* The player with the highest influence after 6 rounds wins! | |||
== Setup == | |||
* Each player takes 10 cards of their colour and removes 3 randomly. | |||
* Everyone starts with 1 influence. | * Everyone starts with 1 influence. | ||
* The resolution direction is placed. | * The resolution direction is placed. | ||
== | == Game play == | ||
Each round consists of 2 phases. After the phases are played, the first player tile is passed to the left. | |||
* 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 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. | * The next player places another card to the left or right of all cards already placed. | ||
* You cannot play between cards. | * 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. | * 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. | * Once everyone has played a card, the placement phase is over. | ||
===Resolution Phase=== | === Resolution Phase === | ||
* Starting from the first card, players choose whether to reveal them. | * 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 not revealed, 1 influence is placed on it. | ||
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* Each time you eliminate a card, you get 1 influence. | * 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 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. | * Cards in the same family can be stacked. | ||
** However, a covered card can never be revealed or targeted. | |||
== Game End == | |||
* The game ends when 6 rounds are played. | * The game ends when 6 rounds are played. | ||
* Influences still on the cards do not count. | * Influences still on the cards do not count. | ||
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* In case of a tie, the tied player with the most cards in the influence queue wins. | * In case of a tie, the tied player with the most cards in the influence queue wins. | ||
==Abilities of Influences== | == Abilities of Influences == | ||
* Ambush: If revealed by another card, discard that card and gain 4 influence | |||
* Archer: Eliminate the first or last card from the queue. | * '''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. | ||
* Assassination: Eliminate any card in the queue. Discard assassination. | * '''Archer''': Eliminate the first or last card from the queue. | ||
* Conspiracy: Gain double the amount of influence on the card. Discard conspiracy. | * '''Assassination''': Eliminate any card in the queue. Discard assassination. | ||
* Heir: If there are no other cards revealed with the same name, gain 2 influence. | * '''Conspiracy''': Gain double the amount of influence on the card. Discard conspiracy. | ||
* Lord: Earn 1 influence, plus 1 influence per adjacent card in your family. | * '''Heir''': If there are no other cards revealed with the same name, gain 2 influence. | ||
* Royal Decree: Move a card wherever you want in the queue. Discard royal decree. | * '''Lord''': Earn 1 influence, plus 1 influence per adjacent card in your family. | ||
* Shapeshifter: Copy the ability (not the name) of an adjacent card. | * '''Royal Decree''': Move a card wherever you want in the queue. Discard royal decree. | ||
* Soldier: Eliminate an adjacent card. | * '''Shapeshifter''': Copy the ability (not the name) of an adjacent card. | ||
* Spy: Steal 1 influence from a player with a card adjacent to the spy. | * '''Soldier''': Eliminate an adjacent card. | ||
* '''Spy''': Steal 1 influence from a player with a card adjacent to the spy. |
Latest revision as of 22:22, 26 December 2021
Objective
- 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
- Each player takes 10 cards of their colour and removes 3 randomly.
- Everyone starts with 1 influence.
- The resolution direction is placed.
Game play
- 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.
Game End
- 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 wherever 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.