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KirbyDerby (talk | contribs) m (Changed all the "Influnce" into "Influence") |
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==Objective== | ==Objective== | ||
In Oriflamme (Citadels 2), players play for 6 rounds by playing | 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)== | ==Setup (What you need to know)== | ||
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===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 | * 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 | * 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. | * Repeat until the end of the queue is reached. | ||
* Each time you eliminate a card, you get 1 | * 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. | ||
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==End of Game== | ==End of Game== | ||
* The game ends when 6 rounds are played. | * The game ends when 6 rounds are played. | ||
* | * Influences still on the cards do not count. | ||
* The player with the most | * The player with the most influence wins. | ||
* In case of a tie, the tied player with the most cards in the | * In case of a tie, the tied player with the most cards in the influence queue wins. | ||
==Abilities of | ==Abilities of Influences== | ||
* Ambush: If revealed by another card, discard that card and gain 4 | * 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. | * Archer: Eliminate the first or last card from the queue. | ||
* Assassination: Eliminate any card in the queue. Discard assassination. | * Assassination: Eliminate any card in the queue. Discard assassination. | ||
* Conspiracy: Gain double the amount of | * 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 | * Heir: If there are no other cards revealed with the same name, gain 2 influences. | ||
* Lord: Earn 1 | * 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. | * 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. | * Shapeshifter: Copy the ability (not the name) of an adjacent card. | ||
* Soldier: Eliminate an adjacent card. | * Soldier: Eliminate an adjacent card. | ||
* Spy: Steal 1 | * Spy: Steal 1 influence from a player with a card adjacent to the spy. |
Revision as of 23:45, 4 February 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 (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 place it facedown 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.
- 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 influences.
- 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.