With /join 2-5 players can join the game. With /start the game begins. alternative, you can use the Game Tool!
Origo takes place in the 400s in Europe. The different clans spread across the various countries are not always peaceful. You must buyild up your clans, attack the opposition or try and flee. Whoever places their people over all the regions and can collect the most points becomes the ruler of all Europe.
There are five different card types:
Row cards (26x) one or more Rows (designated by letters) on the board, where you can play (move or fight).
Column cards (26x) one or more Column (designated by numbers) on the board, where you can play .
Land cards (18x) designated by Country on the board, where you can play.
Population growth cards (16x) you may place in any the free square (horizontally or conformly) to one you already own.
Ship cards (12x) you may place on any free sea space.
Each player receives 10 cards at the beginning of the game.
There are 44/30/25/22 tribal shields each, with 2/3/4/5 players.
When playing with 2/3/4/5 players, place 12/8/5/4 tribal shields (alternating turns) onto the game board. The following applies:
The active player has the following options, which can be implemented in any order.
You do not have to play all these actions during your turn. You may even fit your turn completely. At the end of your turn your cards in hand are replenished to maintain 10 cards.
To bring a new tribe/shield into play, click on the button -Expand, select one of iyour hand cards and place it in an appropriate free space.
You may only attack fully equipped sea or already established country. The attacked space must be adjacent to the attacking tribe/shield and you must have the appropriate card to play in this space. To use this function, click on ¢attack, select a suitable card and then click on the space you would like to attack.
This will open the attack window, in which the target space and its eccentric spaces are shown. The current total combat value and the played cards of the aggressor are displayed on the left , while those of the defender are shown on the right. The combat score is calculated from all the played cards (2 points of attack for each card) and tribes/shields adjacent to the attacked space (1 point of attack for each shield). The defense is thus calculated (1 point of attack for each adjacent shield and the defending shield itself).
Here monster attacks the Nessi's black shield on G2. He already has 2 points of combat for his 2 blue shields. So he scores 2 points for playing the card –Gallien. Nessi has a basic defense value of 2, i.e. the attacked shield on G2 and in addition the shield on G3. If she does not want to lose this fight, she must play cards associated with this location to add to the fight.
The defender can select one or more cards, whichever fit the location of the space being attacked (column, row, population or land) and the click on the sword symbol. If the defender now equals or betters the attacker, the attacker must now play cards which suit in order to win the fight. Both sides can continue to add a card to the fight While they can do so. If you can no longer add you must click on the white flag. Whoever has the highest combat score claims the space. With a tie, the defender wins. That shiled of the losing player is then removed and replaced.
Both pplayers have been adding cards to the fight, however, after cards four Nessi had to pass and gain the loose the fight. Nessi's black shield on G2 is removed and replaced by Ungeheuer's blue shield
You can always play 2 actions during your turn: either expand your area twice or fight twice or expand once and fight once.
When moving you can move a shield via "Drag&Drop" to adjacent Country space, or adjacent sea space. Your own, adjacent shield may be jumped over. You may only move each shield once per turn.
Here blue could now move his shield on A6 to all the spaces refractive with a blue X.
Instead of moving, you may exchange 2 of your cards for 2 from the deck during your turn. To do this click on the ‐exchange button and then select the 2 cards you wish to exchange.
The sail button allows you to move shields in one sea to an adjacent empty space (land or sea). Your own adjacent shields may be jumped over. You can move as many of your shields in this sea up to 1 space.
At any time you can click in the player announcement panel to see the Score window. Click again to close it.
As soon as the last space in a country is occupied, this country is considered established. The furthest most left establishment marker is taken from the scoreboard and placed in that country and the tribal leader of that player is advanced as many points as shown on the freed up space on the scoreboard. If the movement of the tribal leader ends up on an occupied space, it advances to the next free space.
Each country can be established only once!
Tribal scoring takes place when an Established Country brander is taken from the 4th, 8th or 12th space (red spaces). It happens at end of these rounds. If a second tribal scoring is triggered during the same round, this is postponed to the end of the next round.
During tribal scoring, sea power and country rating is performed for each tribe. After scoring, the person in last place then chooses who will be the new starting player for the next round.
There must be at least 3 adjacent shields to form a clan. A clan can be spread over a sea or over several countries.
The #1, #2, #3, #4, #5 place score 8/6/4/1 points. With a tie, those players score the next lower value. If one player has more than one clan of the same size, he scores the points for the same place assumed by the number of clans.
Players receive 1 point for each shiled on a sea space. The player with the most shields on sea spaces receives a 2 points bonus, the player with the 2nd most sea power receives a 1 point bonus. With a tie, those players score the next lower value.
The countries are from left to right rated on the valuation border, i.e. one begins with Britannien and ends with Dalmatia. The player with the most shields in the country being scored gets the first number of points shown on the space for that country. The next player gets the 2nd number and the 3rd gets the 3rd number. With a tie, those players score the next lower value.
If All the spaces in an established country have one of your shields on them, then you have established! You get the first number of points shown on the space for that country plus 2 bonus.
Clan scoring: Blue has 14 shields which are connected and therefore scores 8 points. Black has the 2nd largest group and scores 6 points. Red has 2 clans each with 6 Sshields. Red therefore gets 2 x 4 points. The fourth place is therefore not scored and black gets 1 point for the clan with 5 black shields. Nothing else scores
Sea power scoring: Red has the greatest number of shields and scores 2 points of bonus plus 1 point for each shield, scoring a total of 5 points. Black and blue both have 2 shields. Since they tie, both will receive the 3rd place bonus (nothing) So they score one point for each shield (a score of 2).
Country Scoring Example
Scoring | United Kingdom Britain 4-2-1 | Belgium Belgium 2-1-1 | Scandinavia/ Skandinavia 3-2-1 | Germania Germany 4-2-1 | Poland Poland 2-1-1 | Baltic Sea Baltics 4-2-1 | Galleries/ France 4-2-1 | Helvetien/ Switzerland 2-1-1 | Dakien/ Rumania 3-2-1 | Hispanics/ Spain 4-2-1 | Italy Italy 4-2-1 | Dalmatia/ Dalmatia 3-2-1 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Blue | 4 | - | - | 4 | 2 | - | 4 | - | - | 4 | 4 | - |
Red | 1 | 2 | - | 2 | 1 | - | 2 | - | 2 | - | 2 | 3 |
Black | 1 | - | 3 | - | 1 | 4 | - | 2 | 3 | - | - | - |
Upper Rule | - | Red | - | - | - | - | - | Black | - | - | - | Red |
The game ends at the end of the round, in which one of the following conditions occurs:
The round in play is played to it's completion. The final Tribal Scoring now takes place. Whoever's tribal leader has the most points, wins the game.
Frequently asked questions can be found at FAQ