Origo - Guide

Starting The Game

With /join 2-5 players can join the game. With /start the game begins. Alternatively, you can use the Game Tool!

Object of the Game

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.

Game Board

  1. Player announcement (Player's Name, Score, Tribal Shields, Cards in Hand)
  2. Status indication with card deck
  3. Actions
  4. Cards in hand
  5. Tribal Leader
  6. Established Country Marker

Beginning of the Game

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 Columns (designated by numbers) on the board, where you can play .


Land cards (18x) designated by Land on the board, where you can play.


Population growth cards (16x) you may place in any neighbouring free square (horizontally or perpendicularly) 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 also 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:

  • In the large countries (8 spaces) no more than 4 shields in total may be placed.
  • In the smaller countries (up to 6 spaces) no more than 2 shields in total may be placed.

Flow of the game

The active player has the following options, which can be implement in any order.

  • Expanding or attacking (can be done twice)
  • Migrating 1 shield/tribe or swapping 2 cards
  • Sail a shield/tribe (in sea space), each may move one space.

You do not have to play all these actions during your turn. You may even pass your turn completely. At the end of your turn your cards in hand are replenished to maintain 10 cards.

Expanding or Attacking


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 a fully occupied sea or an already established country. The attacked space must be adjacent to the attacking tribe/shield and you must also 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 eight neighbouring 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 also calculated (1 point of attack for each adjacent shield and the defending shield itself).

Here Ungeheuer attacks the Nessi's black shield on G2. He already has 2 points of combat for his 2 blue shields. He also 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 neighbouring 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 whilst 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 four cards Nessi had to pass and thereby the lose 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 an adjacent Land space, or adjacent sea space. Your own, adjacent shield may be jumped over. You may only move each shield once per turn.

Beispiel Wandern

Here blue could can now move his shield on A6 to all the spaces highlighted with a blue X.

Karten tauschen

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.

Land Settlement

  1. Established Country Markers
  2. Tribal Scoring
  3. Sea Power
  4. Country Scoring

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

Tribal scoring takes place when an Established Country marker is taken from the 4th, 8th or 12th space (red spaces). It occurs at the 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.

Tribal Scoring

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 8/6/4/2/1 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 multiplied by the number of clans.

Sea Power

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.

Country Scoring

The countries are from left to right rated on the valuation border, i.e. one begins with Britannien and ends with Dalmatien. 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 sovereignty! You get the first number of points shown on the space for that country plus 2 bonus.

Scoring Example

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) They also score one point for each shield (a score of 2).

Country Scoring Example

Upper Rule-Red-----Black---Red

End of the Game

The game ends at the end of the round, in which one of the following conditions occurs:

  • the last Established Country marker is used
  • a player has placed his last shield on the board
  • all the players, one after another, have passed on their turn

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