Overview
De l’Orc pour les braves is a card game by Bruno Faidutti for 4-7 players that blends real-time reflexes, memory, and tactics. Players command armies of bandits, orcs, skeletons, dwarves, giants, and goblins in chaotic battles. Each round has two distinct phases: a real-time recruitment phase (similar to Jungle Speed) where players grab cards to compose their armies, followed by a calmer war phase with four successive tactical battles. The alternation of these phases, combined with the special role of the wizard who distributes cards, gives the game an unusual rhythm.
Components
- Deck of army/unit cards (featuring bandits, orcs, skeletons, dwarves, giants, goblins)
- Wizard role marker
- Scoring tokens or track
- Rules booklet
Setup
- Shuffle the army card deck.
- Determine who plays the Wizard first (the card distributor).
- Seat players around the table within grabbing distance of the central area.
- Prepare scoring tokens.
Turn Structure
Each round consists of two phases:
- Recruitment Phase (Real-Time): The Wizard distributes cards rapidly. Players grab cards in real-time, racing to build the strongest army possible. This phase plays similarly to Jungle Speed, requiring fast reflexes and pattern recognition.
- War Phase (Turn-Based): Four successive battles are fought using the cards players acquired during recruitment. This phase is calmer and more tactical.
Actions
Recruitment (Real-Time)
- The Wizard reveals and distributes cards.
- Other players compete in real-time to grab cards that will strengthen their armies.
- Reflexes, speed, and memory of available cards determine who gets the best units.
War Phase (Four Battles)
- Players play cards from their recruited hand to fight four successive battles.
- Each battle compares the armies deployed by the competing players.
- Unit types have strengths and weaknesses against each other.
Wizard Role
- The Wizard controls the pace of card distribution during recruitment.
- The Wizard role rotates between rounds.
Scoring / Victory Conditions
Players earn points for winning battles in the war phase. The player with the most total points across all rounds wins the game. The specific scoring depends on the battle results and the strength of defeated opponents.
Special Rules & Edge Cases
- Phase Contrast: The rapid, chaotic recruitment phase contrasts with the deliberate tactical war phase, creating the game’s unique rhythm.
- Wizard’s Power: The Wizard’s card distribution timing affects what other players can grab, giving the role indirect influence over the round.
- Unit Interactions: Different creature types (orcs, dwarves, goblins, etc.) have specific combat relationships, making army composition important.
- Memory Element: Remembering which cards have been taken and which remain available helps in both recruitment and war phases.
- Player Count: The game requires 4-7 players due to the real-time grabbing mechanic requiring sufficient competition.
Player Reference
Round: Real-time Recruitment (grab cards) → Tactical War Phase (4 battles)
Recruitment: Wizard distributes cards; others grab in real-time (Jungle Speed style)
War: Play cards from recruited hand across 4 battles
Win: Most points from winning battles across all rounds
Units: Bandits, Orcs, Skeletons, Dwarves, Giants, Goblins