Oriflamme

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Overview

Oriflamme is a card game of conspiracy and cunning set in medieval France. The king has died without descendants, and influential families compete for power. Players place cards face down into a shared Influence Queue, then decide when to reveal them to trigger abilities and earn Influence Points. After 6 rounds, the player with the most Influence Points wins. Designed by Adrien and Axel Hesling.

Components

Each family of 10 cards contains the same 10 character types.

Setup

  1. Each player takes a complete family of 10 cards (same color).
  2. Shuffle your 10 cards, then remove 3 random cards face down without looking. Set them aside.
  3. Keep the remaining 7 cards as your hand (hidden from other players).
  4. Each player takes 1 Influence Point from the supply, placed in front of them.
  5. Pile remaining Influence Points in the center as the supply.
  6. The oldest player takes the First Player tile.
  7. The First Player places the Resolution Direction tile in the center. This sets the resolution direction for the entire game.

Turn Structure

The game plays over 6 rounds. Each round has 2 phases:

Phase 1: Placement Phase

  1. The First Player secretly chooses a card from their hand and places it face down in the center of the table.
  2. The next player (clockwise) places a card to the left or right of the existing cards, forming the Influence Queue.
  3. Each subsequent player places their card at either end of the Queue (never between cards).
  4. Phase ends when all players have placed exactly 1 card.

Phase 2: Resolution Phase

Starting from the first card in the Queue (per the Resolution Direction), each card is resolved in order:

After all cards are resolved, pass the First Player tile to the left. Cards remain in the Queue for the next round (unless eliminated or discarded).

Actions

Card Abilities (10 types)

Card Ability
Soldier Eliminate an adjacent card. Must eliminate even if it is your own. Gain 1 IP for eliminating.
Archer Eliminate the first or last card in the Queue. Gain 1 IP for eliminating.
Assassination Eliminate any card in the Queue (anywhere). Then discard Assassination. Gain 1 IP.
Royal Decree Move any card to any position in the Queue. Then discard Royal Decree.
Spy Steal 1 IP from a player who has a card adjacent to your Spy (from their personal supply, not from the card).
Lord Gain 1 IP, plus 1 IP per adjacent card belonging to your family (revealed or covered).
Heir Gain 2 IP – but only if no other revealed/uncovered Heir exists in the Queue.
Shapeshifter Copy the ability of an adjacent revealed, uncovered card. Retains the name “Shapeshifter.”
Conspiracy When revealed, gain double the Influence Points accumulated on it. Then discard.
Ambush If revealed by an opponent’s card targeting it: discard the attacker and gain 4 IP. If you reveal it yourself: gain 1 IP. Discard Ambush either way. All IP on Ambush are always discarded.

Stacking Cards (from Round 2 onward)

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Round structure: Place 1 card (ends of Queue) → Resolve Queue in direction order

Face-down card: +1 IP on it from supply each round it stays hidden

Revealed card: Collect IP from card, apply ability

Eliminating any card: +1 IP to the eliminator

Stacking: Play on your own card to cover it; covered cards are inactive

Game length: 6 rounds, 7 starting cards, 1 unplayed

Win: Most Influence Points after 6 rounds