1 Rules Orange Shall Overcome! Version 5.0 Age:12+ Playing time: 45-90 minutes Players: 1-5 Content Rulebook, player boards and prison card sheet 1 Rulebook 5 Player boards 5 Reference cards 1 Prison card sheet Meeples 5 Player meeples in different colors 10 Small meeples, 2 of each of the player colors 2 Big orange meeples Tokens 1 Mission track token (OZO) 1 Occupier track token (Stahlhelm) 12 Of each “resource”: money, network, sabotage and food stamps 26 Mission tokens 3 Standard person in hiding tokens 5 Safe location tokens 12 occupier tokens Die 1 12 Sided die (= D12) Cards 18 Mission cards 15 Characters cards 48 Occupier cards 22 Control cards 8 Location cards Discs and pawns 5 Orange discs for the courage track, 1 disc per player 5 Black discs for the suspicion track, 1 disc per player 3 Black mission pion
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Rules Orange Shall Overcome! - Liberation Game Design
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1
Rules Orange Shall Overcome! Version 5.0
Age:12+
Playing time: 45-90 minutes
Players: 1-5
Content
Rulebook, player boards
and prison card sheet
1 Rulebook
5 Player boards
5 Reference cards
1 Prison card sheet
Meeples
5 Player meeples in
different colors
10 Small meeples, 2 of
each of the player colors
2 Big orange meeples
Tokens 1 Mission track token (OZO)
1 Occupier track token (Stahlhelm)
12 Of each “resource”: money,
network, sabotage and food stamps
26 Mission tokens
3 Standard person in hiding tokens
5 Safe location tokens
12 occupier tokens
Die 1 12 Sided die (= D12)
Cards
18 Mission cards
15 Characters cards
48 Occupier cards
22 Control cards
8 Location cards
Discs and pawns
5 Orange discs for the courage track, 1 disc
per player
5 Black discs for the suspicion track, 1 disc
per player
3 Black mission pion
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Resist! It’s the start of 1943. The occupier becomes more and more dangerous and
treats the Dutch citizens worse and worse. Many house searches and danger
on the street limits the freedom of the people. Family, friends and
acquaintances are taken to Germany. Their fate is unclear, but you suspect
the worst.
You have had enough! You decide to resist these occupying forces. You will
do something about this situation, no matter the consequences. You accept
that it could mean your death, because this has to change.
It is clear you cannot do this alone. You sought out others that shared your view. Together you form a
resistance group that will help to speed up the liberation of the Netherlands.
Goal of the game In Orange Shall Overcome, a cooperative game where you all work together on the same goals, you will play
with 1 character (Solo mode 2 characters) that decided to join the resistance in the final war years. Every
character tries to shorten the occupation, keep themselves and their family safe, make life for the occupier as
difficult as possible and make the Netherlands ready for life after the war. This all comes together in the goal
of the game: accomplish missions and thereby increase the influence of your resistance group.
The mission table on the game board keeps track of the number of missions that still have to be accomplished.
Every time you finish a mission, you get one step closer on the table towards winning the game.
You win the game immediately after you get to the spot on the table.
When the predetermined number of missions have been accomplished before the occupier cards have been
resolved, you win the game, but there are also 3 ways to lose the game.
Losing the game There are 3 ways to lose the game. Players lose directly, when:
1 The occupier track reaches 15: you lose immediately when the occupier influence reaches 15. The
resistance group is then arrested all at once by the occupier.
2 All roads are occupied: every one of the 12 numbered routes have an occupier on them.
3 Reaching the end of the war: If all the occupier cards are finished for and you have to draw a new card
before all the missions have been completed. See occupier cards for more information.
Playing your first game
When you play the game for the first time, as it is with all games, it might be a bit overwhelming and the rules
might seem complex. So to learn how to play Orange Shall Overcome there are some preset setups that are
only used in the first game.
Basic setup for your first game
This is the basic setup for your first game. After your first game you can place the locations in their correct
area (city or countryside) in a random or self-chosen order. See locations (page 10) for more information.
City locations
Location 1: Distribution office
Location 2: Zoo
Location 3: Café
Location 4: Bank
Countryside locations
Location 5: Church
Location 6: Hair salon
Location 7: Meeting place
Location 8: Farm
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Setup of the game
1 Place the locations on the corresponding spots of the board. The setup of the locations for your first game is
explained above.
2 Put the die and all tokens next to the board, easy to reach.
3 Give every player one of the characters of their choice. Give each player the starting item at the bottom of
the card.
4 Give each player a player board of a color of their choice and the correspondingly colored meeple, which is
the representation of the character. Place your character card on the left spot. Put the orange courage disc and
the black suspicion disc on the player board on the orange spots of their respective track. Place the family
members (the small meeples in the player’s color) on the player board.
5 Decide the starting player by rolling the D12, where the person that rolls the highest can decide who starts.
After this, roll the D12 for each character. Place the character meeple on the location of the rolled number.
Place 1 informant on the spot on the occupier cards track above the spot for the cards and 1 on a location
decided by the D12.
6 For your first game: Place the 2 missions with the names requested resources and Arbeidseinsatz on the
top right corner of the game board. After your first game, you can use all missions and increase the number
of missions to make the game more difficult, with a maximum of 5 missions. Place the OZO token on the
mission track below the mission cards, and the Stahlhelm token on the bottom on the occupier track on the
spot with the flame.
7 Make a deck from the occupier cards as indicated at the occupier cards section. Put 1 card face up where the
informant is not present anymore and one face down where the informant is still present on the occupier cards
track on the board. Take the control cards and shuffle these to form the control deck. Place the deck face down
on the spot for the control deck on the board.
8 Place 1 occupier on a route decided by the D12.
The board is now fully set up for the game to begin and the first player can start their first turn.
4
Mission table
Here you track the number of the accomplished missions to see how close you are
to victory. This also partly indicates the difficulty of the game, as the number of completed missions required
to win is variable, and is decided by the players during setup.
Occupier table
The occupier table indicates how much control the occupier has over the
resistance group, and how willing the resistance group as a whole still is. This table
has 15 steps. It starts with the burning heart of the resistance and ends with total
control of the occupier. This token, a blue Stahlhelm will move up or down through
different actions, completing a mission, house searches, and occupier cards. When
the occupier table gets to 15 or above, reaching the total control spot on the table,
the game is lost immediately.
Length of the game
The maximum length of the game is decided by the number of occupier cards. The number of turns is thus
always the same, no matter the player count. At the end of each player’s turn, 2 occupier cards are resolved.
There are 40 occupier cards in the game for a maximum total of 20 turns. This means each player has: