Easy Orleans Board Game House Rules to Boost Fun

Orleans is a super fun board game. You build a bag of workers, place them on a board, and do cool actions. But sometimes, the game feels too random or long. That’s where house rules come in!

They’re changes players make to improve the game. This guide shares 18 simple house rules to make Orleans more fun for everyone. Whether you’re new, playing solo, or using expansions, we’ve got you covered.

Why Use House Rules in Orleans?

House rules fix parts of Orleans that might not feel right. For example, the Plague event can be too harsh. Or the game might take too long for a quick night. House rules let you tweak the game to match your group. They’re easy to try and make every game night awesome.

Quick Look at Orleans Rules

Orleans is a bag-building game. You draw workers from a bag, place them on your board, and take actions like farming or trading. The game has three main parts:

  • Planning Phase: Draw workers and plan actions.
  • Action Phase: Use workers to do stuff like move or build.
  • Event Phase: Handle events like the Plague.

Knowing these helps you understand house rules. If you need the full rules, check the official Orleans guide from the game’s publisher.

Top House Rules for Orleans Base Game

Top House Rules for Orleans Base Game

These house rules make the base game smoother and more fun. They fix common issues like randomness or long playtime.

Fixing the Plague Event

The Plague event can wipe out your workers. It feels unfair sometimes. Try these house rules to make it less tough:

  • House Rule 1: Swap the Plague: Replace the Plague card with a milder event, like Taxes. This keeps the game challenging but less punishing.
  • House Rule 2: Plague Shield: When the Plague hits, lose only one worker instead of two. It softens the blow but keeps the tension.
  • Pros: Less frustration, more strategy.
  • Cons: Might make the game too easy for pros.

Balancing Worker Choices

Drawing the wrong workers can mess up your plans. These rules help:

  • House Rule 3: Extra Draw: Draw one more worker than needed, then return one. This gives you better choices.
  • House Rule 4: Worker Swap: Once per round, trade one worker for another from your supply. It adds flexibility.
  • Pros: More control, fewer bad turns.
  • Cons: Slightly longer setup time.

Making Games Faster

Orleans can take a while. These rules speed things up:

  • House Rule 5: Fewer Rounds: Play 14 rounds instead of 18. It’s great for quick games.
  • House Rule 6: Simple Scoring: Count only victory points from buildings and goods, not development tracks. It’s easier for new players.
  • Pros: Shorter games, more casual fun.
  • Cons: Less depth for experienced players.
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House Rules for Orleans Expansions

Orleans has cool expansions like Plague, Trade & Intrigue, and Invasion. These house rules make them even better.

Orleans: Plague Expansion

The Plague expansion adds new challenges. These rules keep it fun:

  • House Rule 7: Rare Plague: Remove one Plague card from the deck. It reduces randomness.
  • House Rule 8: Plague Tokens: Gain a token each round to block one Plague effect. It rewards planning.
  • Pros: Less chaos, more strategy.
  • Cons: Tokens need extra tracking.

Orleans: Trade & Intrigue

This expansion adds trading and sneaky actions. Try these:

  • House Rule 9: Smaller Intrigue Board: Use half the Intrigue board for 2-player games. It makes battles tighter.
  • House Rule 10: Easy Trade Routes: Need fewer goods to complete trade routes. Great for beginners.
  • Pros: Faster pacing, beginner-friendly.
  • Cons: Less challenge for pros.

Orleans: Invasion (Co-op and Solo)

Invasion has cooperative and solo modes. These rules help:

  • House Rule 11: Easy Solo Mode: Lower the solo goal by 10 points. It’s less stressful.
  • House Rule 12: Team Scoring: In co-op, share one victory point pool. It feels more like a team effort.
  • Pros: More accessible, team spirit.
  • Cons: Might feel too simple.

House Rules for Different Players

House Rules for Different Players

Orleans changes with player count. These rules make it great for 2, 3-4, or solo play.

2-Player House Rules

Two-player games can feel loose. Tighten them up:

  • House Rule 13: Smaller Board: Block off two action spaces. It makes choices tougher.
  • House Rule 14: Equal Start: Both players start with the same workers. It evens the field.
  • Pros: More competition, fair start.
  • Cons: Less variety in setups.

3-4 Player House Rules

More players mean more chaos. These help:

  • House Rule 15: Action Limits: Each action space can only be used twice per round. It adds strategy.
  • House Rule 16: Shared Events: All players resolve events together. It builds teamwork.
  • Pros: More interaction, less waiting.
  • Cons: Slightly longer event phase.

Solo Play House Rules

Solo Orleans is fun but tricky. Try these:

  • House Rule 17: Simple Opponent: Skip the dummy player’s complex actions. Just block one space per round.
  • House Rule 18: Custom Goals: Set your own victory point goal (e.g., 100 points). It adds replayability.
  • Pros: Easier to learn, more variety.
  • Cons: Less challenge than official solo mode.

Why House Rules Matter in Orleans

House rules are unofficial changes that make a board game work better for your group. They help fix small issues, remove confusion, or adjust difficulty.

In Orléans, house rules are popular because:

  • Some events can feel too random
  • Turn planning can be slow
  • New players may get overwhelmed
  • Advanced players want more variety
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These rules give you ways to speed up the game, reduce frustration, and make the experience better for everyone.

A Quick Look at the Original Rules

Understanding the base game helps you decide what to change. Here’s a short summary of how Orléans works:

PhaseWhat Happens
1. Hour GlassDraw an event tile (e.g., Plague, Harvest)
2. FollowersDraw tokens from your bag
3. PlanningPlace tokens on your player board
4. ActionsResolve completed actions
5. Clean-UpReturn tokens to your bag
6. End of RoundPrepare for the next turn

The game mixes bag building with worker placement. You draw workers randomly and assign them to actions. It’s clever—but not always smooth.

Top 10 Orleans House Rules (With Explanations)

These are the most effective house rules based on community use and game testing.

1. Start Player Draws Plague Only

In the event phase, only the start player draws for the Plague. Other players do not.

Why it works:

  • Reduces randomness
  • Speeds up event resolution
  • Keeps gameplay fair

2. Simultaneous Planning Phase

All players plan their actions at the same time. If a conflict arises, resolve it by turn order.

Why it works:

  • Shortens each round
  • Keeps players engaged
  • Still allows fair resolution

3. Preview the Next Event

Reveal the next event one round ahead.

Why it works:

  • Helps players plan
  • Reduces surprise penalties
  • Smooths out strategy

4. Limit Market Action in Early Rounds

Block the Market action for the first 2 or 3 rounds.

Why it works:

  • Prevents early game abuse
  • Helps new players stay competitive

5. Draft Starting Buildings

At the beginning, deal two building tiles to each player. Let them choose one.

Why it works:

  • Avoids weak starting combos
  • Makes opening turns more strategic

6. Remove Harsh Events

Take out 2 or 3 of the most punishing event tiles before the game begins.

Why it works:

  • Makes the game less random
  • Good for family or casual play

7. Use Player Boards to Speed Clean-Up

Mark where each follower came from to reduce confusion at the end of the round.

Why it works:

  • Faster clean-up
  • Keeps things organized

8. Shuffle All Trade Tiles

Instead of using a preset layout, shuffle and deal trade tiles randomly.

Why it works:

  • Adds variety
  • Keeps each game fresh

9. Add Personal Goal Cards

Give each player two goal cards. They choose one to keep.

Why it works:

  • Adds personal missions
  • Creates more paths to victory

10. Draft Starting Followers

Instead of random draws, let players draft their first set of workers.

Why it works:

  • Balances player openings
  • Adds a layer of planning before turn one

How These Rules Improve the Game

These rules fix the common friction points in Orléans:

ProblemFix
Long turnsSimultaneous planning
Harsh eventsPreview and remove some tiles
Poor openingsDraft starting assets
New player frustrationSimplify early game rules

These tweaks are easy to add, don’t require extra parts, and can be removed anytime.

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What Players Say About House Rules

Players love tweaking Orleans. Many suggest fixing the Plague because it’s too random. Others like shorter games for casual nights. These ideas come from board game fans online. Testing their suggestions inspired some rules in this guide. Always try rules with your group to see what fits!

How to Try House Rules

Adding house rules is easy. Follow these steps:

  1. Pick a Rule: Choose one or two from this guide.
  2. Explain to Players: Make sure everyone understands the change.
  3. Play a Test Game: Try it once and see how it feels.
  4. Tweak It: Adjust the rule if it’s too easy or hard.
  5. Track Results: Use a notebook to note what works.

Test games with friends to find the best rules. Keep it fun and fair!

See House Rules in Action

Here’s a table comparing popular house rules:

House RuleWhat It ChangesBest ForDifficulty
Swap PlagueReplaces Plague eventBeginnersEasy
Plague ShieldLimits Plague damageAll playersMedium
Extra DrawMore worker choicesStrategic playersMedium
Fewer RoundsShortens game to 14 roundsCasual playersEasy

Wrapping Up

Orleans is a great game, but house rules make it even better. Try these 18 ideas to fix randomness, speed up play, or suit your group. Test them with friends and share what works. Have fun building your perfect Orleans game night!

FAQs

What are house rules in Orléans?
House rules are custom changes made by players to improve the game. They fix certain parts, add variety, or make gameplay smoother and more fun.


Why do players use house rules for Orléans?
They help reduce randomness, speed up turns, simplify things for beginners, and offer new challenges for advanced players.


Are house rules good for beginners or kids?
Yes. You can make the game easier by skipping harsh events, previewing upcoming events, or playing fewer rounds. These changes help new or younger players enjoy the game more.


Are house rules allowed in tournaments?
Most tournaments follow the official rules. If you’re unsure, ask the event organizer before making changes.


What’s the best house rule to fix the Plague event?
Try the “single plague draw” rule where only the start player draws for the event. Some groups also replace the Plague with a less punishing event.


Are there house rules for solo or two-player games?
Yes. For solo play, you can add personal goals or a basic opponent. For two players, consider using a smaller board and giving both players equal starting resources.


Can house rules be used with expansions?
Yes. Most house rules work well with expansions like Trade & Intrigue, Invasion, and Plague. Just test them to see what fits.


Will house rules ruin the game’s balance?
Not if used carefully. Try one at a time. If everyone enjoys it, the rule works.


How do I introduce house rules to my group?
Explain the changes clearly before the game starts. Use simple language, give examples, and make sure everyone agrees.


Can I create my own house rules?
Absolutely. Every group plays differently. Start with a small idea, test it, and adjust based on feedback.


Where can I find more house rule ideas?
Join board game communities online or talk to players in your local gaming group. Many people share ideas and tested rules regularly.


Do house rules increase replay value?
Yes. They keep the game fresh by offering new challenges, adjusting strategies, and making each session feel different.

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