rules orange shall overcome! - liberationgamedesign.com

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1 Rules Orange Shall Overcome! Version 6.7 Age:12+ Playing time: 60-90 minutes Players: 1-5 Type of game: Co-op game Resist! It’s the start of 1943. Invading Nazi forces have become more dangerous, subjecting you and other Dutch citizens to increased oppression. They constantly search your houses, take away your freedom, and send your family, friends, and acquaintances to Germany. Their fates are unclear, but you suspect the worst. You have had enough! You are determined to do something about this situation, and you will resist no matter the consequences. Even if it means death, something has to change. It is clear you cannot do this alone. You have sought out others that share your view. Together you will form The Resistance and help liberate the Netherlands. Goal of the Game Orange Shall Overcome is a cooperative game in which you assume the roles of members of the Dutch Resistance during the final years of WWII. You work together on completing Scenarios to help end the Nazi occupation of the Netherlands, weakening the occupying forces, and preparing the country for life after the war. In all of this, you must also keep yourselves, your family, and your friends safe. Orange Shall Overcome is a Scenario-based game. During setup, you choose a particular game Scenario, which includes specific goals to achieve. These goals might include expanding a network, keeping people safe, or moving important items between Locations. To win the game, all Scenario goals must be achieved. Losing the Game You lose the game if you meet one of the Scenario-specific loss conditions. Additionally, you immediately lose the game if any Character's Alibi or the groups Morale level reaches zero. Index 2. Components 10. Cards 3. Setup 13. Locations 5. Key Terms and Concepts 14. Solo variant 7. Playing the game 15. Credits 10. Tokens 16. Symbols overview

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Page 1: Rules Orange Shall Overcome! - liberationgamedesign.com

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Rules Orange Shall Overcome! Version 6.7

Age:12+

Playing time: 60-90 minutes

Players: 1-5

Type of game: Co-op game

Resist!

It’s the start of 1943. Invading Nazi forces have become more dangerous, subjecting you and other Dutch

citizens to increased oppression. They constantly search your houses, take away your freedom, and send your

family, friends, and acquaintances to Germany. Their fates are unclear, but you suspect the worst.

You have had enough! You are determined to do something about this situation, and you will resist no matter

the consequences. Even if it means death, something has to change.

It is clear you cannot do this alone. You have sought out others that share your view. Together you will form

The Resistance and help liberate the Netherlands.

Goal of the Game

Orange Shall Overcome is a cooperative game in which you assume the roles of members of the Dutch

Resistance during the final years of WWII. You work together on completing Scenarios to help end the Nazi

occupation of the Netherlands, weakening the occupying forces, and preparing the country for life after the war.

In all of this, you must also keep yourselves, your family, and your friends safe.

Orange Shall Overcome is a Scenario-based game. During setup, you choose a particular game Scenario, which

includes specific goals to achieve. These goals might include expanding a network, keeping people safe, or

moving important items between Locations. To win the game, all Scenario goals must be achieved.

Losing the Game

You lose the game if you meet one of the Scenario-specific loss conditions. Additionally, you immediately lose

the game if any Character's Alibi or the groups Morale level reaches zero.

Index

2. Components 10. Cards

3. Setup 13. Locations

5. Key Terms and Concepts 14. Solo variant

7. Playing the game 15. Credits

10. Tokens 16. Symbols overview

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Components

Rulebook, Player mats, Scenario

cards and References cards

1 Rulebook

1 Board

5 Player Mats

5 Reference Cards

5 Scenario Cards

1 Morale track

Meeples

5 Player Character Meeples

Die

13 Dice, 6-sided

1 Die, 12 sided

6 Discs

5 Black Discs

1 Orange Morale Disc

102 Poker-sized Cards

18 Control Cards

12 Location Cards

29 Occupier Cards

18 Raid Cards

20 Patrolling Cards

5 Identity Cards

15 Mini-sized Cards

10 Ticket Cards

5 Character Cards

Start Player token:

Tokens

32 Resource tokens (10 Money, 6 Network,

10 Food Stamps and, 6 Sabotage)

16 Road tokens:

Fronts of Road tokens:

Backs of Road tokens

9 Action point Tokens

5 Special Action Tokens

6 Ausweis Tokens

10 Helpers of the resistance tokens

6 Anton’s newspapers

Control card front Control card back Scenario card front Scenario card back

Location card front Location card back Identity card front Identity card back Character card front Character card back

Occupier card front Occupier card back Repercussions front Repercussions back Patrolling card front Patrolling card front

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Raid card front Raid card back Tickets front Tickets back Player mat

Board with Morale Track Setup

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Board setup (The Setup will include Scenario-specific information)

1. Place the board in the centre of the table.

2. Choose a Scenario to play and the difficulty level you want to play. Put that corresponding Scenario card

with the setup side visible above the right corner of the board.

3. Place the Location cards on the board, as indicated on the Scenario card. Place one die next to their number

for each Location card, with the “6” side of the die visible.

4. Prepare and place the Occupier deck.

a. Take the grey bordered Occupier cards, shuffle these and remove the top 5 cards (4 cards in a 5 Player

game). Put those 5 (or 4) cards back in the game box without looking at them. Take the Black

bordered Scenario’s final Occupier card called Repercussions (with a different image and 1944 on the

backside) and place that card at the bottom of the Occupier deck. Place the Occupier deck on the

bottom left of the board on their designated spot.

5. Take the Patrolling cards and shuffle them. Place them next to the Occupier deck.

6. Take the Raid cards and form a deck next to the Patrolling cards.

7. Take all Control cards to form a deck. Shuffle this deck and place the deck on its designated spot next to the

Raid cards.

8. Take all Ticket cards to form a deck. Shuffle this deck and place it on its designated spot in the bottom right

corner of the board.

9. Place the Occupier tokens on the specific route letters on the board as indicated by the Scenario card.

10. Shuffle the 10 ticket cards and place the deck above the middle of the board. Place all Resource, Occupier,

and Scenario-specific tokens near the board, within easy reach of all Players.

11. Put the Orange Morale tracker on the Morale track at the bottom of the board on the Player count you are

playing : with 2 Players on the 2P spot, with 3 Players on the 3P spot etc.

Player setup

12. Perform the following Actions for each Player (or Character is Players control multiple Characters):

a. Select a color and take the associated Player Mat and Meeple.

b. Select a Character by choosing an Identity card of the Character you want to play.

c. According to the Scenario chosen difficulty level place 1 black disc on the corresponding number of

your Alibi track. This is found on the backside on the Scenario card.

d. Place the Action point tokens on the Action points track on your Player Mat.

e. Check if there is a special Scenario rule for the starting Location of your Character. If there are no

special Scenario rules for the starting Location, place your Character Meeple on the first Location

indicated on the Identity card (or Second Location if the first Location on the card isn’t used in the

current Scenario); otherwise follow the instructions on the Scenario card. In the first Scenario all

Characters start at the Meeting Place Location.

13. Return any unused components to the game box.

14. Flip the Scenario card to the front side and place it next to or below the board.

15. Right before the game starts read the Scenario special rules and actions as well as lose conditions out loud to

make sure that everyone knows all unique or special things for that Scenario.

16. The person who most recently opposed authority in any way or resisted something is the starting Player.

Give this Player the start Player token ( ). Play continues in clockwise order.

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Key Terms and Concepts

Active Player: The Player that is performing their turn. All Actions and effects during that turn refer to this

Player.

Non active Player: The Player that is not performing their turn.

Any Player: An effect that can be both for the Active Player or a Non active Player.

All Players: An effect that is for both the Active Player and all Non active Players.

Character: the person a Player is controlling.

Move: move from the Location that the Character of the active Player is on over 1 Road to a Location that

connects with this Location. When you move, you look to see if there is a token present. If there is, you resolve

the effect connected to the token. See Movement on page 8 for the specific rules for this token.

Train ride: When a Player uses a Ticket card, which can be bought at the Station Location, their Character

goes on a train ride; place their Character on any Location. You do not follow the rules for movement for a train

ride, but instead resolve the face up side of the Ticket card.

Morale and Alibi: the 2 elements that each Player needs to keep in check at all times. If either reaches 0 at any

point during the game, all Players lose the game.

Occupiers: a Policeman token or Soldier token on the Roads, together referred to as Occupiers.

City Locations: the 6 locations with the white number in the blue square on the board and the zoo.

Countryside Locations: the 6 locations with the green number in the white square on the board.

Controlled Road: a Road with an Occupier token on it.

Safe Road: a Road without any Road token.

Road token: the tokens that can be placed on Roads on the board, that connect Locations with each other.

Intensify ( ) : Place a Policeman token, or flip an already present Policeman token to a Soldier token.

This is most often an adjacent road.

Downgrade ( ): flip a Soldier token to a Policeman token, or remove a Policeman token from the board.

This is often anywhere on the board, except for the Special action from the Character Filips.

Active Location: a Location that has the orange border face up, and where Players can use the Action in the

Location Special Action Bar.

Inactive Location: a Location that has the black border face up, and where Players cannot use the Action in the

Location Special Action Bar.

Location Special Action Bar: the space between the 2 images on a Location card. Here Players see the Action

that can only be performed when their Character is at that Location.

Prepared cards: The Occupier cards that are placed in a Players hand in the Occupier phase of a round and

resolved during the Action phase when they use their special ability Action token. This means that Players can

try to adjust the outcome of these cards and the moment when it will be resolved during the Action phase.

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Morale

Morale represents the measure of your group's belief in the Resistance!

Characters spend Morale while resolving Location-related Actions, or resolving Control and Occupier cards.

The group’s Morale level cannot be raised above its maximum number on the top left of the Morale track.

If any Character’s Morale level drops to zero, the bottom right spot, faith in the Resistance is lost: all Players

lose the game. Morale is mostly used when resolving Occupier cards.

Alibi

Alibi represents the amount of information the Occupier possesses about your Resistance-related activities!

Characters Gain or Spend Alibi while resolving Location-related Actions, Special Character Actions, or

resolving Control and Occupier cards. A Player’s Alibi level cannot raise above 10. If any Character’s Alibi

level drops to zero, the Occupiers immediately arrest the Character ( ) and all Players lose the game. Alibi

is mostly used when resolving Control and Ticket cards.

Resources

Orange Shall Overcome includes 4 types of resources, representing

multifunctional assets: Money, Network, Food Stamps, Sabotage and

Information. Resource tokens are not supply-limited. Whenever a token is

spent, return it to the supply. The amount of resources a Character possess also

indicates how much the Safety of a location is lowered during the Danger

phase of a round. Lower Safety by 1 point if you possess 0-5 resources, 2

points if you have 6 or 7 resources and 3 points if you have 8 or 9 resources.

Location Safety level and Raid cards

The Location Safety level shows how safe it still is to be at that Location before the

occupation forces do a Raid at that Location. Each Location, except the Zoo (which is

always safe and ignores all Location Safety effects), starts the game with a Safety level of 6,

represented by a die next to the location card. During the game the Safety will regularly

drop, for example during the Danger and Patrolling phases in the night time or through

Occupier, Control and Raid cards. When the Safety of a Location reaches zero, you resolve

the top Raid card. After this Raid card is resolved, you always put the Location Safety die

back at 5 for that Location. It can still be raised back to 6 during the game.

= 1 Money

= 1 Network

= 1 Food stamp

= 1 Sabotage

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Playing the game

The game consists of a number of rounds, dictated by the number of cards in the Occupier deck. The Scenario

card shows how the Occupier deck will be build.

During a Round, there are 2 main periods with each 3 phases:

Day time

- Occupier phase: Deal out Occupier cards, 1 to each Character and place it face up next to the Player mat

- Preparation phase: Gain Actions based on the current Morale level of the group

- Action phase: Player turns in clockwise order, starting with the first Player

Night time

- Danger phase: Lower Location Safety

- Patrolling phase: Resolve Occupier movement with the patrolling card

- Restore phase: Pass First Player Token and reset all tokens

Day time

1. Occupier phase

Each Character draws 1 Occupier card from the deck and keeps that card in their hand, not visible to other

Players and the effect can also not be discussed. This card will be resolved after the Special Action token of that

Character is used in the Action Phase.

When the Occupier deck reaches the last card of the deck, instead of dealing out new Occupier cards for each

Character, that special Repercussions black bordered Occupier card stays on the board. This card is resolved at

the start of each Occupier phase until either the win condition or a loss condition has been met.

2. Preparation Phase

Look at the Morale track ( ) to see how many Actions each Character will have this round. Give every

Character the number of Actions indicated as a single number or that is on the left of the “/” if there is one.

Then the first Player of the round can deal out extra Action cards equal to the amount on the right side of the

“/”, if there are any, with a maximum of 5 for 1 Character. With a single numbers all Characters have the same

number of Actions.

3. Action Phase

During the Action phase Players resolve the Actions ( ) with their own Character that they received during

the Preparation phase, one Action point at a time, beginning with the starting Player. The Player resolving their

turn is the active Player, and thus effects referring to the active Player will target them. When one Action is

used, the active Player moves their Action point token on their Player mat 1 space to the left, indicating they

used that Action point. When the active Player completes their one Action, the game moves clockwise, and the

next Player becomes the active Player. Players continue taking turns this way during the Action phase until all

Actions are used. If a Player doesn’t have an Action point left, this Player is skipped till the next Action phase

starts again.

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Each Player also has a Special Action token in their Player color ( ) which is part of the available Action

tokens and can be used for either 1 normal Action or the Special Action from their Character card. This token is

just there to make sure a Player uses their special ability only 0 or 1 times per round. It is also to indicate when

the Occupier card will be resolved, as this card has to be resolved during the Action phase after the token.

When you use this token, you first resolve the Action (a normal Action or the special Action), then resolve the

Occupier card. After the Occupier card is resolved, place it on a Discard pile.

The active Player may spend one Action point to resolve one of the following Actions, provided they possess

the requirements to carry out the Action. The same Action can be resolved more than once per turn.

The 5 available Actions are:

1. Move: Move your Character to an adjacent Location

2. Use a Ticket: Use a Ticket and move your Character to ANY Location on the board

3. Safety: Raise the Safety of the Location the Character is on by 2 points or your own Alibi by 1.

4. Character special ability: Resolve the Character’s special ability (once per round).

5. Location Ability: Resolve the Location’s Special Action that your Character is on.

The Sharing Action described below does NOT cost an Action Point. This Action can be any number of

times during an Action Phase, even when it is not your turn.

● Sharing: Give or receive any ticket or resource to / from another Character at your Location. Both

Players need to agree of this transAction.

Example: Klaas is the active Player and it is the Action Phase. He is standing on the bank. Katrien is standing

on the same Location as Jessica, the café. Katrien has 2 foodstamps, which she gives to Jessica, even though it

is Klaas’s turn, since Sharing can be resolved even when a Player is not the active Player. This does not cost

an Action point.

Explanation of Actions

Movement

The active Player may spend 1 Action point to move along a Road from their current Location to an adjacent

Location. Movement happens along 2 different types of Roads: Safe Roads with no token and therefore no

effect to resolve, and Roads with Occupiers (Policeman or Soldier tokens) on them. When moving over a Road

with a token, you resolve the effect of a Road token, as follows:

Policeman ( ): Draw the top card from the Control deck and resolve the left-side panel of the card. If this

results in a Soldier to be placed, the Policeman token needs to be replaced by a Soldier token. If all Soldiers are

already on the board, then the placement effect of a Soldier is not resolved, and the Policeman stays instead.

Soldier ( ): Draw the top card from the Control deck and resolve the right-side panel of the card.

Movement example

Kees spends 1 Action point to move from city

Location 1 to city Location 2 via route A. There is a

Policeman token on that Road. He therefore draws

a Control card from the Control deck, and since it

is a Policeman, he resolves the left panel of the

card. The card instructs him to replace the

Policeman token with a Soldier token on that route,

so he replaces the token. The second Road is Safe,

so he does not resolve any effect for that movement.

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Road Between Countryside Locations 1 and 2

This Road is ALWAYS a safe Road, and therefore has no spot for a Road token. Moving through this Road still

costs 1 Action point.

Ausweis token

An Ausweis token can be gained at the Forger. Ausweis token can be spent to avoid drawing a Control card.

When moving over a road with a Policemen or a Soldier you may return a Auswies token you are carrying to

the supply instead of drawing a Control card.

2 Use a Ticket

Tickets can be gained at the Station Location. The active Player may spend a Ticket during their turn to

move from their current Location to ANY Location on the board. Such movement does not require them

to resolve any Policeman or Soldier tokens: they simply move their Character from their starting Location

to their destination Location. Before moving, they must flip the Ticket card over and resolve its effects.

3 Safety

The active Player raises the Safety level of their current Location by 2 or their own Alibi by 1.

4 Character special Action

Use the special Action of your Character.

5 Location’s Ability

The active Player may spend 1 Action point and any resources required to resolve their current Location’s

Special Action Bar.

Night time

1. Danger phase

Lower Location Safety of the Location you are on by 1 point if you possess 0-5 resources, 2 points if you have

6 or 7 resources and 3 points if you have 8 or 9 resources.

2. Patrolling phase

Turn the top Patrolling card of the deck face up. All the Occupiers in the area color of the patrolling card move

according to the text on the front. Start with the Occupier on the lowest Road number in the area and then move

to the second lowest until all Occupiers in that area that needed to move have moved.

Soldier: when a Soldier moves to the next Road, it lowers the Safety of the Location it passes this way by 2. If

it cannot move, because there is already an Occupier on the Road it needs to move too, it stays on its original

Road and lowers the Safety of both Locations connecting of the Road with the Soldier by 2.

Policemen: when a Policeman moves to the next Road, it lowers the Safety of the Location it passes this way

by 1. If it cannot move, because there is already an Occupier on the Road it needs to move too, it stays on its

original Road and lowers the Safety of both Locations connecting of the Road with the Policeman by 1.

If a Soldier or Policeman passes a Location with a Character on them, that Character has to resolve a Control

card as though they moved past that type of Occupier. If that turns a Policeman into a Soldier and there is still a

move left, resolve the second movement as a Soldier. If an Occupier can’t move over a location with a

Character as the Road he has to go to is blocked, than no Control cards are resolved by that Character, only

Safety is lowered.

3. Restore phase

Pass First Player Token and turn used Character cards face up.

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Tokens

Occupier tokens

These tokens have a Policeman side ( ) on the front and a Soldier side ( ) on the back. They are

placed on Roads to indicate that it is more dangerous in that area, and that you have to resolve a Control card.

See Movement on page 8 or Control cards on page 12 for more information.

Helpers of the resistance tokens

These tokens are placed on Locations cards that are not yet active,

the black and white side of the card with the black border. The

special Action of Locations that are not active cannot be used. When

the requirements on the top of the token are completely met (Action

point and the specific Resources), you first remove the token and

immediately gain the reward on the bottom part of the token. When

this is resolved, the Location card has to be turned over to the other side, the colored side with the orange

border. The Location is now active and the Special Action of that Location can be used when a Character is

present on that Location. Look at the Scenario card for any potential special rules for these tokens.

Note: The name are just flavor, and has no other meaning.

Cards

Scenario cards

There are 5 different Scenarios in the game, coming in the form of

Scenario cards. Only 1 Scenario card is used per game. Each

Scenario card describes 1 or more requirements to meet to win the

game, along with additional losing conditions, and Scenario-

specific special rules.

These requirements vary from Scenario to Scenario, and could

range from bringing resources to specific Locations to activate

them, to keeping men safe from the Arbeidseinsatz, spreading

illegal newspapers, helping artists and students to counter the

measures from the occupation forces or making pictures to help the

allies prepare the attack on the Netherlands.

Note: Any flavor and/or historical references on the back of the

card have no mechanical effect.

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Tickets

Tickets can be bought at the Station. The Helper of the resistance token with the

name Laura also gives a Ticket. Tickets are used to move anywhere on the board by

spending one Action point in the Action phase. Instead of resolving normal

movement effects, you turn over the ticket card and resolve the front side of the

card.

Important: Tickets stay face down until they are used and then resolved.

Identity cards

Identity cards include a picture of the Character, along with biographical

information (name, age, gender, and profession), which is relevant for the

resolution of some specific game effects. These cards also describe a

Character’s unique ability icon (for their Character cards), their starting

Location(s), and special rules or conditions.

Character card

Once per round during the Action phase, you can active your Character’s

special Action by spending one Action point. That special Action is on your

Character card. Once used, you can turn over the card to indicate that you

have used your special Action this round. Turn it back phase up at the end of

the Night phase of the round.

Occupier cards

Occupier cards represent Occupier Actions during the day part of a Round.

During each Occupier Phase, all Players gain 1 Occupier card that hey place

face up next to their Player board. This card is resolved as soon as the

Special Action token is resolved. It does not matter if it is used for a Special

Action or for a normal Action, the Occupier card always gets resolved during

a round. As it is connected to the moment the Special Action token is used,

you have some control over the danger that the card brings.

When the Occupier deck runs out, you resolve the Repercussions card during

each subsequent Occupier phase. This card has a different backside, so you

will know when you reach this last Occupier card.

Special icons on occupier cards

: Roll the 6 sided die: Lower the Safety of the City Location number you rolled by 1 ( ).

: Roll the 6 sided die: Lower the Safety of the Countryside Location number you rolled by 1 ( ).

See Key Terms and Concepts on page 5 for more special icons.

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Patrolling cards

These cards have the 5 colours of the 5 areas on the board (red, yellow,

blue, green, purple) and are used during the Patrolling phase of the night

part of a round. They have a main effect, and an effect below in case the

main effect cannot be resolved. This could for example be if there are

none of the type of Occupiers mentioned on the card, or if there are no

Occupiers at all in that area. See the Patrolling phase for more information

on these cards.

Raid cards

Once the Safety of a Location reaches 0, a Raid card gets resolved. These

cards can have effect on the Location itself, but also sometimes on

adjacent Locations. It can happen, for example during the patrolling phase

of a round, that a Raid happens on a Location with no Character present.

In that case a Raid card still gets resolved, but it could happen that if it

only targets the Location of the Raid that nothing happens, as the Raid did

not find anybody.

Control cards

Every time you move on a Road with either a Policeman or a Soldier token,

or if they pass a Player’s Location during the Patrolling phase, they must

draw and resolve a Control card with a choice.

● When a Policeman token is encountered, 1 of the 2 effects on the

card's left Policeman panels is resolved.

● When a Soldier token is encountered, 1 of the 2 effects on the card's

right Soldier panels is resolved.

After revolving the chosen effect, place the card on the Control card discard pile next to the deck. When the

Control card deck is empty, shuffle the discard pile to form a new deck.

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Locations

Location cards represent different city and countryside venues on the

board. Note: City Locations present greater danger to the Characters

(there are more Occupier cards affecting City versus Countryside

Locations).

Anatomy of a Location card

The top half of any Location card is used to host Player Characters, while the bottom half represents basements,

attics and underground cellars, used to hide people, items and other types of tokens. Dividing these 2 halves is

an Action Bar. This Action Bar represents the Location-specific Action that the active Player may perform

while at that Location by spending 1 Action point and any resources required.

Overview of Location Special Action bars

Resource Locations

Bank : Spend 1 Action point to gain 2 Money Resource tokens ( ).

Café : Spend 1 Action point to gain 1 Network Resource token ( ).

Distribution Office : Spend 1 Action point to gain 2 Food Stamps Resource tokens ( ).

Meeting Office : Spend 1 Action point to gain 1 Sabotage Resource token ( ).

Other Locations

Church : Spend 1 Action point and 1 Sabotage to gain 3 Morale.

Farm: : Raise the Safety level of any 2 Locations to 6 and gain 1 Morale.

Forger : Spend 1 Action point and 1 Sabotage token to gain 1 Ausweis token. When

passing on a Road guarded by a Policeman or Soldier, the active Player may discard an Ausweis token instead

of drawing a Control card.

Hairdresser : Spend 1 Action point and 1 Food Stamp token to gain 1

Morale and 5 Alibi.

Hospital : Spend 1 Action point to gain 3 Alibi, but lower the Safety of the

Hospital by 1.

Informant house : Spend 1 Action point and 1 Network token to Downgrade (see page

5) 2 Roads of choice.

Police station : Spend 1 Action point and 1 money to look at the top 2 cards

of any deck, or 1 card of 2 decks, raise the Safety of any Location by 2 points and gain 1 Alibi .

Station : Spend 1 Action point and 1 Money token to gain 1 Ticket (keep it face

down near your Player Mat). The active Player can spend the Ticket during their turn to move to any other

Location anywhere on the board.

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Solo variant

For the solo variant, first setup the game as if you were playing a two-Player game, controlling therefore 2

different Characters. After every round, the Character you play first switches as normal.

Special rules for the different difficulty levels

Difficulty Changes

Easy None.

Normal Play with one Supporter.

Difficult Play with one Supporter, add an additional occupier card each round.

Hard Play with two Supporters, add an additional occupier card each round.

Intense Play with two Supporters, add an additional two occupier cards each round.

Additional Occupier Cards

The Player chooses which Character will deal with the extra occupier card(s), if any, each round. Once the

black occupier card is placed out, the additional occupier cards are no longer played.

Supporters

Supporters want to help the resistance! Sometimes they can be very helpful and sometimes they’re not all that

helpful. They’re not working with you, but they do want to help you out.

Supporter Starting Location

- Roll a d6 and the Supporter will start at that location in the city. If playing with two Supporters, roll

another d6 and the second one will start at that location in the country.

Additions during Gameplay

During the Nighttime Danger phase, do the following:

- Lower the Safety of every location with a Supporter by 2.

During the Nighttime Patrolling Phase, do the following:

- After the occupiers move, the Supporters will move in the around the board by the same number of

spaces that the occupiers moved. If the occupiers moved 1 letter up or down, then the Supporters will

move 1 number up in the City (or opposite for the country) with the Country 6 being the next stop after

the city 6 location.

o For example, if a Supporter is on the City 6 and Country 2 and the occupiers move 2 letters

down, the Supporters will move to Country 5 and City 1, respectively.

- Roll a die for each Supporter. Based on the die roll, place either a resource on the Supporter’s location, raise

Morale by one, or no effect on a 6.

- It is a free action for the Player to pick up all the resources at a location, if they are at that location

Roll Resource in the City Resource in the Country

1 Money Money

2 Network Network

3 Food Stamps Food Stamps

4 Sabotage Sabotage

5 +1 Morale +1 Morale

6 - -

Page 15: Rules Orange Shall Overcome! - liberationgamedesign.com

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Credits:

Main Designer: Marcel Köhler

Solo variant designer: Carla Kopp

Developers: Joe Pilkus and Andrew Haught

Technical editing: Joe Pilkus, Andrea Dell’Agnese and Julia Faeta

Publisher: ...

Artists: James Churchill, Irene Cano Rodríguez, and Jerry Padilla

Proofreaders rulebook: Jorick Houg, Paul de Goede, Brian Compter, Aaron Franco, Sebastian Peady

Playtesters: Marcel Köhler, Ben Köhler, Marja Köhler, Anastasiia Myronenko, Arvid van Ulzen, Floris

Vaneveld, Peter Smidt, Gerben, Jeroen, Ron Strobos, Mirjam, Coen, Rian, Rik, Paul, Marc, Shirley Polman,

Ronald Polman, Joe Pilkus, Andrew Haught, Mario, Andrea Dell’Agnese, Caterina D’Agostini.

Page 16: Rules Orange Shall Overcome! - liberationgamedesign.com

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Symbols overview

Characters

: Morale : Alibi

: Action point

: Active Character : Non active Character

Occupier cards

: Applies to each Character : All resources / resource of choice

Control cards

: Control card : Policeman : Soldier

: Policeman present on the route : Soldier present on the route

: Intensify an adjacent Road and add a

Policeman token or flip the token from Policeman to

Soldier.

: Downgrade the Road. Make the Road

safer and turn the token from Soldier to Policeman or

remove a Policeman .

Other symbols

: Resource tokens : Ausweis