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SatchelfordPlay online, free

An Orléans alternative

Draw townsfolk from your satchel, set them to work, roll your cart through the valley and raise guild posts.

Play against bots

Join a table of 3. Bots take the empty seats within five seconds.

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With friends

Open a private table and send the invite.

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Beginner

A real game, with a coach at your side.

Learn by playing

No sign-up. 2 to 4 players; a game takes about 75 minutes.

Satchelford is not affiliated with or endorsed by the owner of Orléans. Orléans is a trademark of its owner. As an Amazon Associate we earn from qualifying purchases.

How to play

You and your neighbours run a market town at a ford below a mountain pass. Each of you starts with a satchel of five townsfolk (two herders, a rafter, a mason and a peddler), 4 coins, a rye and a cart in Satchelford. The game lasts twelve seasons; each season runs in this order:

  1. Turn the season card. Everyone sees what the season brings. Snow on the pass closes the high roads at once; every other card acts at the end of the season.
  2. Count the herders. The neighbours with the most herders gain a coin each; those with the fewest pay a coin. If everyone has as many, nothing happens.
  3. Draw to your hearth. Draw townsfolk at random from your satchel onto your hearth until it holds your hearth size (4 at the start).
  4. Plan in secret. Everyone sets hearth townsfolk on the spaces of their own board at once. A space asks for certain kinds; a mender fits any slot. Nobody sees another plan until all plans are in, and a planned townsfolk waits on its space until the space is taken.
  5. Take full spaces in turn. From the start seat, each neighbour takes one full space or passes; a pass is for the rest of the season. Taking a space runs its effects, and its townsfolk go back into the satchel.
  6. The card acts. Unplanned townsfolk go back into the satchel, the season card acts, and the start seat moves on. After twelve seasons the game ends.

Recruit

A recruit takes the next townsfolk of that kind from the town’s rows into your satchel, with the reward printed under its slot. Each warden also lets you draw one more each season (up to 8; 9 with the Warden’s lodge).

Travel and guild posts

The Cart road and the Raft run roll your cart along one road or river path to the next hamlet, and you pick up a good lying on that path. The Carpenter’s bench raises a guild post where your cart stands: not in Satchelford, and one per hamlet.

Tools and workshops

A tool fills a herder, rafter, mason or peddler slot of a bigger home space for good. A peddler lets you buy a workshop: a new space for your board, or a lasting ability. The second tier opens in season 5.

Good works and seals

The Moot hall sends its two townsfolk to the town’s good works for the reward under each slot; they leave for good. Whoever fills the last slot of a work takes a wax seal.

Standing

Scribes and other rewards move you up the standing track. Your level (1 to 5) multiplies your posts and seals at the end.

The score

Coins, plus each good at its value (rye 1, felt 2, butter 3, dye 4, amber 5), plus your guild posts and seals times your standing level.

Your board

The spaces of the home board
SpaceAsks forDoes
Sheepfoldrafter, peddlerrecruit a herder
Ferry stepsherder, masonrecruit a rafter
Stoneyardherder, rafterrecruit a mason
Pack houserafter, masonrecruit a peddler
Schoolroomherder, mason, peddlerrecruit a scribe
Watch gateherder, rafter, peddlerrecruit a warden
Mending shedscribe, peddlerrecruit a mender
Ledger deskscribe, raftera standing step and a coin
Cart roadherder, mason, wardenroll your cart along one road
Raft runrafter, peddler, wardenroll your cart along one river path
Carpenter's benchrafter, mason, peddler, wardenraise a guild post where your cart stands
Moot hallanyone, anyonegive both townsfolk to good works

At the online table

  • Point at a space, a recruit row, a workshop, the season card or the standing track, or hold a finger on it, to read what it takes and what it gives.
  • Planning: tap a townsfolk on your hearth (it lifts), then a space on your board; it goes to the first open slot that takes it. Tap a space again to take your newest townsfolk back. Tap Done to send your plan.
  • Acting: full spaces rise with a brass edge; tap one to take it, or tap Pass. A pick (a road, a workshop, a good work, a tool slot) opens its surface by itself.
  • On a phone the table has four surfaces: your board, the valley, the town board and the workshops, each a tap away.
  • On a keyboard: 1 to 9 lift a townsfolk, the arrows move between spaces, Enter sets down or takes, Backspace takes the last one back, D is Done, P is pass, S is skip, B, V, T and W open the surfaces, and M turns the sound off.
  • Each decision has a 60-second timer (90 seconds to plan). If it runs out, the table plans and acts for you without spending anything or giving townsfolk away.
  • An empty seat is taken by a bot, always marked as a bot.
  • A game takes about 75 minutes. A game lives on the server: if the server restarts, the table closes.

Why it is fair

Every draw, the goods on the paths and the order of the season cards come from a secret seed. You see its fingerprint when the game starts and the seed itself when it ends, so you can check every draw. Verify a game.

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