Orangino
Orangino Rulebook
Table of Contents
Table of Contents
Rules
Each participant receives judgement signs (1–4).
Cards of each colour are shuffled and placed in the middle, word side down.
Player A starts and is in focus. The other players form the panel.
A lifts the top card and reads it aloud, for example: "Energetic", with the suggested meaning.
Everyone, including A, silently considers for themselves how A is with regard to "energetic".
Each person chooses a number on the scale 1–4 and places their sign colour side up, without showing the number.
Result
Alternative 1
Everyone turns over at the same time!
- If everyone in the panel chooses the same number as A, A gets two coins.
- If a majority chooses the same number as A, A gets one coin.
- If a minority chooses the same number as A, A may try to convince more people in the panel. If this succeeds, A wins one coin. If not, A may take another card, with the chance to win coins as with the first card. The turn then passes on.
- If no one in the panel chooses the same number as A, A gets no coin.
The turn then passes to the next participant.
Bonus rule: The traits on orange cards are good for relationships and therefore give a bonus. For an orange card, A wins as many coins as the number on the judgement sign shows, when all or the majority of the panel judge the same as A. (A judgement sign showing 4 gives four coins, for example.)
The winner is the one who, after the selected cards have been played, or after a predetermined time, has won the most coins and is thereby most in agreement with their panel.
Alternative 2
Here, instead, everyone except the focus player shows what they laid and gives a reason for their number. Last, the player in focus shows and explains their choice. The focus player gets one point for each fellow player who laid the same number as they themselves laid.
Game Without Markers
The experience of Orangino is far more than just winning points. The sometimes heated discussions create such tension in themselves that the game can also be played without markers.
Two Players Without Markers
Sit opposite each other. Each player should have two sets of judgement signs, one to the right and one to the left.
Selected or randomly picked cards are laid out, shuffled and face down, between the participants. Both players take the same card and judge at the same time. A's self-image is compared with B's view of A, and vice versa.
Components
Trait Cards
220 trait cards. Each trait has a defined meaning. The definition exists so that everyone judges the same thing. Seven different colours divide the traits into different sides of the personality. (The page refers to a separate page, "Philosophy and the colours", which is not part of this text.)
Judgement Signs
The box contains six sets of judgement signs in different colours, with a scale from one to four. The page lists the four steps in this order (the numbers are as printed on the scale):
- Does not fit at all
- Fits to some extent
- Fits mainly
- Fits very well
Reward Coins
A player who judges themselves earns reward coins when fellow players give the same judgement as the one they chose for themselves. Red trait cards give red coins, and so on. The coins have the same value regardless of colour.