Skip to content

Ordellum GameLaunching

Map and travel

Two alternating phases set the rhythm of every room, and distance turns each move into a commitment.

One room cycle
150sper cycle
Travel phaseMove between countries and use movement-related cards.
90s
Pause phasePlan, chat, negotiate alliances and use non-movement cards.
60s

Rooms switch between the phases automatically. Instead of a constant stream of actions, the game keeps a steady rhythm of decisions. Regular time to think reduces cognitive load — especially with up to a hundred players in a room — and stops the game from being dominated by whoever acts fastest. The pause is also where diplomacy, information sharing and deception emerge naturally.

Short regional moves are quick; intercontinental journeys take longer. Set a distance and the time left in the travel phase to see whether a move can start.

Travel-time model
2,700 km
40 s

This move can start. It takes about 35 seconds and fits in the 40 seconds left.

Published reference points

100 km
6 s
1,000 km
16 s
10,000 km
60 s
20,000 km
90 s

Times between reference points are interpolated for illustration.

A move that would last longer than the remaining travel phase cannot begin. Players must weigh not only where to go but how long it takes to get there. Frequent short hops make for agile, low-risk play; crossing to a distant region is a bigger strategic bet. The whole world stays reachable, but distance never becomes free teleportation.