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2011 · 1-4 players · 180min · weight 3.89 · 11,589 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.
Place a worker on a personal-board building or take resources from a growing rondel; convert resources into prestige goods for end-game.
- [3]engine_growth— “building chain conversion — buildings convert base goods into higher-value prestige goods”
- [3]tableau_personal_board— “personal board engine — each player builds their own monastery layout for engine”
- [2]feeding_pressure— “monastery workers must be sustained; food production tracks must keep pace with expansion”
- [2]variable_resource_conversion— “multiple building types convert different resource chains into prestige goods”
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Heavy Rosenberg point salad would compress fine to digital, but the long playtime fights mobile sessions; a Steam adaptation is in development.
Rules card
Synthesized from sources below. Readiness: ready. Confidence: 0.79.
Readiness
ready (confidence=0.79, rules=0.75, fun=0.85). BGG rank: 244; year: 2011; weight: 3.89; playtime: 180 min
| Source | Quality | Role | Note |
|---|---|---|---|
bgg_comments | 0.75 | player voice | positive/player-voice sample |
youtube_transcript | 0.70 | teach-flow | how-to-play transcript |
github_code | 0.60 | implementation signal | GitHub implementation signal |
llm_memory | 0.10 | draft synthesis | sonnet-self-rated-5-unknown |
Core Loop
In Ora et Labora (Latin for 'Pray and work'), each player is head of a monastery in the Medieval era who acquires land and constructs buildings – little enterprises that will gain resources and profit. The goal is to build a working infrastructure and manufacture prestigious items – such as books, ceramics, ornaments, and relics – to gain the most victory points at the end of the game. Ora et Labora, Uwe Rosenberg's fifth "big" game, has game play mechanisms similar to his Le Havre, such as two-sided resource tiles that can be upgraded from a basic item to something more useful. Instead of adding resources to the board turn by turn as in Agricola and Le Havre, Ora et Labora uses a numbered rondel to show how many of each resource is available at any time. At the beginning of each round, players turn the rondel by one segment, adjusting the counts of all resources at the same time. Each player has a personal game board. New buildings enter the game from time to time, and players can construct them on their game boards with the building materials they gather, with some terrain restrictions on what can be built where. Some spaces start with trees or moors on them, as in Agricola: Farmers of the Moor, so they hinder development until a player clears the land, but they provide resources when they are removed. Clever building on your personal game board will impact your final score, and players can buy additional terrain during the game, if needed. Players also have three workers who can enter buildings to take the action associated with that location. Workers must stay in place until you've placed all three. You can enter your own buildings with these workers, but to enter and use another player's buildings, you must pay that player an entry fee so that...
Turn Structure and State
- How-to-play transcript is present; useful for teach order and confusing steps.
- BGG description anchor: In Ora et Labora (Latin for 'Pray and work'), each player is head of a monastery in the Medieval era who acquires land and constructs buildings – little enterprises that will gain resources and profit. The goal is to build a working infrastructure and manufacture prestigious items – such as books, ceramics, ornaments, and relics – to gain the most victory points at the end of the game. Ora et [...]
Win Condition and Arc
Win/scoring arc needs verification from a rules authority.
Decision Primitives
BGG mechanisms: Increase Value of Unchosen Resources, Modular Board, Network and Route Building, Worker Placement, Worker Placement, Different Worker Types
v4 controlled primitives: rondel_action_selection, engine_growth, tableau_personal_board, variable_resource_conversion, delayed_payoff
Why It Is Fun
Fun read needs player-voice synthesis.
Player-voice evidence:
- Having finally got around to playing it seems like a complete masterpiece!
- With no random elements, the game seems a bit linear. The real joy will probably come from knowing which buildings will appear in each phase, and anticipating their arrival. As it is the strategy seems random without having a complete...
- If you love Agricola or Le Havre, most likely you'll love Ora et Labora as well. The complexity is a little bit above Le Havre. But there is no dealing with debt or hunger though, makes the game felt "less pressuring". If you love Glen...
- Up to about 10 plays 3 and 4 player, about half the short version. Bumped the ranking to a 9. It is clearly better that Le Havre, and I enjoy it more that Agricola.
- Very good! One of my favourites from Rosenberg's ludography. Very open, lots of things to do. Rating for the two-player game (long or short): 9. With three it's 9, with four it's 8. Enthusiastic.
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
No verified edge-rule section yet.
Sources Used
[
{
"kind": "bgg_comments",
"path": "data/bgg_comments/70149.txt",
"quality": 0.75,
"note": "positive/player-voice sample"
},
{
"kind": "youtube_transcript",
"path": "data/youtube_transcripts/70149.txt",
"quality": 0.7,
"note": "how-to-play transcript"
},
{
"kind": "github_code",
"path": "data/code_implementations/70149.md",
"quality": 0.6,
"note": "GitHub implementation signal"
},
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/70149.md",
"quality": 0.1,
"note": "sonnet-self-rated-5-unknown"
}
]
Sources (4)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.