217 Open Daily games
1 Open Realtime game
  • Status: Live
  • Version: 4.0
  • Designer: M57
  • Rating:
  • Rating Score: 9.27 out of 10 [22 ratings]
  • Difficulty: Advanced
  • Created Date: 11th Nov 2017
  • Release Date: 9th Jul 2014
  • Games Played: 0

Design Information
Territories 254
Continents 179
Advanced Features View Only Borders
One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
7 8 9 10
11 12 13 14
15
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Egaruoc
Ronoh
Ecnaigella
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Basil 2 Capture Territory Crown
2 Blue Skies 2 Capture Territory Crown
3 Dirt 2 Capture Territory Crown
4 Orange 2 Capture Territory Crown
5 New Grass 2 Capture Territory Crown
6 Salmon 2 Capture Territory Crown
7 Tomato 2 Capture Territory Crown
8 Lime Default Capture Territory Crown
9 Cherry Default Capture Territory Crown
10 Dark Gray Default Capture Territory Crown
11 Gold Default Capture Territory Crown
12 Blue Grey Default Capture Territory Crown
13 Rosey Brown Default Capture Territory Crown
14 Royal Purple Default Capture Territory Crown
15 Violet Default Capture Territory Crown

Board Description

Wiki..

http://www.wargear.net/wiki/doku.php?id=boards:renaissance_wars:renaissance_wars

"Renaissance Wars" plays basically the same as "War Of The Roses." The board may look complicated but the rules are simple.

  • Use the Banners on the left of the board in concert with your mercenaries in the center of the board to attack the Crown and win the game.
  • Collect like Crests on the map for thier standard "in-hand" bonuses, as well as to control the Banners.
  • Banners can never be attacked.
  • "So what's different," you ask?

    Some things are simpler - there are no more roses to eliminate - Just take the Crown to win the game.

    Mercenaries are no longer 'shared.' You now have your own personal Champion (the head of your mercenaries) - one of the Horsemen located in the center of the board. this permits you to build up your mercenary army count over time. Noone can ever attack your Champion.

    Churosques, Spies and Castles: All of these support you by putting a unit on themselves. Yes, this is not as nice as having an in-hand bonus, However, they offer additional services as follows..

    The Four Religions (the churchy/mosquey icons - we call them "Churosques") compel followers to fight for your cause. Ownership of each Churosque conscripts an additional convert to your Champion on EVERY turn you control that Churosque.

    The Four Spies grant vision to all of the Champions on the board. You want to see who's building up for a sneak-attack, don't you? Each spy can also view the castle and churosque in it's 'land-locked" region.

    The Six Castles house families with royal lineage. They carry much influence over those who defend the crown. The number of Castles you control directly affects the number of troops who are willing to stand aside when you attack the Crown. Each Castle held reduces the crown by 7 units.

    Sea-Lanes have -1 Attack dice modifiers, attacking at D5vD6

    Custom First Round Bonuses (used on certain scenarios) temper the advantage that early players often have.

    Two Fortifies with Back to Attack On

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed2
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeLight
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values4,5,6,7,8,9,10,11,12,13,14
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned5
    Minimum bonus units per turn3
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone