191 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: 427

Design Information
Territories 254
Continents 179
Advanced Features View Only Borders
One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 4,6,8,10,12,14,16
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Basil 3
2 Blue Skies 3
3 Dirt 4
4 Orange 4
5 New Grass 5
6 Salmon 5
7 Tomato Default
8 Lime Default
9 Cherry Default
10 Deep Purple Default
11 Gold Default
12 Blue Grey Default
13 Rosey Brown Default
14 Royal Purple Default
15 Violet Default

Board Description

Wiki..

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

"Renaissance Wars" is inspired by, and plays similarly to "War Of The Roses," ..but on steroids Not surprisingly, the board is a bit more complicated with the addition of a few twists, but the basic rules are still pretty 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 left hand side of 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 actually simpler - there are no more roses to eliminate - Just take the Crown to win the game.

    Some things make more sense: 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. (Don't worry - it's only reduced for you - not your opponents.)

    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 O

    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 typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

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

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values4,6,8,10,12,14,16,18,20,22,24
    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 owned10
    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 countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 254
    Continents 179
    Advanced Features View Only Borders
    One-way Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3 4 5 6
    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 1 [View]
     
    Cards
    Egaruoc
    Ronoh
    Ecnaigella
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Basil 3
    2 Blue Skies 3
    3 Dirt 4
    4 Orange 4
    5 New Grass 5
    6 Salmon 5
    7 Tomato Default
    8 Lime Default
    9 Cherry Default
    10 Deep Purple Default
    11 Gold Default
    12 Blue Grey Default
    13 Rosey Brown Default
    14 Royal Purple Default
    15 Violet Default

    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.
  • You do not have to eliminate your opponents. You only need to capture the crown to win.
  • Collect crests on the map to gain thier standard "in-hand" bonuses, as well as to control their associated Banners.
  • You must control ALL identical crests of a given tribe to collect its banner.
  • Once you have the allegence of a tribe, you will continue to control its banner even if you lose its crests on the map. Your banner can only be captured by a player who captures and holds ALL of its associated crests on the map.
  • 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.

    Unlike in WoTR, 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. Timing is critical. Use the combined armies on your banners and Champion to attack the King's forces in the center of the board and claim the crown to win the game.

    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 know who's building up on their mercenaries, 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 (Use it - this is a valuable feature.)

    Hints for play..

  • When first learning the map, use the coordinates found underneath each banner to locate all of its associated crests. Remember, you must control ALL identical banners to gain their bonuses and capture their crests.
  • Control of the map on the board is not as critical as you may think. Once you claim the throne, all will vow fealty to your rule.
  • Delay building up the mercenary count on your Champion at your peril.
  • Use spies to keep an eye on rivals. (One is all it takes to view all Champions.)
  • The armies defending the crown always refresh to 100 after failed attacks.
  • Banners always refresh to full strength after failed attacks. Use this knowledge to test the crown by attacking it with your banners first. If things don't go well, you can abort the campaign for that turn and still retain all of your mercenary forces.
  • 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 owned7
    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

    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
    2 Blue Skies 2
    3 Dirt 2
    4 Orange 2
    5 New Grass 2
    6 Salmon 2
    7 Tomato 2
    8 Lime Default
    9 Cherry Default
    10 Dark Gray Default
    11 Gold Default
    12 Blue Grey Default
    13 Rosey Brown Default
    14 Royal Purple Default
    15 Violet Default

    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

    Design Information
    Territories 254
    Continents 179
    Advanced Features View Only Borders
    One-way Borders
    Border Modifiers
    Factories
    Artillery Borders
     
    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
    2 Blue Skies 2
    3 Dirt 2
    4 Orange 2
    5 New Grass 2
    6 Salmon 2
    7 Tomato Default
    8 Lime Default
    9 Cherry Default
    10 Deep Purple Default
    11 Gold Default
    12 Blue Grey Default
    13 Rosey Brown Default
    14 Royal Purple Default
    15 Violet Default

    Board Description

    In this scenarlio spies have considerably more power..

    Spies not only lift fog on the churosques and castles on their respective continentents and all Mercenaries, but they now can rain ARTiLLERY Atacks on any band of Mercenaries.

    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 6 units for the first caslte owned and 7 unit for every subsequent caslte owned.

    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 owned7
    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