User Tools

Site Tools


boards:renaissance_wars:renaissance_wars

Renaissance Wars

Based on the mechanics of play found in War of the Roses, Renaissance Wars scales things up a bit and includes a few enhancements. Familiarity with the somewhat 'simpler' “Roses” board will definitely speed up the learning curve on this board.

Summary of Play

Renaissance Wars is a battle for the crown. Collect matching crests on the board to gain control of the Banners on the left. Then, use the armies on your banners along with those on your Champion (one of the horsemen in the center of the board) to take the Crown and win the game. Units on the 'map' cannot attack the crown. Only the units on the Banners and the Champions can be used when you make your claim for the throne.

Territory Types

Crests and Banners: By controlling all of a given family's crests on the map, you are awarded that family's liegemen bonus at the beginning of each turn. This bonus is equivalent to the number of crests that family has on the map. Additionally, capturing all of the crests of one type captures the family Banner (off-map and on the left). The Drofnats Banner pictured here is associated with the two Drofnat's Crests found on the map at the coordinates indicated directly above the banner. Units on the Banners can only attack the crown, so the banners only become important when you decide to attack the Crown to win the game. Banners can not be attacked.

Once a Banner is captured it can only be stolen if a single opponent is able to capture every one of its related crests on the board.
Banners fill on the following schedule (which is noted in the legend on the left side of the board):

1 Crest = 4 armies
2 Crests = 8 armies
3 Crests = 12 armies
4 Crests = 16 armies
5 Crests = 20 armies

Note that because one unit must remain behind in an attack, each banner will fill to 1 more than the above schedule so that every noble can participate on the push for the crown. Banners automatically refill to their full value at the beginning of each turn, so there's no harm in firing them at the crown on every turn if you wish.



Champions and the Crown: Each player has their own Champion, whose army of mercenaries can be used in concert with the armies on the banners to attack the crown in order to win the game.

Champions cannot be attacked.
You can not fortify to or from a champion.
Placement is the only phase of a turn where it is possible to add units to champions.
Champions can ONLY attack the Crown.

The Crown always “refills” to it's full complement of defenders at the beginning of every turn (minus the effect of any castles that player owns).






Churosques, Spies and Castles additionally support you by putting a unit on themselves at the beginning of every turn. Yes, this is not as nice as having an in-hand bonus. However, they do also offer the additional services..


Castles: Castles are the home territories of the five families with royal lineage on each continent/island. They carry much influence over those who defend the crown; the number of Castles you control directly affects the number of troops willing to 'stand aside' when you attack the Crown. Each Castle held reduces the crown by 7 units. Don't worry, those 7 units will vigorously defend the crown against the other pretenders to the throne. The Crown always replenishes at the beginning of every player's turn.


Churosques: These churchy/mosquey looking icons represent the seats of the four religions that hold sway over many inhabitants of the land. Control of each churosque converts an army to your cause and automatically places it on your Champion at the start of every turn.


Spies: The Five Spies grant vision to all of the champions on the board. You want to see who's building up to steal the crown from under your nose, don't you?
Each spy can also view the castle and churosque in its 'land-locked“ region.


Other Rules and Considerations

Sea Lanes: Sea-lanes favor the defender by making the Attacker throw 5-sided dice.

Custom First Round Bonuses: Not used in all scenarios, these temper the advantage that early players often have.

2 fortifies per turn with Back to Attack on.

boards/renaissance_wars/renaissance_wars.txt · Last modified: 2017/11/12 06:44 by M57