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boards:renaissance_wars:renaissance_wars [2014/06/19 06:07]
M57 [Territory Types]
boards:renaissance_wars:renaissance_wars [2017/11/12 06:44] (current)
M57 [Territory Types]
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 ===== Renaissance Wars ===== ===== Renaissance Wars =====
-(currently in Reveiw) 
  
 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. 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.
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 Renaissance Wars is a battle for the crown. Collect matching crests on the board to gain control of the Banners on the left. 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.+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. 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. Only the units on the Banners and the Champions can be used when you make your claim for the throne.
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-**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 will be equivalent to the number of crests that family has on the map.+**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). 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.  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. 
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 5 Crests = 20 armies \\ 5 Crests = 20 armies \\
  
-Note that each banner will fill to 1 more than the above schedule so that every noble can attack (one must always remain behind)+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 you may feel free to fire them at the crown at any time.+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.
  
  
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  \\  \\
  
-**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 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.
  
  
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  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).  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).
  
 + \\
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 **Churosques, Spies and Castles** additionally support you by putting a unit on themselves at the beginning of every turn. **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 - they like to feel as if they are in control. However, they do also offer the above services..+Yes, this is not as nice as having an in-hand bonus. However, they do also offer the additional services..
  
 {{:boards:renaissance_wars:castle.png |}}  {{:boards:renaissance_wars:castle.png |}} 
  \\  \\
- +**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; 
-**Castles:** Castles are the home territories of the five families in the land 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 willing to 'stand aside' when you attack 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. 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. The Crown always replenishes at the beginning of every player's turn.
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 Each spy can also view the castle and churosque in its 'land-locked" region. Each spy can also view the castle and churosque in its 'land-locked" region.
  
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 ====Other Rules and Considerations==== ====Other Rules and Considerations====
boards/renaissance_wars/renaissance_wars.1403172477.txt.gz · Last modified: 2014/06/19 06:07 by M57