I played two games of Age of Renaissance in the last month. It had been almost a decade since we last played it, so we all had to have a good look at the rules. Although rusty, we were back up to speed by the end of the first evening.
Movement by
sea is the best way to expand your trade empire. You start out with slow
galleys that have to hug the coastline. Although you can extend the range (and
carrying capacity) of your galleys, improving shipbuilding technology first
removes range limits, first to all of Europe, then to the East Indies and
finally the New World.
A familiar map, very early in the first game. With five players, Hamburg
(and the Baltic and Russia region) isn't included
The map is asymmetric
with the most high value areas in the Levant (the eastern board of the
Mediterranean), the Black Sea and East Indies and New
World . This favours Venice and Genoa , because they are closest to the Levant and the Black Sea . It also means Paris ,
Hamburg and London should be aggressive (or locked out
from the juicy bits).
My list of technological advances, about 3/4 into the game In the right corner below, you see my biddings |
The
trade goods are not based on cities but on areas on the map you control and
they each produce different goods like timber, wine, spice and ivory. The tech
tree is a bit more structured and expanded, and all the technologies now
provide benefits in the game. And conflict is influenced by control of
neighbouring areas and technology.
A few sample event cards |
The Misery
track is another addition to the game. As a result of catastrophes and certain
technologies, your people will suffer, and at the end of the game, misery will
cost you points. And the higher you are on the track, the bigger the steps, so
the harder it becomes to reduce misery. Money and some technologies allow you
to reduce misery, but it takes some effort to keep on top of it.
The event cards
can be very powerful: scoring a high value trade good or a good leader bonus
can buy you an extra technology, a tactical advantage can make you win two more
areas. And a catastrophe can lose you half your money. Pretty powerful stuff
that can determine the outcome of a game and will have players arguing whether
the player targeted is the one in front or not.
The Black Sea and the Levant, cornered mostly by Genoa and Venice in the four player game |
As an old
skool Ameritrash game, it has many of the flaws associated with the genre. The
game is long, taking 5 to 6 hours with 4 players (longer with more players) but
that also increases the sense of epic achievement by the end. There is the
possibility of a runaway leader if nobody goes after him and it is prone to
king making. Like Civilization, there’s lots of calculation going on to
optimise your score, and that is something not everybody likes to do in their
spare time.
The game is
also different with fewer players. There’s too much room in a 4 player game, while
5 players is too hard on Barcelona (with London breathing down its
neck). I would like to try six players sometime again because that might be the
best balance.
Were it
designed or republished today it would be more streamlined to fit into 3 hours. I should try the recent Romanian
game Warriors & Traders to see how that works, because it basically has the same theme. But despite all its flaws Age of Renaissance is
still worth digging out once every couple of years and probably a great game when you're in school or university and have more time to burn.
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