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This PDF includes the complete rules on 4 pages, a difficult project edited down to
size over years. Sterling Babcock lent a hand, offering up some sterling detailed
advice over 2 years before I uploaded this.
AOR is not as complicated nor as daunting as it first appears! This file ought to
make it easier for some.
Change Note from v2008-12: There is no difference from the 2008-12 version of
these rules. The only change is in this cover page, which was previously
mislabelled at the top of this page as Turn Sequence Mats. Dont bother
reprinting these.
GAME:
Age Of Renaissance (1996)
BGG ID: 26
Designer: Jared Scarborough
This PDF file includes 1 game aid designed
to be printed on 1 double-sided page.
Chris Conboy, September 2009
chris@ageofgods.com
Liumas at BoardGameGeek.com
OVERVIEW
Pieces
Player Mats
The Map
22 x 32 board
Areas: Thick borders divide the map into 8 large areas labeled
with a Roman numeral matching their border color. Some are
out of play with less than 6 players.
Provinces: Each area is divided into named land spaces
bordered by black lines.
Coastal Provinces: Both land and light blue water in a single
space (including Far East, New World, West Africa, Iceland).
Impassable Regions: Unnamed spaces are out of play.
Province Boxes: West Africa and Iceland are accessible only
with Seaworthy Vessels or Heavens. China, East Indies and
India can be reached with Ocean Navigation. Both North
America and South America need New World.
Water Bodies: Blue spaces with no land along their border
require shipping to cross.
Seas: Named medium blue spaces with no land. Need
Seaworthy Vessels to cross, or Galleys with The Heavens.
Tokens cant end a turn at sea.
Ocean (Atlantic): The dark blue area separating New
World and Far East from the rest of the map. Can only be
crossed with Ocean Navigation.
Market Number: Circled number provinces (as ) support up
to that many Market Penetration Q/R or 1 Domination O/P.
If 1 player has Q/R = Market Number and no opposing pieces,
replace all with 1 P which earns income. Market Competition
occurs when opposing pieces together exceed Market Number.
Square number provinces
support 1 Q/R, no O/P.
At the end of each turn flip all R/P to Q/O.
Capital: The starting point and economic base of each house,
with its Market Number in a colored circle not white . The
original owner gets 2x strength in attack and defense here.
1
Play Notes
SETUP
Players
Capitals
Areas Used
Unused Areas
Barcelona
Ships may trace
Genoa
moves through
3
Venice
IV VIII
unused areas;
4
+Paris
III VIII
no pieces may
5
+London
II VIII
be left in any
6
+Hamburg
I VIII
unused area
Each player records their starting cash ($40 Capital bid),
puts their Misery marker at zero, and puts 1 P covering
each white circular space on their mat (never cover zero).
Before the 1st turn play the Order Of Play phase .
Draw Card
Play Sequence
play Order Of Play phase before the 1st turn
Buy Card
Draw Card (skip on 1st turn)
cancel a shortage and/or surplus; draw 1 card
Play Cards
1st house may cancel a shortage and/or surplus
Shuffle in the 5 cards removed during setup
Purchase
by paying that commoditys base value.
3 4 Players: After 1st turn card draw
Expansion
nd
5
6
Players:
After
2
turn
card
draw
Income
Each house in turn order draws 1 card.
Play Order
Buy Card
buy and/or discard 1 card (if holding the required Advances)
0
1
2
3
4
$
0
1
3
6
10
5
6
7
8
9
$
15
21
28
36
45
Expansion
Overview: Houses in turn put on the map all Rs purchased in
prior Order Of Play phase . Put Rs in any province in reach
of prior existing friendly Q/O except impassable areas. House
capital is friendly even if dominated by another! Provinces
must share a common border with original presence, except for
Caravan. Shipping allows multi-province coastline traversal.
Ship Upgrades and sea/ocean transit Advances increase range.
R
3
6
9
12
15
18
>
>
Income
Flip Tokens: Flip all P/R to O/Q.
Income: Each house gets $ as per the last uncovered player
Result
Shortage
46
Surplus
Order Of Play: Move the house buying the least R to the 1st
slot, then the next house, and so on. Ties: house who chose their
capital last chooses their position vis--vis other tied houses.
May spend zero or negative for no tokens in order to go earlier;
GAME END
The game ends at the end of the turn in which anyone acquires their
26th Advance. Or at the end of the turn in which all cards have been
drawn in the final epoch (standard: Epoch 3, intermediate: Epoch 2,
short: Epoch 1) finish the turn; no more cards may be drawn.
Final Card Play: After the final turn Income phase, as part of
the final turn, play all unplayed hand card in current turn order.
1st house may not remove a new Shortage/Surplus. Pay houses
dominating provinces of played Commodity cards. Play Events
normally. Undrawn and previously discarded cards (via Master
Art) have no affect. May not now discard cards via Master Art.
Leaders provide rebates to their players who hold both Printed
Word and the Advance(s) listed on the Leader.
HOUSE STRATEGIES