Table feel
Age of Renaissance has a high level of direct confrontation and strategic depth. Players need to be aware of and react to others' strategies frequently. However, the game does not emphasize cooperation as much.
A game that is often described as a semi-sequel to Civilization. Players attempt to build up their cultures during the Middle Ages and Renaissance periods. The game features a card deck that holds events, payout cards, and famous leaders of the particular eras. Although all cards...
Players
3-6
Time
120-300
Age
12+
Weight
3.85
Rating
7.09
Should this hit the table?
Age of Renaissance has a high level of direct confrontation and strategic depth. Players need to be aware of and react to others' strategies frequently. However, the game does not emphasize cooperation as much.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Age of Renaissance has a high level of direct confrontation and strategic depth. Players need to be aware of and react to others' strategies frequently. However, the game does not emphasize cooperation as much.
Age of Renaissance has a high replayability score due to its variability in gameplay, availability of expansions, deep strategic possibilities, and adaptability to different player counts. While it may take some time to learn, the game offers a fresh and engaging experience each time it is played.
Age of Renaissance has a moderate level of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
A game that is often described as a semi-sequel to Civilization. Players attempt to build up their cultures during the Middle Ages and Renaissance periods. The game features a card deck that holds events, payout cards, and famous leaders of the particular eras. Although all cards will turn up somewhere during the game, the timing and position in which they will be played is crucial and will ensure a different game every time. The main goal of each city-state is to gain points in the form of technical advances, while keeping their culture's misery level as low as possible. The payout structure is similar to those of Civilization and Advanced Civilization in that more resources of the same type yield increasingly higher payouts. This time particular payouts are triggered by card play for every player at once. An ingenious and very smooth working “combat” system is implemented to determine province – and thus resource - control.
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