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Age Of Renaissance box art
Rich game profile

Age Of Renaissance

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?

Quick read before the metadata.

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.

Teach 2.3

Teaching signal

Replay 4.1

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

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.

Replay value

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.

Luck profile

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

What ABG knows about this game

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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Editions

Versions and regional releases

Edition Year Language Publisher / Region
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Files and documents

Rules, aids, translations

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Credits

People and publishers

Designers

2
Don Greenwood Jared Scarborough

Artists

2
Stephen Langmead Kurt Miller

Publishers

2
The Avalon Hill Game Co Descartes Editeur

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