Table feel
Moderately interactive game with a good balance of direct and strategic confrontation. Players need to frequently pay attention to others' actions, but there is limited emphasis on cooperation.
Players
2-4
Time
40-70
Age
12+
Weight
2.67
Rating
6.96
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderately interactive game with a good balance of direct and strategic confrontation. Players need to frequently pay attention to others' actions, but there is limited emphasis on cooperation.
Guns & Steel: Renaissance has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. While it may not be the easiest game to learn, it offers a rewarding and fresh experience each time it is played.
Guns & Steel: Renaissance has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by a balanced mix of luck and player strategy.
The world is a dynamic place, always changing and never stops flowing. New and improved ways are challenging traditional values and, with the wave of renaissance sweeping through, you will not be spared. With great power comes great responsibility to provide stability and protection, resulting in a new golden age. Endure the tides of time, and leave an epic impression of your civilization upon the heritage of mankind. Guns & Steel: Renaissance is a standalone expansion for Guns & Steel, providing new cards and new mechanisms that can be played by itself, or combined with the base game to provide a rich and dynamic adventure throughout history. Here's the overview of a player's turn during the game: Resource Phase Play a card face-down as a resource card. Development Phase Play a card face-up as a development card. Purchase Phase May buy one card from supply. End of Turn Phase 0 or 1 card in hand: Retrieve cards to hand. 2 or more cards in hand: Do nothing. Check if you can place glory cubes on a wonder. The game ends when all of the wonders are taken, or when all space age cards have been bought, or when a player has 15 VP tokens. At this point, whoever has the most VP wins.
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