AGE OF RENAISSANCE (AoR) FAQ Version: 0.0 Ok, here is an initial copy of the FAQ for Age of Renaissance that I'm putting together. As I finish sections and get additional input I'll post updates to the r.g.b. newsgroup. If you have anything to add or correct, please email me. Thanks and enjoy! Mark Boone email: mrboone@msn.com ------------------------------------------------------------ CONTENTS: 1 General 2 Components 3 Clarifications 3.1 Map Board 3.2 Game Rules 3.3 Cards 3.4 Advances 4 House Rules 5 Strategy 5.1 Overall 5.2 By Capital 6 Stat Numbers 6.1 Combat Percentages 6.2 Map Area Values ------------------------------------------------------------ 1) GENERAL Age of Renaissance (AoR) is a multi-player game for 3-6 set in the Middle Ages (750-1750). Players represent commerce powers of the period competing for domination of various commodity markets. Victory is determined by the player with the highest total of: money + advances - misery. Players use tokens to expand across the map and to combat other players for map areas. There are civilization advances that can be bought that have various benefits on play. Finally there is a card deck containing leaders, events, and commodity cards. The card deck is organized into 3 epochs. When the card deck for epoch 1 is gone, epoch 2 cards plus any played epoch 1 cards are shuffled to create the new deck to draw from. Some cards may only occur once and are not recycled into future epochs; there are leaders and some events. This is not a expansion to the Civilization / Advanced Civilization games. It is its own game, but with obvious influences from Civ and History of the World. Research & Design: Jared Scarborough Game Development: Don Greenwood ------------------------------------------------------------ 2) COMPONENTS - 22x34 map board (2 pieces). Unfortunately, the board folds with the map surface on the outside, so the map is not protected from scuffing and other similar rubbing damage that may occur in shipping. :( - 6 sets of player pieces: 36 tokens, 24 domination markers, 1 ship, 1 misery, 1 turn, 12 commodity markers. - 6 player mats (turn of sequence, other notes) - pad of Advance Logs - 64 History cards (27 Commodity, 18 Event, and 19 Leaders) - 3 dice (color, black, white) - play money (1, 5, 10, 20, 100) x36 each For some reason, the cards decks in many of the games is messed up (i.e two Religious Strife cards and no Rebellion card). You can call AH and request a replacement deck (1-800-999-3222). ------------------------------------------------------------ 3) CLARIFICATIONS 3.1) Map Board a) Bay of Biscay extends from Edinburgh to Seville b) Paris is directly connected to Portsmouth c) No purpose for Norwegian Sea d) No connection between Eastern Med and Barca e) Iceland and W.Africa are only accessible across a sea. - need at least 'Heavens' or 'Seaworthy Vessels' to reach 3.2) Game Rules a) Market Competition (Combat) When you lose a combat, you lose ALL the tokens used in the attack (both old and new). Example A) You are attacking Tunis, a 4 area, which currently only has 1 token of another player. So, 5 new tokens are needed to attack. If you lose, all 5 tokens are lost. You cannot place 3 tokens from the attack into Tunis and just lose 2. Example B) same as A above except now you have 2 old tokens in Tunis as well from a previous turn. The total to attack is still 5 (3 new + 2 old). If you lose, you lose all 5 tokens (both old and new)! b) Token Buys and Turn Order Your turn order for the next turn is based on the number of tokens you are buying. So, if I buy 13 tokens, I pay $13 to the bank, take 13 tokens, and compare my 13 to other players' buys for turn order. There are two special cases: A) You can buy more than the number of tokens you have available. So, if you buy 30 and only have 25 tokens in stock, you pay $30 to the bank and take the 25 tokens. This might be done if you are trying to get the last turn position for some reason. B) You can buy a negative amount. So, if you buy -5, I pay $5 to the bank and take no tokens. This can be done if trying to gain the 1st turn position. You cannot combine the purchase of tokens with a negative bid. A negative bid means 0 tokens. 3.3) Cards 3.4) Advances ------------------------------------------------------------ 4) HOUSE RULES a) Early Crusade Some people feel that an early play of the Crusades card (like on Turn-1) can give that player too much of an early lead. So, to lessen this advantage: Place crusades domination marker face up (new), so the player can't expand off of it on the same turn. BTW, the chance of an early Crusades card is: 28 cards in epoch1, minimum for each turn: N cards are drawn, +1 awarded in expansion phase N T1 T2 T3 T4 T5 T6 T7 6 player 42.8 67.9 92.9 100 5 player 35.7 57.1 78.6 100 4 player 28.6 46.4 64.2 82.1 100 3 player 21.4 35.7 50.0 64.2 78.6 92.8 100 b) Start Card For the 1st card dealt, before capitals are chosen, deal only commodities so that every player has one to start. This may influence you in which capital to select, plus ensures that everyone has at least one commodity card. Also, it helps reduce the odds of a Crusades card on Turn1. c) Loss of Capital When a player's capital is lost, then all earned income is halved until the player regains their capital. This affects commodity payoffs, leader rebates, area income, and Interest & Profit. ------------------------------------------------------------ 5) STRATEGY This section is certainly subject to opinion and debate. I'm sure the content of this section will vary as new input comes in. 5.1 Overall The game revolves around commodities and advances. Players that can get the best return on their investments are generally the winner in the long run. Also the cards you get can drastically affect your strategy, changing the order of advances you were thinking of or the commodities you may be going after. Checking the map area values in the section below, you will find that the top four commodities (Silk, Spice, Gold, Ivory) usually comprise about half or more of the total market value in play. So, being the majority owner in one or more of these commodities will be a big step in winning the game. Spice is especially good since there are a lot of areas and it has a high value (9). These commodities will encourage a race to areas 6, 8, FE, and NW. A typical strategy for cashing in on a big payout for a commodity card is to: - buy lots of tokens + use military card, go last in turn - take over areas to dominate a market - bid low or negative to go 1st next turn - play your commodity card next turn for big payoff The pros is that this keeps you from tipping off players for what commodity you are going after, plus removes their chance to react to counter you move. The con, of course, is that you are going last and therefore don't have the best odds on attacks (base 41.67). But this can be helped by playing a military advantage card and/or having the Proselytism advance. Area Expansion - Card Play - Advances - 5.2 By Capital I feel that Venice and Genoa have the better odds of winning. This is because they a) start in a rich area 7, and b) have an easier approach to expanding into areas 5, 6, and 8; generally divying them up between them and Barcelona for free. The other capitals are going to need big ship builds or advances to get to these areas and will be arriving after all the areas are taken, so will have to fight for them. Everyone has the same chance of getting to the FE and NW areas. a) Venice You and Genoa will be competing in expanding to the East Med. Better to share the area with Genoa, then consolidate you gains when the map is full. Being the first into area 5 is a big plus. Besides Cloth, you have a good shot at the top 4 commodities which can really pay off if you get to the FE first. b) Genoa Basically the same as for Venice, except you have another close rival in Barcelona. Try to block Barcelona from the east by taking up coastal areas and try to force Venice to take the Northern route. Try to pick up Sicily and Tunis. Based on commodity cards, you are in a good position to pick off areas from Barcelona, Paris, and Venice. c) Barcelona Yours will be a tough road. You get off to a quick start will low token areas in Spain and N.Africa. Try to get a presence in areas 5 & 6 too. Your obvious markets are Wool and Wine, try to go after Silk and Ivory too. Because of your low token areas, you will be a favorite target for others trying to pick up that one extra market area (Nationalism would help). d) Paris Because of your position, you main goal should be to dominate most of Europe. This will give you a good mix of markets but nothing very valuable or very many in any single one. You commodity cards will most likely dictate which direction you head in. Cloth and Metal may be decent choices. Don't get bogged down in small Galley builds, go straight to Seaworthy Vessels. e) London Obviously, ship builds will be your priority. You will be competing with Barcelona for Wool and maybe Hamburg for Timber or Metal. Your home area should be fairly safe since no one will want the low value markets there, plus they have decent defense values. Off the top 4 ivory may be a good choice. f) Hamburg You start in a poor region, so your cash build up will probably slower than others and you will often be chasing the pack. You have to mix ship builds and Caravan to secure the North areas before London does and try to get to area 5 quickly. Besides Timber and Metal, Fur and Gold will be good choices. Try to not get bogged down with Paris early on, and try to seal off N.Europe from expansion by London, Paris, and Venice. ------------------------------------------------------------ 6) STAT NUMBERS 6.1) Combat Percentages Below are the CRT percentages for combat. You can win based on: A) the Green die - dependent on turn order, or B) the Black/White dice combo - turn order doesn't matter The table shows the four possible combinations for each turn position. BW B>W to win (41.6%) BW= B>=W to win (58.3%), use a military advantage card G G > turn to win G= G >= turn to win, Advance 'G' Turn BW G BW G= BW= G BW= G= --------------------------------- 1 90.28 100.00 93.06 100.00 2 80.56 90.28 86.11 93.06 3 70.83 80.56 79.17 86.11 4 61.11 70.83 72.22 79.17 5 51.39 61.11 65.28 72.22 6 41.67 51.39 58.33 65.28 6.2) Map Area Values This table breaks down each map region, listing: the number of market areas (#A), the number of tokens to fill these areas (#Tok), the number of Satellite areas (#S), the combined value of the region, and a listing of the specific commodity areas. Area Values #A #Tok #S Value Commodities -------------------------------------------------------- 1 6 19 6 30 St3 T2 T4 Gr5 M3 F2 2 8 25 5 55 Wo2 Wo2 Wo3 Wo5 T3 Gr5 M3 I2 3 11 35 5 86 St2 St4 St4 Gr3 C3 C4 C4 Wi3 M3 F3 Go2 4 5 13 2 36 Wo2 Wo3 Wi3 Wi3 Si2 5 8 19 3 64 Wo2 T2 Gr2 F2 F2 Si3 Sp4 Go2 6 6 24 5 69 Wi3 Si4 Sp5 Sp5 Go3 I4 7 13 8 3 100 St2 St3 St4 St5 T3 T4 Gr2 Gr2 C4 C5 C5 Wi5 M4 8 11 28 6 97 Wo2 Wo2 T2 Gr3 C4 Wi3 M2 M4 Si2 I2 I2 FE 3 15 - 123 Si/Sp5 Si/Sp5 Sp/Go5 NW 2 12 - 41 Gr/C/F6 M/Sp/Go6 71 This table shows the number of market areas in play based on the number of players. The total value for the regions in play is listed as well a comparison of the first 8 markets vs the top 4. As can be seen, the top 4 commodities tend to dominate the overall market. N Areas St Wo T Gr C Wi M F Si Sp Go I Value St-F Si-I ----------------------------------------------------------------- 3 4-8 46 4 5 4 5 5 5 4 3 6 7 4 3 1602 623 979 4 3-8 57 7 5 4 6 8 6 5 4 6 7 5 3 2122 1053 1069 5 2-8 65 7 9 5 7 8 6 6 4 6 7 5 4 2449 1310 1139 6 1-8 71 8 9 7 8 8 6 7 5 6 7 5 4 2737 1598 1139 -- ------------------------------------------ Mark Boone K51, A246, x7396 e-mail: mboone@nswc.navy.mil