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Age Of Renaissance Turn Sequence Mats by Liumas

Good game aids make this game simpler and quicker.


This PDF includes 2 turn sequence mats on 1 page.
Print 1 mat for each player.

Game:
Age Of Renaissance, 1996
BGG ID: 26
Designer: Jared Scarborough
Chris Conboy
chris@ageofgods.com
Liumas at BoardGameGeek.com

Age Of Renaissance Turn Sequence


Draw Card
skip on 1st turn
st
1 house may cancel a shortage and/or surplus for base value.
Each house in turn draws 1 card.
Buy Card
must hold the required advances
Urban Ascendancy: Buy 1 card for $10.
Master Art: Discard 1 card with no effect.
Play Cards
play events, leaders, commodities
Each house in turn plays any number of cards in any order.
Replay: Discard circled epoch number cards to replay stack.
Misery Burdens: Voided events cannot be played.
Leader: Credits toward advance purchases this turn.
st
Patronage: Use others Leader; pay protection. Not 1 Ldr.
Printed Word: Leader Rebates for prior advances.
Commodity: Pay each holder of the cards commodity.
Purchase
shipping, advances, stabilization, misery relief
Each house in turn completes all 4 items in order.
 $
Ship Upgrade: $10 each, 1 per turn.
1 1
Advances: Use credits of current Leaders;
2 3
and credits from prior same-category advances.
3 6
Dot the box to note the advance was bought this turn.
4 10
Stabilization: Based on hand size (see table).
5 15
Fail to Pay: +Misery = space values required amount.
6 21
Middle Class: Stabilization cost is (round up).
7 28
Misery Relief: Pay difference of current and next lowest.
8 36
Advance Tiers: Improve spaces up to Advance Tiers.
Advance MR: Less MR cost on turn advance is acquired.
Enlightenment: MR price (round up).
Game End
all advances purchased or all cards drawn
At end of any turn in which any house has all 26 advances.
Or end of turn where all cards have been drawn from Epoch .

Age Of Renaissance Turn Sequence


Draw Card
skip on 1 turn
1st house may cancel a shortage and/or surplus for base value.
Each house in turn draws 1 card.
st

Buy Card
must hold the required advances
Urban Ascendancy: Buy 1 card for $10.
Master Art: Discard 1 card with no effect.
Play Cards
play events, leaders, commodities
Each house in turn plays any number of cards in any order.
Replay: Discard circled epoch number cards to replay stack.
Misery Burdens: Voided events cannot be played.
Leader: Credits toward advance purchases this turn.
Patronage: Use others Leader; pay protection. Not 1st Ldr.
Printed Word: Leader Rebates for prior advances.
Commodity: Pay each holder of the cards commodity.
Purchase
shipping, advances, stabilization, misery relief
Each house in turn completes all 4 items in order.
 $
Ship Upgrade: $10 each, 1 per turn.
1 1
Advances: Use credits of current Leaders;
2 3
and credits from prior same-category advances.
3 6
Dot the box to note the advance was bought this turn.
4 10
Stabilization: Based on hand size (see table).
5 15
Fail to Pay: +Misery = space values required amount.
6 21
Middle Class: Stabilization cost is (round up).
7 28
Misery Relief: Pay difference of current and next lowest.
8 36
Advance Tiers: Improve spaces up to Advance Tiers.
Advance MR: Less MR cost on turn advance is acquired.
Enlightenment: MR price (round up).
Game End
all advances purchased or all cards drawn
At end of any turn in which any house has all 26 advances.
Or end of turn where all cards have been drawn from Epoch .

Expansion
place Rs, buy 1 card, resolve competition
Expand: Houses in turn place all their Rs, white side up.
R
Market #: Peacefully support that # Q/R or 1 O/P.
1 3
Domination: If Rs = Market # then replace with 1 P.
2 6
Buy 1 Card: Any time; table lists purchases by all houses. 3 9
4 12
Competition: Triggered when tokens exceed Market #.
5 15
Cost: Rs present = def str + Mkt #, and Rs Mkt #
6 18
Capital: Original owner is 2x strength.
Proselytism: Attacker Win on Green Attacker Order Of Play
Attacker if Green > Attacker Order Of Play
Wins if Black > White
Wind/Watermill: Once/turn, on taking province from another, pay
R = Market #. Result: d6 Market # trade 1 hand card for
random card from victim.
Greatest Expansion: Most P gets 1 card. Turn order breaks ties.
Income
flip Rs, earn income, roll surplus/shortage
Flip Tokens: Flip all P/R to O/Q.
New World: 1 Misery now.
Income: $ = last uncovered Income circle
Interest & Profit: 2x remaining $ up to income.
Surplus/Shortage: Roll dice twice. Black + White = commodity.
Green Result Payoff Majority Commodity Holder
1 3 Shortage +1 box Draw 1 card
4 6 Surplus 1 box Pay $1 for each such province

Order Of Play
not on last turn
Buy Rs: Record total $, Rs bought for next turn, remaining $.
Order Of Play: Least bought Rs is 1st house.
Mark Advances: Fill in all advance s to Os.
chris conboy 2008-09

Final Card Play: After Income phase play all unplayed cards.
Final Score = Advances + Cash Misery

Expansion
place Rs, buy 1 card, resolve competition
Expand: Houses in turn place all their Rs, white side up.
R
Market #: Peacefully support that # Q/R or 1 O/P.
1 3
Domination: If Rs = Market # then replace with 1 P.
2 6
Buy 1 Card: Any time; table lists purchases by all houses. 3 9
4 12
Competition: Triggered when tokens exceed Market #.
5 15
Cost: Rs present = def str + Mkt #, and Rs Mkt #
6 18
Capital: Original owner is 2x strength.
Proselytism: Attacker Win on Green Attacker Order Of Play
Attacker if Green > Attacker Order Of Play
Wins if Black > White
Wind/Watermill: Once/turn, on taking province from another, pay
R = Market #. Result: d6 Market # trade 1 hand card for
random card from victim.
Greatest Expansion: Most P gets 1 card. Turn order breaks ties.
Income
flip Rs, earn income, roll surplus/shortage
Flip Tokens: Flip all P/R to O/Q.
New World: 1 Misery now.
Income: $ = last uncovered Income circle
Interest & Profit: 2x remaining $ up to income.
Surplus/Shortage: Roll dice twice. Black + White = commodity.
Green Result Payoff Majority Commodity Holder
1 3 Shortage +1 box Draw 1 card
4 6 Surplus 1 box Pay $1 for each such province

Order Of Play
not on last turn
Buy Rs: Record total $, Rs bought for next turn, remaining $.
Order Of Play: Least bought Rs is 1st house.
Mark Advances: Fill in all advance s to Os.
chris conboy 2008-09

Final Card Play: After Income phase play all unplayed cards.
Final Score = Advances + Cash Misery

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