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Board DescriptionWiki.. http://www.wargear.net/wiki/doku.php?id=boards:renaissance_wars:renaissance_wars "Renaissance Wars" plays basically the same as "War Of The Roses." The board may look complicated but the rules are simple. "So what's different," you ask? Some things are simpler - there are no more roses to eliminate - Just take the Crown to win the game. Unlike in WoTR, Mercenaries are no longer 'shared.' You now have your own personal Champion (the head of your mercenaries) - one of the Horsemen located in the center of the board. This permits you to build up your mercenary army count over time. Noone can ever attack your Champion. Timing is critical. Use the combined armies on your banners and Champion to attack the King's forces in the center of the board and claim the crown to win the game. Churosques, Spies and Castles: All of these support you by putting a unit on themselves. Yes, this is not as nice as having an in-hand bonus, However, they offer additional services as follows.. The Four Religions (the churchy/mosquey icons - we call them "Churosques") compel followers to fight for your cause. Ownership of each Churosque conscripts an additional convert to your Champion on EVERY turn you control that Churosque. The Four Spies grant vision to all of the Champions on the board. You want to know who's building up on their mercenaries, don't you? Each spy can also view the castle and churosque in it's 'land-locked" region. The Six Castles house families with royal lineage. They carry much influence over those who defend the crown. The number of Castles you control directly affects the number of troops who are willing to stand aside when you attack the Crown. Each Castle held reduces the crown by 7 units. Sea-Lanes have -1 Attack dice modifiers, attacking at D5vD6 Custom First Round Bonuses (used on certain scenarios) temper the advantage that early players often have. Two Fortifies with Back to Attack ON (Use it - this is a valuable feature.) Hints for play.. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionWiki.. http://www.wargear.net/wiki/doku.php?id=boards:renaissance_wars:renaissance_wars "Renaissance Wars" plays basically the same as "War Of The Roses." The board may look complicated but the rules are simple. "So what's different," you ask? Some things are simpler - there are no more roses to eliminate - Just take the Crown to win the game. Mercenaries are no longer 'shared.' You now have your own personal Champion (the head of your mercenaries) - one of the Horsemen located in the center of the board. this permits you to build up your mercenary army count over time. Noone can ever attack your Champion. Churosques, Spies and Castles: All of these support you by putting a unit on themselves. Yes, this is not as nice as having an in-hand bonus, However, they offer additional services as follows.. The Four Religions (the churchy/mosquey icons - we call them "Churosques") compel followers to fight for your cause. Ownership of each Churosque conscripts an additional convert to your Champion on EVERY turn you control that Churosque. The Four Spies grant vision to all of the Champions on the board. You want to see who's building up for a sneak-attack, don't you? Each spy can also view the castle and churosque in it's 'land-locked" region. The Six Castles house families with royal lineage. They carry much influence over those who defend the crown. The number of Castles you control directly affects the number of troops who are willing to stand aside when you attack the Crown. Each Castle held reduces the crown by 7 units. Sea-Lanes have -1 Attack dice modifiers, attacking at D5vD6 Custom First Round Bonuses (used on certain scenarios) temper the advantage that early players often have. Two Fortifies with Back to Attack On Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionIn this scenarlio spies have considerably more power.. Spies not only lift fog on the churosques and castles on their respective continentents and all Mercenaries, but they now can rain ARTiLLERY Atacks on any band of Mercenaries. http://www.wargear.net/wiki/doku.php?id=boards:renaissance_wars:renaissance_wars "Renaissance Wars" plays basically the same as "War Of The Roses." The board may look complicated but the rules are simple. "So what's different," you ask? Some things are simpler - there are no more roses to eliminate - Just take the Crown to win the game. Mercenaries are no longer 'shared.' You now have your own personal Champion (the head of your mercenaries) - one of the Horsemen located in the center of the board. this permits you to build up your mercenary army count over time. Noone can ever attack your Champion. Churosques, Spies and Castles: All of these support you by putting a unit on themselves. Yes, this is not as nice as having an in-hand bonus, However, they offer additional services as follows.. The Four Religions (the churchy/mosquey icons - we call them "Churosques") compel followers to fight for your cause. Ownership of each Churosque conscripts an additional convert to your Champion on EVERY turn you control that Churosque. The Four Spies grant vision to all of the Champions on the board. You want to see who's building up for a sneak-attack, don't you? Each spy can also view the castle and churosque in it's 'land-locked" region. The Six Castles house families with royal lineage. They carry much influence over those who defend the crown. The number of Castles you control directly affects the number of troops who are willing to stand aside when you attack the Crown. Each Castle held reduces the crown by 6 units for the first caslte owned and 7 unit for every subsequent caslte owned. Sea-Lanes have -1 Attack dice modifiers, attacking at D5vD6 Custom First Round Bonuses (used on certain scenarios) temper the advantage that early players often have. Two Fortifies with Back to Attack ON Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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