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Age of Renaissance (AOR) Updated May 25, 2023
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule GM: Jay Spencer (2nd Year)
Round Day Start Time Duration Location
Demo 1/1FSa161Exhibit Hall Annex Table #7
Heat 1/2FSa96Dogwood
Heat 2/2FSa176Dogwood
FinalSa96Laurel
2023 Tournament Format  Heats Most Wins - Points

Introduction:

Age of Renaissance is a 'B' tournament, which means beginners are welcome to play if you have played before, read the rules, or attended a demo. Eric Monte did a great job a few years ago of generating interest in this terrific game and bringing it back into the century. I am hoping to continue his good work and introduce Age of Renaissance to new players as well as keeping it around for the veterans for many more years. I played it for the first time at WBC after reading the rules on-line. Eric’s format helped me to learn it and I bought a copy of the game the following year.

We were hit hard by COVID last year, but I hope that we can rekindle interest in this classic. I recommend attending the demo if you have never played or have played previously but it has been a while. Even if you have never played, you can attend the demo then play in the second heat.

The game:

Age of Renaissance has been called a lighter version of Civilization. It has hints of History of the World and even Risk. Up to six countries compete for land and commodities on the colorful map: Venice, Genoa, Barcelona, Paris, London, and Hamburg.

The game progresses through three ages, representing progress in time. There are commodity cards, leader cards, and event cards to be played, and dice are rolled for combat. Unlike in Risk, though, combat is not the sole purpose of the game. There is a little of something for everyone. Players will negotiate, gain territory, and make advancement purchases. I encourage anyone who has some time to come out and give it a try. Of course, I also hope the long-time players and even former players will try their hand at building the most capable civilization.

Timing:

All heats will be 6 hours long. Games must get started 15 minutes after the start time but may start earlier if the game is set up and all players are ready. Tables will not start another turn more than 5 hours and 15 minutes after the official start time of the heat. Complete final card play after the completion of the upkeep phase.

There will be no time limit for the final.

Hard Finish - At 5 hours and 45 minutes after the start of the heat, players should complete their current phase and proceed to final card play, unless all players agree to complete the turn normally. In no case should a turn be started after the 5 hour and 15-minute mark.

Time in this game is a funny thing. When all players are experienced, the game should take 4-6 hours at most. In some years, the finals have finished in under 5 hours. Slow and inefficient movement through the phases can add considerable time to the game. Both new and experienced players may be the cause of the game moving slowly, so everyone please keep pace! Consider the following suggestions and rules to keep the games moving:

  • Feel free to record the purchases of other players. Players should announce which advances they bought when they have completed purchasing. However, it is a tournament rule you are not allowed to ask for a full list of a players advances when it is their turn or your turn.
  • You may ask about Exploration/Religious advances since they usually have a significant effect on purchasing or expansion for the entire game.
  • You may always ask a player what they bought in the purchase phase of the current turn. A suitable time to catch up is during the expansion phase when neither you nor the player you are checking is expanding. This rule is intended to speed play, not to conceal from players which advances you own!
  • Taking a rundown of what every player has purchased after the purchase phase should be avoided since it is very time consuming. Tables that continually do this should be brought to my attention and may be asked to move immediately on to expansion at the conclusion of the purchase phase.
  • Bidding should be limited to 2 minutes. Especially for new players, just bid high (at least above 20) if you do not know what to do since this is often a safe play (protects against events, gives you options during expansion, and you will probably get paid anyway during card play). Players continually taking excessive time should be brought to my attention.
  • Plan your purchase phase in advance!

AOR is a game with a decent number of moving parts. Things are bound to be overlooked, forgotten, and even possibly done the wrong way. Whenever you feel something is awry, say something, right away! If there was a significant mistake, please alert a GM or assistant GM to help solve the issue. It is always best to have an independent party make the choice for everyone, this way no one feels badly after the game.

WBC House Rules:

  1. The Attribute of Master Art is amended to allow its owner to immediately discard one card during the turn of its purchase in addition to its normal discard abilities during the Buy Card Phase. Per the rules, this discard will also be face up.
  2. Optional House Rule: To keep games to within the time limit we will play with an optional house rule. If it is discovered there are exactly zero cards left in the draw pile during epoch 1 or 2 after the buy cards phase, advance to the next epoch after playing the play cards phase by shuffling the discard pile and adding in the required cards. This rule will only be used by tables that unanimously vote to use this rule. If there is a dissension, the table will not use this rule. This optional rule will not be an available for the final since time should not be an issue. The purpose of this option is primarily to speed play and ensure games finish.

Advancement:

All heat winners and alternates (second place finishers) will be potentially eligible for advancement to the final using the Heats Most Wins-Points standard tiebreakers. If six or fewer winners and alternates show up to the final, then they will play. I will post a list of winners and alternates after each heat on the kiosk. If you win a heat and know that you will not be attending the final, I would appreciate knowing that ahead of time.

Notes:

There will be a final shortage/surplus roll before the start of the final card play phase, per the rules.

Event Sheet: For a game to count, a summary sheet must be accurately completed recording ALL pertinent info and submitted promptly to the GM. Winners are responsible for seeing that this is accomplished. Summary sheets will be handed out by the GM before play begins.

Have fun!

HEATS: MOST WINS - POINTS (HMW-P):

  1. Most Wins (e.g., total in all heats entered)
  2. Total Points – Players earn the following pints in each heat they entered:
    • 1st Place - 1,000 points
    • 2nd Place - 100 points
    • 3rd Place - 10 points
    • 4th Place - 1 points
    • All other places - 0 points
    • e.g. player has a 1st, 2nd, and 4th in three heats: total points would be 1,101
  3. GM Specific Tie-breaker - Sum of the ratios of your final score and the winner's (second place player's) final score in each game
  4. High dice roll.

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