Age of Renaissance

Tactics

by Andrew Cummins



My take on this is that in most cases the actual country you are playing is immaterial to your chances of victory. There is an initial expansion phase which leaves one/two leaders, the pack and one/two trailers - how this works out is down to the micro-economics of order of play, luck in card selection and opposing personalities.

The game then typically goes two ways,

a) 75% The leaders will then be nailed by everyone else, the trailers will lag behind and the most likely winners will emerge from the pack.

b) 25% The initial leader establishes a commanding advantage, the rest of players fail to peg him back and the game is effectively over by turn 3-4. [This was how Ewan won the WBC final with Genoa and an early Crusades]

I think it is useful to not follow the crowd in terms of advances - don't be the third person into Exploration; go into Commerce or Civics instead.

You also want to be pulling as many cards as you possibly can to ma-ximise your chance of getting a significant resource, leader, military advantage or misery card. With everyone taking this approach it leads to the game being significantly faster in tempo - Exploration perhaps not getting to the New World,

On the token play I prefer to either be last with a huge number for expansion perhaps with a military advantage or first with enough to buy a card and cash in the commodity set that I stole going last the previous turn...

Anyway, AoR is a very rewarding and intricate game.


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