by Andrew Cummins
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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,
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 maximise 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 (urn... Anyway, AoR is a very rewarding and intricate game. More Boardgaming
Age of Renaissance Tactics Review: McCartlin's Stock Car Game Union Pacific Value Review: Torres Review: Blue Max (WWI) Review: Dover Patrol Review: DiskWars (fantasy) Back to Strategist Vol. XXX No. 1 Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 1999 by George Phillies This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |