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	<updated>2026-09-21T16:02:58Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxrenaissance&amp;diff=29154</id>
		<title>Gamehelppaxrenaissance</title>
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		<updated>2026-03-25T18:36:48Z</updated>

		<summary type="html">&lt;p&gt;Horsard612: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pax Renaissance – Quick Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Pax Renaissance&#039;&#039;&#039;, players take on the roles of powerful bankers during the European Renaissance. You control the flow of capital, influence monarchs, and trigger religious or political upheavals to shape the world.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
The game ends when one of the four &#039;&#039;&#039;Victory Conditions (Victoria)&#039;&#039;&#039; is met or the market deck is exhausted. Four paths to victory must be activated by purchasing &#039;&#039;&#039;Comet cards&#039;&#039;&#039; from the market (2 in East &amp;amp; 2 in West):&lt;br /&gt;
* &#039;&#039;&#039;Renaissance Victory (End of Feudalism):&#039;&#039;&#039; Having the most Republics and 2+ more Law prestige.&lt;br /&gt;
* &#039;&#039;&#039;Globalization Victory (Age of Discovery):&#039;&#039;&#039; Having the most Discovery prestige and 2+ more concessions (pawns).&lt;br /&gt;
* &#039;&#039;&#039;Imperial Victory (Holy Roman Emperor):&#039;&#039;&#039; Controlling 2+ (3+ in 2p) more Kingdoms.&lt;br /&gt;
* &#039;&#039;&#039;Holy Victory (Religious Domination):&#039;&#039;&#039; Your religion is dominant, and you have the most prestige in that religion.&lt;br /&gt;
&lt;br /&gt;
=== Game Flow ===&lt;br /&gt;
Players take turns in clockwise order. A turn consists of &#039;&#039;&#039;2 actions&#039;&#039;&#039; (can be the same or different).&lt;br /&gt;
&lt;br /&gt;
=== The 8 Possible Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Buy Card (Market):&#039;&#039;&#039; Place florin on a card to the left of the desired card in the Market (East or West) to take it into your hand.&lt;br /&gt;
# &#039;&#039;&#039;Sell Card (Hand/Tableau):&#039;&#039;&#039; Remove a card from your tableau or hand and gain florins.&lt;br /&gt;
# &#039;&#039;&#039;Play Card (Tableau):&#039;&#039;&#039; Place a card from your hand into your Tableau (West or East side). Many cards trigger one-shot effects when played (e.g., placing pieces, Inquisitors, or Pirates).&lt;br /&gt;
# &#039;&#039;&#039;East/West Operations (Tableau):&#039;&#039;&#039; Activate all symbols on the cards of one side of your tableau (either all West cards or all East cards). Each card can only be activated once per turn.&lt;br /&gt;
# &#039;&#039;&#039;East/West Trade Fair:&#039;&#039;&#039; Gold is distributed along the selected East/West route. Bankers controlling the route by holding concessions there earn Florin. Discard the left most card in the respective market after passing the turn. Can&#039;t do 2 trade fairs on the same trade route per turn.&lt;br /&gt;
# &#039;&#039;&#039;Declare Victory:&#039;&#039;&#039; Declare an activated victory if conditions are fulfilled.&lt;br /&gt;
&lt;br /&gt;
=== Operations &amp;amp; Symbols ===&lt;br /&gt;
When choosing the &#039;&#039;&#039;Operations&#039;&#039;&#039; action, you execute the symbols on your cards:&lt;br /&gt;
* &#039;&#039;&#039;Campaign:&#039;&#039;&#039; Each king offers the symbol allowing you to attack neighboring empires.&lt;br /&gt;
* &#039;&#039;&#039;Tax:&#039;&#039;&#039; Levy a knight/rook and force a concession in the empire to pay florin for it.&lt;br /&gt;
* &#039;&#039;&#039;Repress:&#039;&#039;&#039; &amp;quot;Jail&amp;quot; an illustrated token and move it to the empire card.&lt;br /&gt;
* &#039;&#039;&#039;Siege:&#039;&#039;&#039; Kill a knight/rook/pirate in the empire.&lt;br /&gt;
* &#039;&#039;&#039;Corsair:&#039;&#039;&#039; Move a pirate in the empire.&lt;br /&gt;
* &#039;&#039;&#039;East/West Vote:&#039;&#039;&#039; Host a vote in an East/West empire to overthrow the current regime.&lt;br /&gt;
* &#039;&#039;&#039;Behead:&#039;&#039;&#039; Kill a tableau card located in the same empire location and discard it.&lt;br /&gt;
* &#039;&#039;&#039;East/West Commerce:&#039;&#039;&#039; Gain a florin from the East/West market, if available.&lt;br /&gt;
* &#039;&#039;&#039;Inquisitor:&#039;&#039;&#039; Move a bishop of indicated religion.&lt;br /&gt;
&lt;br /&gt;
=== Key Concepts for Decisions ===&lt;br /&gt;
* &#039;&#039;&#039;Prestige:&#039;&#039;&#039; There are four types (Law, Discovery, Religious, Patron). Prestige is essential for meeting victory conditions.&lt;br /&gt;
* &#039;&#039;&#039;Empire Cards:&#039;&#039;&#039; An empire has two sides: the &#039;&#039;&#039;Kingdom&#039;&#039;&#039; side allows you to campaign, while the &#039;&#039;&#039;Republics&#039;&#039;&#039; side is a modernized state potentially providing Law prestige and Vote/Commerce operations.&lt;br /&gt;
* &#039;&#039;&#039;Theocracy:&#039;&#039;&#039; If an empire is theocratic, it can be Catholic, Islamic, or Reformed. This dictates which units (Knights/Rooks) are active and contributes to the military strength of a religion. Most of the time, however, an empire is medieval (not theocratic).&lt;br /&gt;
* &#039;&#039;&#039;Bishops:&#039;&#039;&#039; Unlike other tokens, bishops are not on the map but on tableaus or empire cards. They contribute to the theocratic strength of their religion and silence cards they land on.&lt;br /&gt;
&lt;br /&gt;
=== End of Game (Empty Market) ===&lt;br /&gt;
If none of the four victory conditions is met before the market runs out, the player with the most Patron prestige wins &#039;&#039;&#039;Patron Victory&#039;&#039;&#039;. Tie-breaker is the number of florins, and if still tied, players share the victory.&lt;/div&gt;</summary>
		<author><name>Horsard612</name></author>
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