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(Created page with "== Pax Renaissance – Quick Rules Summary == In '''Pax Renaissance''', 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. === Goal of the Game === The game ends when one of the four '''Victory Conditions (Victoria)''' is met or the market deck is exhausted. Four paths to victory must be activated by playing '''Comet cards'''...")
 
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=== Goal of the Game ===
=== Goal of the Game ===
The game ends when one of the four '''Victory Conditions (Victoria)''' is met or the market deck is exhausted. Four paths to victory must be activated by playing '''Comet cards''':
The game ends when one of the four '''Victory Conditions (Victoria)''' is met or the market deck is exhausted. Four paths to victory must be activated by purchasing '''Comet cards''' from the market (2 in East & 2 in West):
* '''Imperial Victory (Holy Roman Empire):''' Controlling the most Kingdoms.
* '''Renaissance Victory (End of Feudalism):''' Having the most Republics and 2+ more Law prestige.
* '''Religious Victory (Holy War):''' Your religion is dominant, and you have the most prestige in that religion.
* '''Globalization Victory (Age of Discovery):''' Having the most Discovery prestige and 2+ more concessions (pawns).
* '''Globalization Victory (Discovery):''' Having the most Discovery prestige (ships).
* '''Imperial Victory (Holy Roman Emperor):''' Controlling 2+ (3+ in 2p) more Kingdoms.
* '''Renaissance Victory (Republic):''' Having the most Republics and the most Law prestige.
* '''Holy Victory (Religious Domination):''' Your religion is dominant, and you have the most prestige in that religion.


=== Game Flow ===
=== Game Flow ===
Players take turns in clockwise order. A turn consists of '''2 actions''' (can be the same or different).
Players take turns in clockwise order. A turn consists of '''2 actions''' (can be the same or different).


=== The 6 Possible Actions ===
=== The 8 Possible Actions ===
# '''Buy Card (Market):''' Place gold on cards to the left of the desired card in the Market (West or East) to take it into your hand.
# '''Buy Card (Market):''' Place florin on a card to the left of the desired card in the Market (East or West) to take it into your hand.
# '''Play Card (Tableau):''' Place a card from your hand into your Tableau (West or East side). Pay the Florin cost to the bank.
# '''Sell Card (Hand/Tableau):''' Remove a card from your tableau or hand and gain florins.
#* '''One-shot Consequences:''' Many cards trigger immediate effects when played (e.g., placing pieces, Inquisitors, or Pirates).
# '''Play Card (Tableau):''' 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).
# '''Sell Card:''' Remove a card from your tableau or hand. Gain gold based on the card's position in the market.
# '''East/West Operations (Tableau):''' 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.
# '''Trade Fair:''' Choose a trade route (West or East). Gold is distributed along the route. Bankers controlling the route or holding concessions there earn Florin.
# '''East/West Trade Fair:''' 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't do 2 trade fairs on the same trade route per turn.
# '''Operations (West or East):''' Activate all symbols on the cards of one side of your tableau (either all West cards or all East cards).
# '''Declare Victory:''' Declare an activated victory if conditions are fulfilled.
# '''Campaign:''' Activate a campaign via a card in your tableau or a card held by a King. This triggers military conflicts (Siege, Peasant Revolt, or Religious War) to conquer territories or overthrow regimes.


=== Operations & Symbols ===
=== Operations & Symbols ===
When choosing the '''Operations''' action, you execute the symbols on your cards:
When choosing the '''Operations''' action, you execute the symbols on your cards:
* '''Tax:''' Take gold from cities or from other players.
* '''Campaign:''' Each king offers the symbol allowing you to attack neighboring empires.
* '''Inquisitor:''' Move or remove religious pieces; repress cards.
* '''Tax:''' Levy a knight/rook and force a concession in the empire to pay florin for it.
* '''Pirate / Condottiere:''' Move or attack with ships or knights.
* '''Repress:''' "Jail" an illustrated token and move it to the empire card.
* '''Repression:''' Place tokens on cards to prevent them from being used.
* '''Siege:''' Kill a knight/rook/pirate in the empire.
* '''Commerce:''' Establish concessions on the map to earn during Trade Fairs.
* '''Corsair:''' Move a pirate in the empire.
* '''East/West Vote:''' Host a vote in an East/West empire to overthrow the current regime.
* '''Behead:''' Kill a tableau card located in the same empire location and discard it.
* '''East/West Commerce:''' Gain a florin from the East/West market, if available.
* '''Inquisitor:''' Move a bishop of indicated religion.


=== Key Concepts for Decisions ===
=== Key Concepts for Decisions ===
* '''Prestige:''' There are four types (Religious, Discovery, Law, Imperial). Prestige is essential for meeting victory conditions.
* '''Prestige:''' There are four types (Law, Discovery, Religious, Patron). Prestige is essential for meeting victory conditions.
* '''Kingdoms vs. Republics:''' Kingdoms are ruled by Kings; Republics are modernized states providing more stability and prestige.
* '''Empire Cards:''' An empire has two sides: the '''Kingdom''' side allows you to campaign, while the '''Republics''' side is a modernized state potentially providing Law prestige and Vote/Commerce operations.
* '''Religious State:''' Europe can be Catholic, Islamic, or Reformed. This dictates which units (Knights/Inquisitors) are active.
* '''Theocracy:''' 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).
* '''Bishops & Knights:''' Bishops block regions religiously, while Knights secure them militarily.
* '''Bishops:''' 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.


=== End of Game (Empty Market) ===
=== End of Game (Empty Market) ===
If no victory condition is met before the market runs out, the player with the most total Prestige (sum of all categories) wins.
If none of the four victory conditions is met before the market runs out, the player with the most Patron prestige wins '''Patron Victory'''. Tie-breaker is the number of florins, and if still tied, players share the victory.

Revision as of 20:36, 25 March 2026

Pax Renaissance – Quick Rules Summary

In Pax Renaissance, 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.

Goal of the Game

The game ends when one of the four Victory Conditions (Victoria) is met or the market deck is exhausted. Four paths to victory must be activated by purchasing Comet cards from the market (2 in East & 2 in West):

  • Renaissance Victory (End of Feudalism): Having the most Republics and 2+ more Law prestige.
  • Globalization Victory (Age of Discovery): Having the most Discovery prestige and 2+ more concessions (pawns).
  • Imperial Victory (Holy Roman Emperor): Controlling 2+ (3+ in 2p) more Kingdoms.
  • Holy Victory (Religious Domination): Your religion is dominant, and you have the most prestige in that religion.

Game Flow

Players take turns in clockwise order. A turn consists of 2 actions (can be the same or different).

The 8 Possible Actions

  1. Buy Card (Market): Place florin on a card to the left of the desired card in the Market (East or West) to take it into your hand.
  2. Sell Card (Hand/Tableau): Remove a card from your tableau or hand and gain florins.
  3. Play Card (Tableau): 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).
  4. East/West Operations (Tableau): 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.
  5. East/West Trade Fair: 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't do 2 trade fairs on the same trade route per turn.
  6. Declare Victory: Declare an activated victory if conditions are fulfilled.

Operations & Symbols

When choosing the Operations action, you execute the symbols on your cards:

  • Campaign: Each king offers the symbol allowing you to attack neighboring empires.
  • Tax: Levy a knight/rook and force a concession in the empire to pay florin for it.
  • Repress: "Jail" an illustrated token and move it to the empire card.
  • Siege: Kill a knight/rook/pirate in the empire.
  • Corsair: Move a pirate in the empire.
  • East/West Vote: Host a vote in an East/West empire to overthrow the current regime.
  • Behead: Kill a tableau card located in the same empire location and discard it.
  • East/West Commerce: Gain a florin from the East/West market, if available.
  • Inquisitor: Move a bishop of indicated religion.

Key Concepts for Decisions

  • Prestige: There are four types (Law, Discovery, Religious, Patron). Prestige is essential for meeting victory conditions.
  • Empire Cards: An empire has two sides: the Kingdom side allows you to campaign, while the Republics side is a modernized state potentially providing Law prestige and Vote/Commerce operations.
  • Theocracy: 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).
  • Bishops: 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.

End of Game (Empty Market)

If none of the four victory conditions is met before the market runs out, the player with the most Patron prestige wins Patron Victory. Tie-breaker is the number of florins, and if still tied, players share the victory.