Renatio et Gloriam (2020)

Min. Age: 12
Number of Players: 2
Publisher: (Self-Published), Helion and Company
Designers: Simon Hall, Alasdair Harley
Artists: Unknown
Mechanics: Simulation, Measurement Movement, Dice Rolling
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Renatio et Gloriam ReG for short
Authors goals (extracted, more at the website):
create a set of rules that reflects the great change in technology and organisation that was the renaissance, with the increasing sophistication in weapons in terms of both firearms and artillery and the many innovations in how to use them.
Give the armies a lot of historical character so that you really feel you are leading the Swedes, or the Samurai, or the Poles.
Create a game where full-sized armies can fight to a conclusion in under 3 hours once players have got over the learning curve.
Make the game feel pacey at all stages – in the initial manoeuvre, in the main fight, and at the endgame.
Make the game come alive by being more interactive and have less time sitting watching somebody else play.
Make every mechanism as simple as we can so that we take as much brain-strain out of the mechanics as possible.
Create a set of rules that allow refights of great battles with a minimum of special rules.
Embrace modern technology to get away from lists or points systems that are frozen for eternity.
Online Army lists cover:
16th Century Europe
17th Century Europe
Late 17th and 18th Century Europe
The New World
—description from publisher (extracts)
Authors goals (extracted, more at the website):
create a set of rules that reflects the great change in technology and organisation that was the renaissance, with the increasing sophistication in weapons in terms of both firearms and artillery and the many innovations in how to use them.
Give the armies a lot of historical character so that you really feel you are leading the Swedes, or the Samurai, or the Poles.
Create a game where full-sized armies can fight to a conclusion in under 3 hours once players have got over the learning curve.
Make the game feel pacey at all stages – in the initial manoeuvre, in the main fight, and at the endgame.
Make the game come alive by being more interactive and have less time sitting watching somebody else play.
Make every mechanism as simple as we can so that we take as much brain-strain out of the mechanics as possible.
Create a set of rules that allow refights of great battles with a minimum of special rules.
Embrace modern technology to get away from lists or points systems that are frozen for eternity.
Online Army lists cover:
16th Century Europe
17th Century Europe
Late 17th and 18th Century Europe
The New World
—description from publisher (extracts)
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ag.gameitem.lastUpdated: 2025-04-27 23:35:18.912