the player with the most goes last. However, the rules for combat give a significant advantage in effectiveness to the players going early in a turn rather than later, leaving players with an interesting choice. Another noteworthy rule is the requirement that all diplomacy take place in the open at the table, thus not allowing any secret deals to be made and speeding up the game's pace slightly. Strategically, it is critical in a game of Age of Renaissance to recognize the player in the lead. There are many cards that can significantly hurt a specific player, and these are best used to keep the leader(s) in check lest they run away with the game. Reviews References External links Avalon Hill games Board games introduced in 1996 Don Greenwood games Board games about history Origins Award winners World conquest board games Works set in the Renaissance Economic simulation board games Works about colonialism