RENAISSANCE INVENTORS AT WAR
INTRODUCTION
Card and Board Skirmish Scale Game for 2 players.
Fantasy Theme: Renaissance Warfare with Leonardo Da Vinci style Inventions.
BASIC SCENARIO
Italian City States at War circa 1490.
The Fivizzano are invading the Piombino.
BASIC SCENARIO VICTORY CONDITIONS
The Fivizzano win if they occupy 4 of the spaces of the city.
The Piombinos win if they destroy 20 or more Units.
BASIC SCENARIO MAP BOARD
Use a 16 x 16 square grid Map.
This is equivalent to 4 Chessboards arranged into a square.
Each 8 x 8 section is referred to as a Quadrant.
The 2 eastern quadrants are land.
The 2 western quadrants are water.
6 Squares of the NE corner of the SW Quadrant shall contain City Squares.
This is the Port City Commune of Piombino.
Most of the Land spaces are Flat Land with a few clumps of Forests and
Mountains and a few solitary Hills, Villages, and Swamps.
One Road connects the City to a Village or two and then goes off the map.
A few Islands dot the Tyrrhenian Sea.
TERRAIN TYPES
Type: Notes:
Flat Land/Islands No rules Modifications. Water units are Prohibited.
Water/River/Lakes No rules Mods. Land units are Prohibited.
Road/Bridge Land units get Move +1 if any of their move is along the road
Settlement Village/Town/City/Ruins: Attacks vs. Occupying Non-Fort Land Units at -1.
Forest Land Units get Move -1 if any of their move is thru Forest. Min of 1.
Desert Units must stop when entering.
Hills Units get range +1 to their Missile Attacks.
Mountain All Units and attacks are Blocked.
Swamp Only Infantry can move into or through. Must stop when entering.
UNIT TYPES
Unit: Move Hits Range Abr Notes:
Infantry 2 2 2 Inf
Engineers 2 1 1 Eng
Cavalry 4 1 1 Cav
Artillery 1 1 5 Art
War Machine 3 3 3 WM
Flying Machine 6 1 2 FM
Fortification 0 3 5 Fort Garrison included
Small Warship 5 2 3 SW
Large Warship 4 3 4 LW
Transport 3 2 1 Tsp Can Carry 2 Land Units
Mine Field 0 0 0 MF Land or Sea!
UNIT COUNTERS
Use counters to represent Units.
Traditional Piombino Colors are Red & Yellow.
Traditional Fivizzano Colors are White & Purple.
OTHER COUNTERS
Players share a common set of Damage Counters.
Bridge Counters are also needed.
STACKING, MOVING, & ATTACKING LIMITS
Basic rule of thumb is one Unit per space with many exceptions:
Land Units in Transports or carried by other Units.
Note if a transporting unit is destroyed, the Units it carries are also destroyed.
Up to 2 Forts can be in 1 Space.
Up to 1 Land Unit can be stacked with Fortifications.
A Fort must be destroyed before any Land Units stacked with it can be attacked.
Friendly Units can move through each other.
FM can stack with Friendly and Hostile Land & Sea Units, but not other FM.
Attacks vs. FM are at range -1. For instance: An Engineer can only attack an
enemy FM if it is in the same square.
Note: Cavalry in this game are considered to be equipped with Missile weapons and
explosives and are as versatile as Infantry & Engineers in the targets they can engage.
Note: Forts come with integral garrisons equipped with Artillery pieces.
Note: Ships come with fighting crews, marines, & Artillery pieces.
FM are not improved or hampered by any terrain except Mountains.
Mine Field: Units can enter spaces occupied by Mine Fields:
Non-FM & Non-Engineer Units entering a Minefield lose a Hit on a roll of 7+ on 1D10.
You can be destroyed by your own mines!
If a Fort is reduced to 2 or less hits its range is reduced to 2.
ENGINEERS: SPECIAL RULES
Engineer Units are Attack +2 vs. Fortifications and Bridges.
Engineer Units may build pontoon Bridges across rivers: this uses up a full move:
Place a Bridge Marker on an adjacent River space. Units may move on it as if it were
Flatland. The Pontoon Bridge is considered to have 1 Hit.
Engineers are immune to Minefields. Instead of moving, on a roll of 6+ on 1D10 they
can clear a Minefield they occupy: Remove the Minefield Unit.
No other Unit can attack or remove a Mine Field.
Repairs: Instead of Moving an engineer on a roll of 9+ on 1D10 can restore 1 lost Hit to
a WM, Ship, or Fort it shares a space with.
CAPTURE RULES
Boarding Actions: When a ship is damaged by another adjacent ship roll 1D10: (Capture Roll)
On a roll of 7+ the ship does not lose a hit but is instead captured (it changes sides).
If the Attacking ship was carrying Infantry get +1 to the roll.
Get -1 if the defender is carrying Infantry.
Castle Storming: When a space containing a single Fort and no other land units is
damaged by attacking adjacent infantry roll 1D10: (Capture Roll)
On a roll of 7+ the Fort does not lose a hit but is instead captured (it changes sides).
Attacker gets +1 if a friendly Engineer unit is also adjacent to the Fort.
DICE
10 sided Dice are needed.
INVENTIONS & LEADERS
These give advantages that last the duration of the entire battle.
TACTICS DECK
These cards mostly give short duration benefits.
These cards are discarded when played.
FIVIZZANO ATTACKING ARMY LIST
The Attackers have:
8 Flying Machines
6 War Machines
8 Infantry
4 Cavalry
6 Artillery
4 Engineers
6 Small ships
2 Large Ships
2 Transports
1 Roll on the Leader Table
6 Rolls on the Invention Table
Units start in the bottom half of the Southern Quadrants.
PIOMBINO DEFENDING ARMY LIST
The 6 city spaces each hold 1 Fortification.
They also have:
4 More Forts occupying Villages and/or Islands.
4 Infantry
3 Artillery
2 Cavalry
1 Engineer
2 War Machines
6 Flying Machines
6 Small Ships
6 Mine Fields (Land & Sea in any combination)
1 Roll on the Leader Table
4 Rolls on the Invention Table
Units start scattered in the Northern Quadrants
TURN SEQUENCE
Players take turns. Each turn has 4 Phases:
1. Draw Phase
2. Move Phase
3. Attack Phase
4. End Phase
DRAW PHASE
Draw 2 Tactics Cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE PHASE
Each of your Units may be Moved once.
A Unit can move up to a number of spaces equal to its Move Rating.
ATTACK PHASE
Each of your units may make 1 Attack vs. a target within its range.
When attacking roll 1D10: (Attack Roll)
On a roll of 7 or higher the attack is successful and the target loses 1 Hit.
Use counters to keep track of lost hits.
A Unit with zero hits is destroyed.
END PHASE
Max Hand size is 5 cards.
Discard excess cards.
DECK NOTATION
Adj = Adjacent
Ship = Refers to Warships and Transports
Land Units = Does not include Forts
INVENTION TABLE
1D100 Invention: Notes:
01-02 Submersibles Small Ships get Attack +1
03-04 Hot Air Balloons FM get Attack +1
05-06 Propellers FM & Ships get Move +1
07-08 Fire Bombs FM get Attack +1
09-10 Rockets Artillery & Ships & FM get Range +1
11-12 Greek Fire Ships get +1 Attack
13-14 Torpedoes Ships get +1 Range vs. other Ships
15-16 Giant Bladed Crane Warships get +1 Attack vs. other Adj Ships
17-18 Rotating Turrets War Machines get +1 Attack
19-20 Organ Guns Artillery & WM get +1 Attack vs. Inf & Cav
21-22 Fire Throwers WM & Ships get +1 Attack
23-24 War Wagons WM can transport 1 Land Unit Each
25-26 Treads War Machines get Move +1
27-28 Steam Power WM & Ships get Move +1
29-30 Ornithopters FM get Move +1
31-32 Repeating Crossbows Infantry get 1 extra Attack per turn
33-34 Helicopters FM get Move +1
35-36 Mine Sweeper Small Warship has Engineer Abilities
37-38 Steam Cannons Artillery get Attack +1
39-40 Mighty Mortar Artillery get Attack +2 vs. Forts
41-42 Great Bombard Artillery get Range +1
43-44 Breech Loading Guns Artillery get 1 extra attack per turn
45-46 Giant Ballistae Ships get Range +1
47-48 Scythed Chariot WM gets Attack +1 vs. Adj Inf & Cav
49-50 Indirect Canister Shot Artillery get Attack +1 vs Adj Target
51-52 Mobile Shield Walls Infantry get Hits +1
53-54 Giant Trebuchet Art & Forts get Range +1
55-56 Mechanical Soldiers Infantry get +1 Hits
57-58 Armored Ships Ships get +1 Hits
59-60 Mine Layer Each of your Small Ships carry 1 MF
61-62 Armored Cars WM get +1 Hits
63-64 Enfilading Angles Forts get Attack +1
65-66 Mobile Siege Towers WM get Range +1
67-68 Battering Rams WM get Attack +2 vs. Forts
69-70 Baroque Earthworks Forts get +1 Hits
71-72 Grenades Infantry get Attack +1
73-74 Muskets Infantry get Range +1
75-76 Demolitions Engineers get Attack +1
77-78 Reiter Cavalry Cavalry get Attack +1
79-80 Poison Smoke Bombs Art & Engineers get Attack +1 vs Forts
81-82 Fire Kites Engineers get Range +1
83-84 Mounted Arquebusiers Cavalry get Range +1
85-86 Border Horse Cavalry get Move +1
87-88 Paddle Wheels Ships get Move +1
89-90 Parachutes FM can transport 1 Infantry each
91-92 Double Hull Ships get +1 Hits
93-94 Diver Suits Sabotage: Opponent starts with one less Ship
95-96 Remote Control Guns WM get 1 extra attack per turn
97-98 Unicycle Troops Infantry get Move +1
99-00 Infernal Contraption WM get Attack +1
INVENTIONS DETAILED EXPLANATIONS
Minelayer: The ship may lay the MF Unit into any sea space they moved out this turn.
This does not count as an attack.
Mine Sweeper: The Ship functions as if it were an Engineer (on Water Only). A ship
with an Engineer Unit aboard can clear mines exactly as if the ship itself were an engineer.
Parachutes: The Infantry can be dropped directly onto enemy units. If so roll an
unmodified 1D10: on 1-7 the Parachute troops are killed. On 8+ the enemy unit(s) are
destroyed... or in the case of a Fort or Ship are captured!
LEADER TABLE
1D10 Leader: Notes:
1 Wondrous Inventor Start with 2 extra Inventions
2 Great General Max Hand Size +2
3 Drill Master All of your Infantry get Attack +1
4 Famous Admiral All of your Warships get Move +1
5 Gun Enthusiast All your Artillery get Attack +1
6 Flight Pioneer All your FM get Move +1
7 Renowned Builder All your Forts get Hits +1
8 Mercenary Captain Start with 2 extra Infantry
9 Unrivaled Equestrian All your Cavalry get Attack +1
10 Mechanical Genius All your WM get Move +1
TACTICS DECK
C# Name: Notes:
01 Dive Bomb FM gets Attack +3 vs. Non-FM in same space
02 Boiling Oil Fort gets Attack +3 vs. Adj Non-FM
03 Mud Negate Move of Target Land Unit
04 Fog Negate Move
05 Breakdown Target WM cannot Move or Attack this turn
06 Explosion Target Art that just attacked is destroyed
07 Powder Kegs Inf & Engineers get Attack +3 vs. Adj Land Unit
08 Pike Formation Negate Attack on Inf by adj Inf or Cav
09 Stone Balls Art gets Attack +3
10 Smoke Screen Negate Attack
11 Retreat Negate Attack vs. Cav
12 Out Flank Unit gets 1 extra Move
13 Forced March 1 or 2 Inf Units gets Move +1
14 Air Currents FM gets Move +3
15 Dogfight FM gets Attack +3 vs. FM
16 Lost Orders Negate Move
17 Fate Intervenes Negate Tactics Card
18 Confusion Move Enemy Unit
19 Breakthrough Non-Fort Non-artillery Unit gets Attack +3
20 Rally Cav or Inf Unit gets back 1 Lost Hit
21 Reinforcements Gain 1 Unit. Starts at edge of Map
22 Pinned Down Negate Move of Non-FM Unit Attacked by you last turn
23 Charge Cav or WM gets Attack +3 vs Adj Target
24 Bombardment Art gets Attack +3
25 Iron Tipped Rams Ship gets Attack +3 vs. Adj Ship
26 Secret Weapon Roll once on the Invention Table
27 Decoys Negate attack on non-Fort Unit
28 Hidden Movement Switch 2 of your Units within 5 spaces of each other
29 High Ground Unit gets +1 Range
30 Observation Balloon Steal one random Tactics card from Opponents Hand
31 Spy Glass Opponent must discard 2 Random Tactics Cards
32 Calculations Draw 2 Tactics Cards
33 Negotiate Surrender Adjacent Damaged Unit is destroyed
34 Scaling Ladders Infantry get attack +3 vs. Fort
35 Reserve Move 1-3 Units get extra Move but they cannot attack
36 Exploding Warheads Art or Ship gets Attack +2
37 Men-at-Arms Cav get Attack +3 vs Non-Fort, Non-WM Adj Land Unit
38 Stink Pots Engineers or Art get Attack +2
39 Caltrops Put MF counter on Space adj to your unit
40 Signal Flares Unit gets 1 extra Move
TACTICS DECK CONVERSION
Each Tactics card is numbered so players can use numbered counters
instead of making up a cardset.
CITY STATE SPECIAL ABILITIES
Each City State gets its own unique advantages:
VENICE- (The Arsenal) 1 extra Transport, 1 extra Small Ship, 1 extra Large Ship
MILAN- (Famous Armorers) Inf & Cav get Hits +1
ROME- (Swiss Pikemen) 2 extra Inf. All Inf get Attack +1
FLORENCE- (Home of the Renaissance) 2 extra rolls on the Invention Table
FERRARA- (Grand Palaces) 2 extra Forts. Forts get Hits +1
MANTUA- (School of Princes) 2 extra rolls on the Leader Table
RIMINI- (Scoundrels) Draw 1 extra Tactics card every other turn
URBINO- (Chivalry) 2 extra Cavalry. Cav get Attack +1
FIVIZZANO- (Court Archers) Inf get Attack +1 & Range +1
PIOMBINO- (Industrial Port) 2 extra Units of any type
GENOA- (Maritime Republic) 1 extra Transport, 1 extra Small Ship. All Ships Move +1
SIENA- (Engineering) 1 extra WM, 1 extra Engineer, 1 extra roll on Invention Table