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Old Time Christmas Angels Playing Card Deck
Old Time Christmas Angels Playing Card Deck
  • What customers are saying about Old Time Christmas Angels

    The imagery is wonderful and the style of these cards is very nice. I bought them just for the art. They are perfect as a gift for anyone who likes the Victorian era or angels.

    —Michael P., Amazon customer

    This is a beautiful set of cards. If you love angels and are a collector this is for you.

    —C.P., Amazon customer

Old Time Christmas Angels Deluxe Double Bridge Deck
Old Time Christmas Angels Deluxe Double Bridge Deck

What customers are saying about Old Time Christmas Angels

The imagery is wonderful and the style of these cards is very nice. I bought them just for the art. They are perfect as a gift for anyone who likes the Victorian era or angels.

—Michael P., Amazon customer

This is a beautiful set of cards. If you love angels and are a collector this is for you.

—C.P., Amazon customer

Quickword (TM):  Word Game
Quickword (TM): Word Game

What people are saying about Quickword

“For people who love words and know a lot of them, Quickword is serious fun—the kind of game that makes time disappear.”
—Burt Hochberg, Senior Editor Games Magazine

“Quickword is the champagne of word games; it has sparkle and zest to keep brains bubbling.”
—Gloria Rosenthal, Games Magazine

“Quickword is a fast and competitive word game that offers a variety of different challenges, requires a little luck, involves strategy and locks players in verbal combat. Quickword modestly describes itself as The Ultimate Word Game. If it isn't, it's very close.”
Funagain Games

“One of the most entertaining word games I have seen or played in a long time.” 
– Jana P.

“If you’re a quick thinker and like word games with a speed element, you’ll love Quickword.” 
– Mel B.

“Quickword is the most exciting word game I have played in years. 
It combines the finest elements of some of the world’s most popular 
word games into one challenging, mind-expanding game.” 
– S.C.

“A marvelous addition to the world of word games.” 
– C.B.

“Quickword” is definitely a word game, but it also so much more. From the playing board and spinner to the varied card choices, this is a true test of mental quickness. The object of the game is to be the first one to cross off all colored squares on the scorecard pad. This can only be accomplished by responding to a card’s instructions faster than your opponents and/or coming up with more unique answers than anyone else.

“Quickword” can be played by 2 or more players and is suggested for ages 10 years old and up. Set up is simple; an alphabet spinner is placed in the center of the game board, which contains a path around the outside with squares in 4 random card colors and 4 choice squares in the corners. Four stacks of cards, each representing one of the 4 colors, are placed near the game board. A die is rolled and players alternate turns moving one token either direction around the board, landing on a colored space or one of the choice (choose any color) squares.

If a player lands on a blue space, he picks up the top blue card, which contains two subject choices, and then chooses to read only one of the subjects (his choice) to all players. An example might be “Types of Wood,” or “Comic Strip/Cartoon Characters.” Players then write down as many answers as they can think of before a sand timer (90 seconds) runs out. The player with the most answers, which are not in common with any other player, is allowed to cross off one of the blue card boxes.

If a player lands on a green space, 3 green cards are drawn, each containing two subjects per card. All 3 cards are in play for a total of 6 subjects. However, the player must also spin the spinner to determine the first letter of all answers. This time players must race to write down one answer for each of the 6 subjects, all beginning with the designated letter, while the same sand timer counts down the seconds. The subjects on the green cards may be a bit easier than the blue cards, since the answers must begin with a certain letter. For example, “Title of a Book” and “Actor or Actress” are among the green card subjects. If the letter was an M, good answers might be “Moby Dick” and “Marilyn Monroe.” Scoring is done the same as for the blue cards, and the player who wins that round is allowed to cross off one of the green card boxes. 2 of the 3 green cards are replaced on subsequent turns, and the starting letter will likely change as well.

If a player lands on a yellow space, he picks up one of the yellow cards, which are a bit more challenging, and spins the spinner. Players try to come up with as many answers as possible before time expires. Here are the instructions on a typical yellow card, “Words starting with the letter indicated by the pointer (spinner) and containing O and E in that order later in the word.” If the starting letter was a G, one answer might be “Gone.” Scoring is done the same as for the blue and green cards, and the player who wins that round is allowed to cross off one of the yellow card boxes.

If a player lands on a red space, he will face the toughest challenge. One red card will be picked up and that player must also spin the spinner. Players continue to write down as many answers as possible before the timer runs out of sand. but the instructions are very difficult. For example, “Make words of three or more letters using either or both of the letters either side of the spinner and ANY of the letters of NATURAL-use the letters available only once for each word.” Wow, now that is a tough one. If the spinner showed an F, the letters on either side are B and E. Therefore, one possible answer might be “Blue.” Once again, scoring is done the same, and the player who wins that round is allowed to cross off one of the red card boxes. Because of the higher difficulty of both the yellow and red cards, there are fewer boxes of those colors to be crossed off in order to win the game.

The Toys Bulletin staff play tested this game about a dozen times, generally with 3 or more players. This is not an easy game to win. Players need a firm grasp of the English language, plus they must be fast, logical and skillful. Depending on the number of players, the short version of the game (6 boxes to cross off) can generally be completed in 30 minutes or so. The longer version, which requires 10 boxes to be crossed off, will last a bit longer. “Quickword” provides the ultimate challenge to those who excel in word games.

— ToysBulletin.com

Royalty® Word Game
Royalty® Word Game

What word game lovers are saying about Royalty

My wife and I played Royalty for many years. We have tried many other word games especially an all time favorite Scrabble. Royalty provides a very good alternative to Scrabble. Game play Royalty presents complexities and therefore challenges that Scrabble does not have.

In Royalty a player can either play a word from his hand, capture an opponent’s word by adding cards to form a completely different word, or do both on any one turn. Like Scrabble a player can choose to return cards to the remaining deck. However in Royalty a player must return his entire hand and receive 7 new cards.

Royalty is an excellent test of vocabulary and mental agility. You will thoroughly enjoy this game.

—Phillip E. Clark, “Royalty Fanatic”

Royalty is essentially a form of Scrabble but played with cards. I like it because it can be played more casually than Scrabble, but it can also be played in a very competitive manner. My wife and I play it regularly, for fun, without keeping score. Play it for fun, as I do, or for keeps. It is easy enough for fun and complex enough for real competition. A first rate card game.

—Joel Barnett, Amazon customer

If you like Scrabble, but find it a bit slow-paced, try Royalty. It's a fast-paced and portable word game played with a charmingly vintage-looking double pack of cards. You take turns buiding your own words (from the seven cards in your hand) and stealing those of other players. The basic rules are simple, but it's easy to come up with creative variations to make the game longer, or more challenging. The compact size makes it perfect for breaking up the boredom of plane travel This reasonably priced game's been around for a long time, but strangely isn't nearly as popular as it deserves to be.

Armelle Martin, “Wordsmith”

Royalty is a challenging and creative word game. Faster than Scrabble and you can carry it anywhere. A game lasts an average of 20 minutes. An added feature allows players to capture opponents’ words. Easy to learn, fun to play. If you like word games, this is the one for you!

—Natalie Miller, Amazon customer

I have loved Royalty since a friend introduced me to it 15 years ago. Now, I buy sets in bulk as a wonderful, inexpensive gift for hosts, friends and family. It is great for travelling because it is so compact and I have played many games in airports and hotels. Our entire family plays now instead of Scrabble and Boggle and play each time we get together.

“Doggielover Deets”, Amazon customer

My family and friends and I have been avid Royalty fans for over 15 years now. It is similar to Scrabble, but adds the fun of rearranging letters on the table to make new words. It's sort of a cross between Scrabble and Rumikub, two of my favorite games.

The setup is that you draw 7 cards. Each turn you have you can make one word using the letters in your hand and you can "steal" one word from the table by adding letters from your hand to it and rearranging if necessary. Game play is fun with two players, but gets more exciting with more players as there are so many options of words to rearrange and steal. For instance, someone might play "EEL". The next player (in addition to making a word from within their hand) might steal that word and play "LEER" by adding an R. The next player could then add an A, E and S to make RELEASE, and so on. You get double points for having all your letters in one color or using your entire hand. It's a great travel game and makes a wonderful gift for any Scrabble lover.

—“Cricket”, Amazon customer

I have played Royalty for over 40 years. It is by far my favorite word game, a mixture of Scrabble and Anagrams with cards. This game challenges your mind and is so much fun to play. Best word-game ever!

—R. Watson, Amazon customer

I played this with friends over New Year's, and we nearly missed the fireworks at midnight because we were so engrossed in this game. It's a little slower paced than Scrabble in terms of turn length, but the anagram fun is doubled because you can use not only the cards in your hand on your turn, but rearrange any word on the board as well. One of the more strategic of the word games I've played, Royalty challenged the word-lover in me and introduced a level of competition to create the most elegant word beyond that in most other word games. Very satisfying.

KKM, Amazon customer

Creative Whack Pack® Deck
Creative Whack Pack® Deck


Roger von Oech has won a loyal following around the country.

-- BusinessWeek Magazine

Banana Split Card Game
Banana Split Card Game


When it comes to a unique and fun game to both entertain and teach your child, Banana Split ranks at the top of the list. Published by U.S. Games, it is a terrifically fun and educational game for 2 - 4 players. While the recommended age is 6 and up, this game captivates my five year old daughter for long periods of play. Since receiving it as a gift, she has asked me and her mommy to play it every single day, and we enjoy it as well.

The game has great visuals and manipulatives, including 132 cards and four fold-out ice cream stands, designed to hide players' ingredients. The action of building desserts takes place within one's ice cream stand, while a play mat serves to advance the game by organizing the cards still in play and remaining to be played. Gameplay is appropriately paced; each turn allows the child to make a decision as to whether they have the necessary ingredients to create a dessert or they need more in their inventory.

The box reads: "A great way to teach kids numbers, sequencing, addition, and strategy." I would add that these skills are rewarded in consistent steps, and some part of that list of four skills is addressed in each move of the game as each dessert is successfully created (usually in two to seven moves). Because the game progresses swiftly, punctuated with frequent successes, it really captivates all players' attention quite nicely, even for the adults! I highly recommend this game to all parents who want a fun, developmental game that their child will repeatedly ask to play.

—John Alan

Ask the Queens: Advice Card Deck
Ask the Queens: Advice Card Deck

What customers are saying about Ask the Queens

I'm reviewing a really fun deck today, the Ask the Queens Advice card Deck. This card deck gives you sage advice "for getting ahead, without losing your head." These cards were adapted from "Doomed Queens" by Kris Waldherr and I must say, it is a charming deck to work with. The cards are a bit over sized at 5.75" x 4.25" and have a wonderful matte finish. The way in which one uses the cards is quite simple, shuffle them well whilst formulating a question, the more specific you can be the better. Then choose your card by holding your hand over the cards until one just begs your attention, choosing that card will deliver to you your very special message from one of the Queens. The deck advises, mind you, that the answers may be a tad on the gloomy side because of their life experiences so keep that in mind if you happen upon a message that may or may not be a little negative.

I absolutely love this deck because not only is each card full of wisdom and experience it also tells you a bit of information on that particular queen and a little of the history too. I like it when I can learn a little something on the way too, don't you? For instance, the advice from Queen Alexandra Romanov is " Don't trust a holy man who acts like the devil." Of course she gives this gloomy advice because as we all know, she and her family were executed by firing squad in 1918 but what you may not have been aware of is that hemophilia ran in her side and her fifth and only son, Alexei... heir to the throne, was born with this condition.

Some of the regal advice comes from Queens such as Marie Luisa; Marie Antoinette; Catherine Howard; Catherine of Aragon and Diana Spencer. All and all, Ask the Queens Advice Card Deck is a fabulous way to get a little insight from a few ladies who have seen it all and it gives you a history lesson to boot! This would be a wonderful deck to place upon one's coffee table for a brilliant conversation piece. 

—Liz Christie, Lizzy’s Logic blogspot

My goodness ... what an interesting and different oracle deck.  The first thing I thought when I found this oracle was, hhmm ... what a strange deck ... and I love it.  The Ask the Queens advice cards are an oracle deck with advice straight out of the history books from the lovely ladies, the Queens themselves.  Each card contains a quote, as well as some background of the Queen, highlights of her life.  

If you love only the positive side of life, and neglect the darker polarity of a perfect equation, these cards may make you a bit queasy.  Some of the advice, although certainly something you could take to heart and follow is rather humorous.  Advice such as the pretty, long-haired Ostrogoth Queen Amalasuntha gives, "Don't let your education make you stupid".  This is actually very good advice, although I could not help but find it knee smacking, cheek-hurting hilarious.  This is a good one for those "holy than thou" educated types ... enough said.

I love Queen Maria's advice, "The soil is only as good as the seed".  True, very true ... also in reverse.  

Thought provoking, rich in historical reference and delightfully creative, Ask The Queens would compliment any coffee table, especially during a woman's group or meet-up.  

—An Angel’s Kiss



Editors' recommended specialty toy.

-- TD Monthly Magazine

Innovative game play and ingenious components. Players choose, shift, steal, and move letters around -- and that's what an amusing, brain-testing word game is all about. A game to be played over and over again, as it's always so different.

-- Gloria Rosenthal, President, World of Words

Beginner's Guide to Tarot
Beginner's Guide to Tarot

What customers are saying about Beginner’s Guide to Tarot

I cannot praise this deck highly enough, not just for its outstanding artwork but for the numerous practicalities of its presentation. Indeed, all involved deserve a lot of praise. The deck can only be bought as part of a fairly lavish package, titled the Beginners Guide to the Tarot. Not only would the book still be an asset to anyone's Tarot library, no matter how advanced, the whole glorious package retails for around the price of a standard U.S. Games tarot deck, making it in my book just about the best bargain I've ever added to my collection.

In terms of presentation, the book is teaming with monochrome illustrations taken from the deck itself. A particularly nice touch however, is that dark blue ink, rather than black has been used both for text and illustrations, making the whole presentation much softer on the eye. Moving on to the proper content of this set, it really is difficult to know where to start - mainly because there's just so much that's good and down to earth practical. It's probably best to start with the book. Juliet Sharman Burke is a full time teacher of both Tarot and Astrology. She is a very good teacher and this book, I feel is her best offering to date. She is a total no - nonsense, level-headed tarot practitioner and the perfect guide for the novice while being able to offer new insight to the more advanced in the same breath. I had always loved the Tarot and been fascinated by it's imagery. When I bought this set and followed the course through I became a good reader as opposed to just a dabbler. For the first time I had a very solid and practical foundation to build on.

Each card is described in individual detail but there are also general overviews of the Majors as a whole and of each suit. She starts with the Minor Arcana, which in itself is a brilliant move. You don't even get to the Majors until you've learned all of these card meanings, done sample readings with each suit on its own, then a reading using all four together. You then learn the Majors, do a Majors only reading and finally a reading with the whole deck. Individual card descriptions are detailed but never labourious. Each card gets more or less a full page and is accompanied by a monochrome reproduction of the card itself which is diagrammatically annotated with key points and handy tips.

Sharman - Burke has devised this deck more or less along the lines of the Rider - Waite but she also draws on the other traditional decks such as the Visconti Sforza and the Marseilles. What results is almost an objectified Rider deck - she debunks all of Waite's subjective occult imagery and replaces it with easier to understand symbols. Hence, Waite's rather obscure Alchemical Wheel of fortune is replaced by the more traditional Fortuna and her Wheel. Also, numbers are absent from the Major cards. This does away with any arguments over card ordering and leaves you to form your own conclusions. When did it ever matter whether Strength was card 8 or 11 to a novice anyway?

A similar pattern follows through the Minor Arcana, which if anything are even richer in detail than Colman Smith's whilst remaining true to her basic imagery. For me, Juliet Sharman-Burke is the only person who has managed to achieve this. What also helps is that each suit has its own consistent color scheme, making the cards instantly recognizable. Colors are related to elements and the elemental attributions are standard - Pentacles - Earth. Swords - Air. Wands - Fire. Cups - Water.

As to purely artistic concerns, the deck, though devised by Juliet Sharman-Burke in every detail was painted by Giovanni Casselli. Its a masterpiece of line and wash style which is elegant, refined and manages to totally avoid the comic strip style trap that many decks can fall into. It really is a gorgeous deck that can hold its own with the best of the rest.

Although aimed at beginners, this package is far more than just an introductory course. It is a timeless deck and book that will continually provide pleasure and insight no matter how far advanced you are. As such it should be a required acquisition to any serious collection as well as the best recommended starting point for anyone interested in learning the art of Tarot.

—Chris Butler, Tarot author and illustrator


What customers around the world are saying about Dicewords

I cannot begin to tell you the hours and hours of fun that your Dicewords game has afforded our family - your dice have travelled with us to Poland, South America and the States, they have been scattered across airplane meal trays, express train buffet car tables, knees on buses. A fantastic product

—Mrs A. Goodman, Bishop’s Stortford

Dicewords is an excellent, very well realized game, not to mention a very portable one - the dice, rules and scoring sheets are all contained in a snug little plastic tube. Also, the packaging is designed in such a way that there are no superfluous bits of plastic wrapping or cardboard that will end up on a landfill somewhere. A small point, perhaps, but an example of the kind of thought and consideration that’s gone into every aspect of the game. Dicewords is a class act through and through, and I’d recommend it to anyone.

—Ben Rainbird, British actor

I purchased this game recently and have become addicted. It's great for 2 players or more. After playing it a few times, we settled on 4 minutes per person which is just enough to put the pressure on and keep the game moving between players. Owing to its size and weight, it’s ideal to take on holiday for couples or families. Beware though, you may need a dictionary to resolve disagreements in spelling!

—Angie H, Croatia

What a great game. We have just played it all around Australia and New Zealand and are now sending some out to some of our hosts there. Thank you.ome out to some of our hosts there. Thank you.

—H. Cobban, Tolpuddle, UK

Like many of the best ideas, Dicewords is very simple and the rules can be learned in a couple of minutes. It has elements of Scrabble and Boggle (and no doubt other word games) but at the same time has its own unique character. It's extremely flexible: it can be played anywhere, with any number of people, for any length of time, and with any level of skill. It can be enjoyed by everyone - from the 6-year-old who can spell a couple of dozen words to the hardened Scrabble fanatic. However, what I personally enjoy most about it is the collaborative element. While Scrabble tends to generate long silences as players struggle with impossible letter combinations, and Boggle creates frantic mayhem while everyone races each other to get the most words, Dicewords invariably seems to encourage co-operation between players. Although each player has their own turn with their own letters, everyone else can watch them put a word together and this often ends up as a group activity. Most of my best words have been made with other people's letters! This does, of course, mean that winning the game is a rather random affair, but it's a great deal more fun than sitting silently for an hour or so. For this reason, it works well as a party game and is a great icebreaker if you have friends who don't know each other well. Of course, it can also be played in a deadly serious and competitive fashion, if that's what you want. Anyone who enjoys word games will love this, and I can imagine it would work very well in an educational environment too.

—V. Tapp, Brighton, UK

Dicewords is probably the most compact word game ever. It comes in a smart tube, small enough to fit in your pocket. But despite its size this game is certainly substantial!

MightyApe Company, New Zealand

This is a great game for 2-4 players, comprising nine dice with a different letter on each face. A player rolls the dice and then has the opportunity to roll each dice again up to three times with the objective of making the highest scoring word. Each player takes a turn, and the scores are totted up. Play resumes back with the first player until a player reaches a pre-decided winning total.

The way the scoring system works is quite clever too, in that there is a compromise between the length of the word and complexity of it, as each letter has a different score associated with it. To score the turn, the number of letters in the word is multiplied by the score of each of those letters (the tube includes a multiplication table to ease you through this).

This is a rewarding game where the chance element is large enough to bridge gaps between different intelligence levels, but an enjoyable experience for all. I would recommend this as a family activity, or for out and about, as it takes up almost no space.

—M.P. Baker, London England

This game is fantastic. I'd been trying to invent a tactical, strategic game myself that just uses dice. I had thought about lettered dice also, but this guy just seems to have hit the nail on the head. It's very good.

—Simon Jepps, England


What customers are saying about Omegaland Tarot 

These five stars are not because this is a great Tarot Deck, but because this is a great fun deck. It's like having endless adventures in the grim future if you use it like an old fashioned Pulp Writer's Story Wheel. If you want a deck of cards you can use to prod and prompt your imagination this is the best I have found thus far.

—J.F. Smith-Schroers, Amazon customer

As an owner of 300 tarot decks (yes, each thoughtfully collected), I am pleased to say "Omegaland" is a welcome new addition. The imagery is unique, accessible, thought provoking. I am a fan of post apocalyptic fantasy and this fills the bill. I also appreciate that female images are respectfully portrayed as strong- but not 'manlike'- capable people. I love it!

—Dr. Honeybee, Amazon customer

The Omegaland tarot is an anomalous deck by U. S. Games Systems, Inc. Influenced by the current trend in post-apocalyptic texts, survivalist reality shows, and an epidemic of zombie series such as The Walking Dead, Z Nation, and iZombie, as well as militia culture this unusual deck is set in a lawless society where violence is the rule. It is hard to tell if this deck is a bit tongue-in-cheek or is totally serious, and being marketed to a heretofore untapped demographic – the redneck. Given that this is also a card game that you can play on those cold nights in the bunker complex it may not be entirely humorless. 

So in your a few spare minutes when you aren't out scavenging, looting, or reloading your guns, you grab a bunch of pencils and card 'liberated' from an abandoned school and draw yourself a deck of tarot cards. Your art style is a little rough-hewn, a bit chainsaw art, but your nouvelle redneck compatriots will love your depiction of their crumbling world – Harleys and handguns – this is how you roll. 

This is a 78 card tarot – with 22 Major Arcana and 56 Minor Arcana. In the Major Arcana no Trumps have been renamed, and there are no significant departures from the Rider Waite Smith standard. In the Minor Arcana, Coins have been recast as cans of food, Cups are now water canteens both big and small, Swords have become crossbows, and Wands are now guns. The court cards remain standard – Kings, Queens, Knights, Pages. All cards have both numbers and titles beneath the illustration, in addition the Minor Arcana have a letter and/or number (for the card game) written on a scrap of masking tape in the top left-hand corner. 

The cards measure 72 x 120 mm. The card stock is fairly high quality, solid and inflexible, with a smooth low sheen finish. The deck sits nicely in the hands and shuffles smoothly. The print is crisp and clean, sharp lines, clear colors, no blurring or bleeding of the images. The palette is somewhat military in nature – lots of browns, khaki, olive drab, grey, with occasional splashes of red, orange, pale blue, and grass green. The artists style is blocky and choppy – a studied amateurishness. 

The Little White Book is 52 pages long, with instructions in English only. Using faux-typewriter print, information is given in the first person by your guide through Omegaland. This is an anonymous, masculine voice, full of gruff smarts and survivalist wisdom, that tells it like it is. The divinatory meanings are quite standard, but refreshingly shorn of all esoteric jargon. Each card has a little bit of narrative that explains what is happening in the image, seamlessly melded with interpretations. This is followed by one, or more, keywords that summarize the essence of the card. This is really good information, bluntly put, with no ambiguities. There are no interpretations for reversed cards given. There is a 'Survival Spread' included – a 6-card draw with Location, Food, Weapons, Fuel, Drink, and Stockpile to help the Seeker divine their future. Instructions for the games are provided on a further 12 pages of the LWB and 6 additional cards. There are separate rules for 3 players, for 4-6 players, and free-for-all games. 

This is a truly unusual tarot deck – one of several more masculine decks to appear on the market lately. While much of its symbolism departs radically from more standard images it is still a functional deck. I would not recommend it for beginners, however if you are an experienced tarot reader with an interest in post-apocalyptic landscapes then this may well be the deck for you. 

—MedusaWink, Aeclectic Tarot

Renaissance Wars
Renaissance Wars

What customers are saying about Renaissance Wars Board Game

The first thing to mention about “Renaissance Wars” is that it is a beautiful game. The components, including the box, game board, playing pieces and even the rules, are all top notch. The artwork and overall quality make this a standout product even before a game is played. Not surprisingly, the game itself really does live up to the hype.
“Renaissance Wars,” while a board game, actually does invite us to take a historical journey back in time, as the game highlights “conditions” that were paramount to those critical years that generally include the 14th to the 17th century. The five “conditions” are Religion, Culture, Economics, Politics and Seeds of Enlightenment. Players will even get to choose one of six luminary cards, each representing one of the key figures from the period, including William Shakespeare, Martin Luther, Ignatius of Loyola, Filippo Brunelleschi, Christopher Columbus and Francis Bacon. Each of these luminary cards has a special value and can provide added scoring opportunities during the game. The object of “Renaissance Wars” is to acquire more Florin coins than anyone else by the end of the game. Players compete by playing cards from their starting hand, trying to win skirmishes by collecting the cards of their opponents. Players are trying to build scoring melds, made up of certain card combinations, each having a different value that will earn Florin coins from the bank.
The second phase of the game is called the “Battle phase,” which is very similar to the skirmishes in the “Encounter phase.” However, when a player wins cards during this phase of the game, he does not attempt to form melds to earn Florin coins. Instead, each player totals their Florin coins from both the “Encounter phase” and “Battle phase”. The game continues until one player accumulates 1637 Florin coins, which corresponds to the year that is considered to be the end of the Renaissance Period. Although not discussed in this review, the game also includes several special playing cards that can help or hurt a player along the way. 
We found “Renaissance Wars” to be a fascinating game to play, with surprisingly easy to follow guidelines for the skirmishes and battles. There is also a lot of historical and biographical information on the cards that certainly enhances the overall playing experience. A typical game with experienced players can be completed in 45 minutes or so, and the game is recommended for 2-4 players ages 12 years old and up. 
—R.J. Cullen, Toys Bulletin