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Nova Aetas: Renaissance

Created by Ludus Magnus Studio

Welcome to Nova Aetas Renaissance, a game set in an alternative version of the Italian Renaissance, where four heroes try to conquer glory and fame, while the war between Rome and Venice is blazing… Experience an intense campaign composed of more than 20 narrative and tactical missions in this revolutionary cooperative game for 1-6 players. Customize your Hero by choosing advanced classes, skills, and equipment as you advance through the campaign that will take you to the center of the war between Rome and Venice. Discover the secrets of an ancient civilization and face mythological creatures to steal their secrets and craft epic gear. All this is Nova Aetas Renaisssance! Are you ready to change history?

Latest Updates from Our Project:

XP!
over 3 years ago – Sat, Oct 31, 2020 at 12:11:08 AM

XP points are the the fundamental element to let players evolve their heroes.

Those point are gained during campaign, depending on the final outcome of each mission; secondary missions will not give XP points.

Completing a mission successfully in most cases will give you more experience points, but not always... like in real life, sometimes you will learn more from your mistakes rather than from successes.


In the first Nova Aetas each mission gave a Skill, once a hero gained 3 Skills, the player could choose to change a class into an advanced class by giving up another extra gained Skill.


In Nova Aetas Renaissance the Skill learning system is more linear, and a Class change is managed more easily just by spending XP points.


In the original system when a hero changed a Class, he had to change die (from D6 to D8) and hero's characteristics. This change was generating two odd situations: some heroes could change class before others, and, having 2 enemy card decks to use (one for D6 level and the other for D8 level), this situation was generating some confusion.


In Nova Aetas Renaissance there is only one level and one die, D8. This makes the game easier to manage and helps to balance better each mission. Each hero still have to learn 3 skills before having the choice to change class, but the only change will be the access to a new set of Skills, and it will not penalize players different choices, heroes characteristics will remain the same.


XP point system will allow to increase all characteristics, highlighting changes with transparent colored cubes on the hero sheet. Each hero will have different limits for the different characteristics.


Today we will also release first cosmetic add-on: Dice!

Of course this add-on it's not needed and doesn't change the game experience, it's for those of you who likes the idea to have a different dice set for each hero, or for those who love to have a set of dice with their favorite color... or for those who just love dice!


See you tomorrow for the next update!

spoiler... who knows this sticky girl?

Choose your Destiny
over 3 years ago – Fri, Oct 30, 2020 at 09:59:07 PM

"Each of us has his own story to tell. A path that has led us to this very moment. Our stories make us what we are but they leave us with scars and demons which we fight against every day. If you want to listen to me ... I'll tell you mine, so you will understand why I can't let you live.”

                                                                                                                                    Gregorio the Scourge

Hello Heroes!

Today we will talk to you about Destiny Cards, one of the new elements of NAR that we like most about this new edition!

Each Hero has a set of 6 Destiny Cards that will tell its own story and introduce you to your Hero’s unique Background. But these cards will also play a role in your games! 

Each Hero will begin their career by drawing the first Destiny card in their deck. The card will give the Hero a task to accomplish in the course of the missions. Once the task is fulfilled, the Hero can discard it, claim the eventual reward and draw the next card, and so on until the sixth Destiny Card is completed! Completing the whole set in addition to making you discover important details about your Hero’s story will also provide you with excellent rewards in the form of extra experience or special items!

Rebecca's first Destiny card

Finally, Destiny Cards are perfect for avoiding the "Alpha Player effect", very common in cooperative games. This is because Destiny Cards remain secret to other players and are only revealed when they are resolved!

What do you think? Are you ready to discover your destiny?


Before saying goodbye we present a new video review made by Beasty Geeks, which will explain 8 good reasons to support Nova Aetas Renaissance!


Enjoy it!

Under Siege more in deep
over 3 years ago – Fri, Oct 30, 2020 at 04:57:26 PM

This expansion is born from the desire to visit Rome and learn about one of the darkest episodes in its history.

The focus of the expansion is therefore placed precisely on historical events, even if as is our custom we have colored one of the two branches of the story with fantasy elements such as the presence of the Werewolf or the presence of Giovanni dalle Bande Nere to protect the Papal city (historically, he died before reaching Rome, wounded by an enemy gunshot). But this still tells a good story!



What does this expansion add to your gaming experience?
A new story consisting of 10 missions, new equipment to craft, and a new Hero, but above all it introduces the mechanics of the allies (we plan to unlock more allies with future SGs).
With the new system of Mission cards that develop the story and give the game a new feeling of discovery we have the possibility to redesign Missions to make them even closer to our initial objective. A little bit like when – thanks to new technologies – the special effects of a film are improved, giving them a new life.



Now, for example, the Mission in which the Spanish Landsknechts seek a passage between the walls to penetrate the city defenses has a completely different flavor, the spy will not be present on the board from the beginning as it did in the original NA Mission and the exploration of the walls will provide players with many more pitfalls.


The Lancer, the Valkyrie Brynhildr, is another of the characters that recall a more fantasy world.
This time we have chosen a reference to Norse mythology instead of the classical mythology usually used in NA: R precisely to emphasize its provenance.
This Hero is very strong in attack and has good movement Skills, but Brynhildr lacks in endurance and doesn't give much support to her party.


Giovanni dalle Bande Nere will be used as an NPC during the Missions in the Under Siege campaign but can also be used as an ally in the Missions of the base game.
An ally has its own card that describes its unique characteristics, available Skills and equipment.


For now I will just tell you that the cost next to the Skills on his card is the cost that you must incur to hire this character and that for the purposes of the game he counts as a standard Hero.

In an upcoming update we will go into even more detail on how allies work (will there be more? 😀).


See you tomorrow for a new fantastic update.

Designer Diary #2 - Skill System -
over 3 years ago – Fri, Oct 30, 2020 at 01:47:24 PM

Hello, Heroes!
Here we are in the second episode of the Designer Diary where we show you the differences between the old Nova Aetas and Nova Aetas Renaissance. Today, we will talk about one of the key elements of the game, the Hero’s Skill system!
In old NA the growth of the Heroes and the acquisition of new Skills were closely linked to the outcome of the Missions. If a Mission was won, the Heroes who had played it automatically learned a new Skill with a very wide choice, while a defeat limited the range of possibilities. Once you learned the third Skill of the base Class, you had to pass to one of the two Advanced Classes.
The abilities were represented by cards that described the rules for their use and there was no limit to the number of abilities that could be brought to the Mission.

 In NA: R the system has changed dramatically. Now each Mission will award a certain number of Experience Points (XP) based on your result. During the City Phase, Heroes will be able to spend their XP to acquire new Skills in their Class. At any time during the campaign, the Heroes can choose to switch to one of the two Advanced Classes available to their background (for example, Valerio can choose either to become a Knight or a Mercenary) if they meet the requirements of the chosen Class.
But this choice must be made wisely because once passed into the Advanced Class it will no longer be possible to learn the Skills of the Base Class.
Each Hero will be able to equip up to 5 learned Skills before a Mission. This system, inherited from Sine Tempore, requires careful planning before tackling a Mission, and having many Skills will increase the chances of equipping the ones you find most useful for what you are about to expect.
But this system from ST was explored even further in NA: R.
Now, each Skill belongs to a specific type as identified by color (for example, look at the sample Hero Sheet for Valerio on page 6 of the draft rule book). There are 4 types of Skills: Offensive (red), Defensive (blue), Support (purple), and Movement (green).


The 5 Skill slots available to each Hero will be thematically divided among these 4 types and will change according to the chosen Class (A). For example Valerio, as long as he is a Squire, can equip 1 Offensive Skill, 2 Defensive Skills, 1 Support, and 1 Movement. If he decides to become a Knight he can equip 1 Offensive, 2 Defensive, and 2 Support (B). This makes it especially important to choose your Advanced Class very carefully to suit your Hero’s play style.


This Advancement system will provide you with many choices for the growth of your Hero, for example, if you plan to evolve Valerio into a Knight, learning a Movement Skill may not prove wise. On the contrary, if you choose the Mercenary career for him, Movement Skills will be very useful (C)!

Furthermore, unlike old NA and ST where the Skills were respectively represented by cards and tokens, now the Skills are directly written on the Hero Sheet and to equip them you just need to use the new Skill Pin (E), in a very simple and clean way, thus eliminating a lot of material that otherwise would have cluttered the game table. This is just one quality of life change that will make your NA: R experience so much more enjoyable.

All the Skills rules of a Class are explained in the corresponding Skill Sheet, which can be placed under or next to your Hero Sheet, ready to be consulted (D)!

And that's it for this Designer Diary! Let us know what you think of these changes!

Designer Diary #1 - Crafting & Looting -
over 3 years ago – Fri, Oct 30, 2020 at 01:47:14 PM

Hello Heroes!

Many of you have asked us to highlight the differences between NA:R and the first Nova Aetas and therefore we have decided to write a series of updates dedicated to the changes we have made since the first version of the game.

Today we're going to take a more detailed look at the Loot & Craft System!

While the Crafting in NA:R has remained more or less the same, with Heroes being able to spend their precious Reagents recovered during Missions to build new and powerful equipment, it is the Loot system that has undergone many changes.

In the original NA when a Hero eliminated an Enemy, the defeated foe left a Loot token on the battlefield that the Heroes, after spending 1 additional AP, could recover. Once the Loot token was taken, the player would draw a certain number of cards from the Resource Deck. Each card gave a certain amount of Resources in the form of Money or items useful for crafting.

This original system, however fluid it was, involved an AP expenditure that within the NA Missions – where time is a determining factor for  victory – could create problems for players who were sometimes forced to choose whether to take the Loot or complete the Mission successfully.

In NA:R, an eliminated Enemy will drop a certain amount of Reagents directly into the hands of the Heroes that go directly to the party. This streamlines the system quite a lot, and lets you concentrate on strategy. As you can see from the image, on the bottom of the enemy cards, there are 3 symbols to indicate the quantity and type of Reagent you will get. Unlike the original NA, there are now 3 decks of cards for the Reagents that identify their type: Pecunia (Money and riches of various kinds), Alchemia (alchemical elements), and Elementum (minerals or vegetable and animal elements). Each of these types play important roles in your crafting abilities.

So after eliminating an Enemy you will need to draw the indicated number of cards from one or more of the three Reagent decks.

These cards, however, must be kept face down until the end of the mission, when you have probably accumulated a nice pool.

These cards, however, must be kept face down until the end of the Mission, after you have likely accumulated a nice pool of Reagents.

The result of the Mission (how successful you were) will tell you how many of the recovered Reagents cards you can take home. A win will allow you to keep a large number or even all of them! While in the event of a defeat you will be able to keep a limited amount since the Heroes will probably have fled the battlefield hastily and thereby dropped a large part of their Loot! In both cases, the cards will be randomly selected, although some Heroes will have skills that will allow you to select your favorite Reagents (Sofia, I'm looking at you!)

The new system will allow you to accumulate a large pool of resources without wasting time wandering around the battlefield to collect them, but on the other hand, you will have to work hard to win Missions if you wish to get the most out of your Loot! So, not only is it important to win a Mission for what it does for the campaign, but winning also affects how much Loot you gain to eventually grow even stronger.


What do you think? Are you ready to loot your Enemies and build cool new Equipment?


In the meantime another Social stretch Goal has been unlocked: Boogeyman will come to your house.

Your response has been great, 300 Shares reached in less than 15 hours!!

Like we said yesterday, the more you share, the more people know about Nova Aetas and pledge it, the more we release new stretch goals for all.

An easy action that can really help us all, so keep sharing the post:


And remember... "He watches you when you’re sleeping"  💀