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Ludexv2026.11.01-65114139Florenza: X Anniversary EditionOfficial rulebook ↗

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Rounds, Tracks and Income

How a round of Florenza: X Anniversary Edition runs — the eight phases, the Prestige, Church Influence and Turn Order tracks, Phase 1 income, and the powers of the Captain of the People and the Bishop.

Overview of a round

The game lasts 7 rounds. Each round has eight phases, always in this order:

PhaseWhat happensRules
1. Collect incomeEveryone gets Kinsman Kinsmen, Fiorini, Resources and any income from Workshops and Artworksbelow
2. Captain of the PeopleThe Captain may detain one Artist or Preacherbelow
3. BishopThe Bishop expels a Kinsman from each rival and gains onebelow
4. KinsmenIn turn order, place Kinsmen one at a time — the heart of the gameKinsmen
5. Economic activitiesWorkshops produce or get built; Market, Family Business and Captains of Fortune pay outEconomy
6. ArtworkPay for the Artworks you planned and score themArtworks
7. Turn orderElect the new Captain and Bishop; set the new orderTurn order
8. End of the roundAdvance the round marker; characters age and leaveEnd of round

Whoever holds an office acts first (Captain) and second (Bishop) in every phase. With no Captain, the Bishop acts first.

The tracks

Four tracks run round the edge of the main board.

The main board with the four tracks marked a to d

Game Round Track

The round marker round marker starts on space 1 and moves on in Phase 8. When it would move past the last space, the game ends.

Prestige Track

Every Prestige Point Prestige Point you gain or lose during the game moves your Captain marker up or down this track at once. Prestige on the track is not yet safe: only when you become Captain of the People do you turn it into hidden Prestige Point tokens and drop back to 0 (Phase 7).

Church Influence Track

Every Church Influence Point Church Influence Point moves your Bishop marker. It can never go below −1 (then you cannot give Charity to Giordano Bruno). Past the last space, turn it to its +5 side. The spaces also show Prestige Points, paid when you become Bishop and at the end of the game.

Turn Order Track

The Turn Order markers, top to bottom, give the order of play. The first player holds the First Player card (its numbered side, until a Captain is elected).

Phase 1 Collect income

Before income, your District board must have no Kinsmen on it: all of them are back in your pool. Anything else — Resources, Fiorini — stays from earlier rounds. Put all income in the income area of your District board.

Base family income

Everyone receives the same:

IncomeAmount
Kinsman Kinsmen3 (from your pool)
100 Fiorini Fiorini200
Marble Marble and Wood Wood1 each
A third Resourcechosen by the Captain of the People for everybody

No Captain? The first player rolls the die die once and everyone takes the Resource shown for that number on the table of the First Player card.

The First Player card with its Resource table

Resources and Fiorini are unlimited: if the pieces run out, use your x2 and x3 multiplier tiles.

Extra income

Then each player adds their own income:

Income from an Artwork starts in the round after you complete it.

Phase 2 Captain of the People

The Captain of the People card

The Captain of the People (elected in the previous Phase 7) plays first in every phase. Besides choosing the common Resource in Phase 1, the Captain may detain one Artist or Preacher now: put that character’s tile on the Captain card. Only the Captain can hire him this round; he goes back to his card in Phase 8.

Phase 3 Bishop

The Bishop card

The Bishop plays second in every phase (first if there is no Captain). Now the Bishop:

  1. takes one Kinsman from each rival’s pool and puts it on the Bishop card — a rival with an empty pool gives one from their income area instead;
  2. moves one of their own Kinsmen from their pool to their income area, if they have one left, to use this round.

Kinsmen on the Bishop card go home in Phase 8.

[Solo] With Ghosts, see how the Bishop works against them on the Solitaire page.

Rules

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