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:
| Phase | What happens | Rules |
|---|---|---|
| 1. Collect income | Everyone gets | below |
| 2. Captain of the People | The Captain may detain one Artist or Preacher | below |
| 3. Bishop | The Bishop expels a Kinsman from each rival and gains one | below |
| 4. Kinsmen | In turn order, place Kinsmen one at a time — the heart of the game | Kinsmen |
| 5. Economic activities | Workshops produce or get built; Market, Family Business and Captains of Fortune pay out | Economy |
| 6. Artwork | Pay for the Artworks you planned and score them | Artworks |
| 7. Turn order | Elect the new Captain and Bishop; set the new order | Turn order |
| 8. End of the round | Advance the round marker; characters age and leave | End 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.

- a. Game Round Track — the round marker, rounds 1 to 7.
- b. Prestige Track — each family’s Captain marker.
- c. Turn Order Track — the Turn Order markers, top to bottom.
- d. Church Influence Track — each family’s Bishop marker.
Game Round Track
The
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 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).
- Your marker can never go below −3. At −3 you cannot place a Kinsman on a rival’s Workshop and cannot give Charity to Girolamo Savonarola.
- Past the last space, turn the marker to its +50 side and start again from the beginning.
Church Influence Track
Every
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:
| Income | Amount |
|---|---|
| 3 (from your pool) | |
| 200 | |
| 1 each | |
| A third Resource | chosen by the Captain of the People for everybody |
No Captain? The first player rolls the
die once and everyone takes the Resource shown
for that number on the table of the First Player card.

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:
- each completed Artwork on the main board: what its flag shows — 1
, 1
or 1
(Artworks); - each special Family Crest: 2
, 1
or 1
; - a fully completed Palazzo: 4
; a fully completed Chiesa: 2
; - the purple Workshops n. 22–30 (Workshops).
Income from an Artwork starts in the round after you complete it.
Phase 2 Captain of the People

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