Solitaire: the Ghosts
Florenza X Anniversary's solitaire mode: Ghost players driven by a die and their Action Table, four difficulty levels, and how each Ghost action, income and round end works.
Short tag: [Solo]
New in the X Anniversary Edition: play alone against one or more Ghosts. Every rule not changed here stays the same, and each Ghost counts as a player for setup (character tiles, Captains of Fortune, Casa and Casamento, the Cardinal bonus).
Difficulty
Choose before setup how each Ghost picks Artists and scores them. Several Ghosts may have different levels.
| Level | Artist chosen | Artist prestige as if the |
|---|---|---|
| Easy | cheapest available | 1 |
| Medium | cheapest available | 6 |
| Hard | most expensive available | 1 |
| Masterpiece | most expensive available | 6 |
At the levels that score as a 6, a gold box still means a Masterpiece: turn the Artist’s card over. Artists with several skills count only the cheapest (or dearest) skill. Ties go to the Artist under the lowest-numbered Life in Florenza card, then to the one on top under that card.
Setup changes
- Set up as usual, with as many Ghosts as you like.
- Each Ghost: a District board Ghost side up, 8 Kinsmen and 13 Family Crests. Ghosts never get, own or spend Fiorini or Resources.
- You play first in round 1.
- Starting Workshops: from the last Ghost back towards you, each Ghost rolls the die and takes that Workshop (1 Picconiere … 6 Lanaiuolo) for its space 1; you choose last. Then the same for space 2. Reroll if an earlier Ghost already holds that Workshop on the same space, or if a Ghost’s space-2 result equals its own space 1.

Phase 1 to 3
- Phase 1: a Ghost takes as many
Kinsmen as the round number (1 in round 1 … 7 in
round 7) and nothing else. A Ghost Captain picks the common Resource by rolling the die on the First
Player card’s table. - Phase 2: a Ghost Captain detains the most expensive Artist (counting only his dearest skill).
Phase 3 Bishop
Unchanged. A Ghost Bishop gets 1 Kinsman more than the round number (so all 8 in round 7), and you put one of yours on the Bishop card. When you are Bishop, a Ghost’s expelled Kinsman comes from its pool, which always has one: it never loses an action.
Phase 4 Kinsmen
Ghosts take turns in turn order like everyone else. On its turn a Ghost:
- rolls the
die; - counts that many empty spaces of its Action Table — left to right, row by row from the top, starting again from the first empty space if it runs out;
- stands a Kinsman upright on the last space counted;
- carries out that space’s action at once.
When all 8 spaces are occupied, remove every Kinsman lying down at once (from earlier rounds), put back in the Ghost’s income area as many as it still needs this round, and keep counting.

Ghost actions
Operate a Workshop
Two spaces of the table. Roll the die and count Workshops from space 1 of the first player’s District, on through that District, then the next player’s, and so on, back to the first if needed. Skip Workshops that cannot be activated (purple n. 22–30, or with a Kinsman on). Turn the Workshop you land on to its Under Construction side: nobody can use it again this round.
- Workshops 13–21: the Ghost scores the
and
shown. Others give it
nothing (it never takes Resources or Fiorini). - In a rival’s District it still pays the owner 1 Prestige Point.
- Nothing to activate — or only rivals’ Workshops while it is on −3 Prestige — means no action.
Build a Workshop
Roll the die for the category, then again for the Workshop in it (table below). The Ghost
scores its
building reward and puts it, Under Construction side up, on its lowest
free space (it cannot be used this round). No free space, or that Workshop is gone: no action.
| First roll → category | Second roll → Workshop |
|---|---|
| 1 | 1 Picconiere · 2 Boscaiuolo · 3 Fabbro · 4 Monte di Pietà · 5 Erbolaio · 6 Lanaiuolo |
| 2 | 1 Cava · 2 Segheria · 3 Fonderia · 4 Miniera · 5 Mercatante · 6 Setaiuolo |
| 3 | 1 Edificatore · 2 Carpentiere · 3 Armaiuolo · 4 Zecca · 5 Cerusico · 6 Sartore |
| 4 | 1–2 Cambiavalute · 3–4 Biblioteca · 5–6 Convento |
| 5 | 1 Scarpellino · 2 Legnaiolo · 3 Ottonaio · 4 Orafo · 5 Speziale · 6 Tintore |
| 6 | 1–3 Casa · 4–5 Casamento · 6 Palagio |
Create an Artwork in the District Church
- Pick the Artist by difficulty (cheapest or dearest, counting one skill).
- Pick the first Artwork in alphabetical order in its Chiesa that suits that skill; score its
and
and put a normal Family Crest on it. - Turn the Artist tile face down: he is gone for the round. Score his prestige by difficulty.
No Artist, no suitable Artwork, or no normal crest left: no action, and the Artist stays available.
A Ghost Captain may use its detained Artist. A complete Chiesa gives 2
as usual.
Create an Artwork in the District Palace
As for the Church, in its Palazzo. A complete Palazzo gives 4
as usual.
Hire a Captain of Fortune
Take the first available Captain of Fortune in alphabetical order: the Ghost scores the
and
of its bottom (dearest) row without paying, then turn the card
over — no one can use it this round. None available: no action.
Gain 1 Church Point
The Ghost gains 1
.
Create an Artwork on the main board
Roll the die for the place, then follow the Church steps there — but the Ghost uses its special crests first, then normal ones (which special crest does not matter: Ghosts take no income). A full place means no action.
| Die | Place |
|---|---|
| 1 | Duomo |
| 2 | Palazzo della Signoria |
| 3 | Battistero |
| 4 | Palazzo Vescovile |
| 5 | San Lorenzo |
| 6 | Santa Maria Novella |
If the selected main-board location has no free Artwork, the Ghost loses that action (FAQ).
Phase 5 to 7
Ghosts do nothing in Phases 5 and 6. Phase 7 is unchanged.
Phase 8 End of the round
Besides the usual steps:
- lay down every Ghost Kinsman standing on an Action Table;
- turn face-down Artist tiles face up;
- turn Under Construction Workshops back to Built;
- turn used Captain of Fortune cards face up.
Ghosts score at the end like any player; the highest total wins.