Ludexv2026.11.01-65114139Lorenzo il MagnificoOfficial rulebook ↗

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Cards & Components

Every card, tile and token of Lorenzo il Magnifico and its expansions: 96 Development cards, 20 Leaders, 21 Excommunication tiles, the boards and pieces, plus Houses of Renaissance, The Pazzi Conspiracy and the promos.

Every distinct face, grouped by type, with a link to the rule that uses it. Development cards, Leaders and Special Tokens are pictured from the Tabletop Simulator mod (English cards); boards, pieces and tiles from the publisher’s rulebook and promo sheets. Card values follow the printed cards; “Now” is the immediate effect, a number after Harvest or Production is the minimum action value needed, and “End” is scored at game end. An action at 5 activates every card with a value of 5 or less in that area. FAQ FAQ

Boards

Boards and pieces

PictureComponent
BoardBoard — towers, Vatican, Council Palace, Market, Harvest and Production, tracks (rule) FAQ FAQ FAQ FAQ FAQ FAQ FAQ
Personal BoardPersonal Board — Territory and Building rows, Character and Venture lines, goods (rule)
Personal Bonus Tiles, basic sidePersonal Bonus Tiles, basic side — the same bonuses for everyone (rule)
Personal Bonus Tiles, advanced sidePersonal Bonus Tiles, advanced side — four different tiles, drafted in the full game (rule) FAQ
Family MembersFamily Members — 3 coloured and 1 uncoloured per player (rule) FAQ FAQ FAQ FAQ FAQ
Marker DiscsMarker Discs — Victory, Military, Faith and Turn Order (rule) FAQ FAQ FAQ FAQ FAQ FAQ FAQ
Excommunication cubesExcommunication cubes — 3 per player (rule) FAQ FAQ FAQ FAQ FAQ
DiceDice — black, white and orange (rule)
CoinsCoins — values 1 and 5 (rule)
Covering TilesCovering Tiles — close spaces at 2 and 3 players (rule)
Development cardsDevelopment cards — 96, see below (rule) FAQ FAQ

Card backs

PictureComponent
Territory back** (green), numbered I, II or III by periodTerritory back (green), numbered I, II or III by period (rule)
Character back** (blue)Character back (blue) (rule)
Building back** (yellow)Building back (yellow) (rule)
Venture back** (purple)Venture back (purple) (rule)

Cards

Territories

Territories, period I

PictureCard
Territory 1: Commercial Hub#1 Commercial Hub — Harvest 1: 1 coin. (rule)
Territory 2: Woods#2 Woods — Now 1 wood. Harvest 2: 1 wood. (rule)
Territory 3: Village#3 Village — Harvest 3: 1 coin, 1 servant. (rule)
Territory 4: Gravel Pit#4 Gravel Pit — Now 2 stone. Harvest 4: 2 stone. (rule)
Territory 5: Forest#5 Forest — Now 1 wood. Harvest 5: 3 wood. (rule)
Territory 6: Monastery#6 Monastery — Now 2 Military Point, 1 servant. Harvest 6: 1 Faith Point, 1 stone. (rule)
Territory 7: Citadel#7 Citadel — Harvest 5: 2 Military Point, 1 stone. (rule)
Territory 8: City#8 City — Now 3 coin. Harvest 6: 1 Council Privilege. (rule)

Territories, period II

PictureCard
Territory 9: Gold Mine#9 Gold Mine — Now 1 coin. Harvest 1: 2 coin. (rule)
Territory 10: Mountain Town#10 Mountain Town — Now 1 servant. Harvest 3: 1 Military Point, 2 wood. (rule)
Territory 11: Mining Town#11 Mining Town — Now 2 servant, 1 stone. Harvest 4: 1 servant, 2 stone. (rule)
Territory 12: Rock Pit#12 Rock Pit — Now 1 wood. Harvest 3: 3 stone. (rule)
Territory 13: Estate#13 Estate — Now 2 servant, 1 wood. Harvest 4: 1 coin, 2 wood. (rule)
Territory 14: Hermitage#14 Hermitage — Now 1 Faith Point. Harvest 2: 1 Faith Point. (rule)
Territory 15: Manor House#15 Manor House — Harvest 5: 2 Military Point, 2 servant. (rule)
Territory 16: Dukedom#16 Dukedom — Now 4 coin. Harvest 6: 1 coin, 1 stone, 2 wood. (rule)

Territories, period III

PictureCard
Territory 17: Trading Town#17 Trading Town — Now 1 coin, 1 servant. Harvest 1: 3 coin. (rule)
Territory 18: Farm#18 Farm — Now 1 Victory Point, 1 wood. Harvest 3: 2 Victory Point, 2 wood. (rule)
Territory 19: Colony#19 Colony — Now 2 Military Point. Harvest 5: 4 Victory Point, 1 wood. (rule)
Territory 20: Marble Pit#20 Marble Pit — Now 3 Victory Point. Harvest 2: 1 Victory Point, 2 stone. (rule)
Territory 21: Province#21 Province — Now 1 Council Privilege, 1 stone. Harvest 6: 4 Victory Point, 1 stone. (rule)
Territory 22: Sanctuary#22 Sanctuary — Now 1 Faith Point. Harvest 1: 1 coin, 1 Faith Point. (rule)
Territory 23: Castle#23 Castle — Now 2 Victory Point, 2 coin. Harvest 4: 3 Military Point, 1 servant. (rule)
Territory 24: Fortified Town#24 Fortified Town — Now 2 Military Point, 1 servant. Harvest 2: 1 Military Point, 2 servant. (rule)

Buildings

Pay every resource shown on a Building; two costs separated by “or” appear only on Ventures. In Production, each eligible Building runs once, optional exchanges may be skipped, and an exchange uses resources you had before the action began.

Buildings, period I FAQ FAQ FAQ FAQ

PictureCard
Building 25: Mint#25 Mint — Cost 1 wood, 3 stone. Now 5 Victory Point. Production 5: 1 coin per Building you have (for example, 4 Buildings pay 4 coins). (rule)
Building 26: Tax Office#26 Tax Office — Cost 3 wood, 1 stone. Now 5 Victory Point. Production 5: 1 coin per Territory you have (count your full Territory row). (rule)
Building 27: Triumphal Arch#27 Triumphal Arch — Cost 2 coins, 2 stone. Now 6 Victory Point. Production 6: 1 Victory Point per Venture you have (4 Ventures score 4 points). (rule)
Building 28: Theater#28 Theater — Cost 2 coins, 2 wood. Now 6 Victory Point. Production 6: 1 Victory Point per Character you have (4 Characters score 4 points). (rule)
Building 29: Carpenter's Shop#29 Carpenter’s Shop — Cost 1 coin, 2 wood. Now 3 Victory Point. Production 4: 1 wood → 3 coin, or 2 wood → 5 coin. (rule)
Building 30: Stonemason's Shop#30 Stonemason’s Shop — Cost 1 coin, 2 stone. Now 2 Victory Point. Production 3: 1 stone → 3 coin, or 2 stone → 5 coin. (rule)
Building 31: Chapel#31 Chapel — Cost 2 wood. Now 1 Faith Point. Production 2: 1 coin → 1 Faith Point. (rule) FAQ
Building 32: Residence#32 Residence — Cost 2 stone. Now 1 Victory Point. Production 1: 1 coin → 1 Council Privilege. (rule)

Buildings, period II

PictureCard
Building 33: Marketplace#33 Marketplace — Cost 2 wood, 1 stone. Now 3 Victory Point. Production 3: 3 coin → 2 wood and 2 stone. (rule)
Building 34: Treasury#34 Treasury — Cost 3 wood. Now 4 Victory Point. Production 3: 1 coin → 3 Victory Point, or 2 coin → 5 Victory Point. (rule)
Building 35: Painters' Guild#35 Painters’ Guild — Cost 4 wood. Now 5 Victory Point. Production 4: 1 wood → 3 Victory Point, or 3 wood → 7 Victory Point. (rule)
Building 36: Sculptors' Guild#36 Sculptors’ Guild — Cost 4 stone. Now 6 Victory Point. Production 5: 1 stone → 3 Victory Point, or 3 stone → 7 Victory Point. (rule)
Building 37: Stonemasons' Guild#37 Stonemasons’ Guild — Cost 1 wood, 2 stone. Now 4 Victory Point. Production 4: 1 servant, 1 wood and 1 stone → 6 Victory Point. (rule)
Building 38: Baptistery#38 Baptistery — Cost 3 stone. Now 2 Victory Point, 1 Faith Point. Production 2: 1 Faith Point → 2 coin and 2 Victory Point. (rule)
Building 39: Barracks#39 Barracks — Cost 1 wood, 1 stone. Now 3 Victory Point. Production 1: 1 servant → 3 Military Point. (rule)
Building 40: Stronghold#40 Stronghold — Cost 2 coins, 2 wood, 2 stone. Now 8 Victory Point. Production 6: 2 Military Point, 2 Victory Point. (rule)

Buildings, period III

PictureCard
Building 41: Bank#41 Bank — Cost 3 coins, 1 wood, 3 stone. Now 7 Victory Point. Production 2: 5 coin. (rule)
Building 42: Fair#42 Fair — Cost 4 coins, 3 wood. Now 8 Victory Point. Production 4: 4 coin → 3 wood and 3 stone. (rule)
Building 43: Garden#43 Garden — Cost 2 servants, 4 wood, 2 stone. Now 10 Victory Point. Production 1: 3 Victory Point. (rule)
Building 44: Fortress#44 Fortress — Cost 2 coins, 2 wood, 4 stone. Now 9 Victory Point. Production 5: 2 Victory Point, 1 Council Privilege. (rule)
Building 45: Palace#45 Palace — Cost 3 coins, 3 wood, 1 stone. Now 9 Victory Point. Production 6: 1 coin → 2 servant and 4 Victory Point. (rule)
Building 46: Church#46 Church — Cost 1 wood, 4 stone. Now 5 Victory Point, 1 Faith Point. Production 1: 1 wood or 1 stone → 2 Faith Point. (rule)
Building 47: Military Academy#47 Military Academy — Cost 1 servant, 2 wood, 2 stone. Now 7 Victory Point. Production 3: 1 servant → 3 Military Point and 1 Victory Point. (rule)
Building 48: Cathedral#48 Cathedral — Cost 4 wood, 4 stone. Now 7 Victory Point, 3 Faith Point. Production 2: 1 Victory Point. (rule)

Characters

Characters, period I

PictureCard
Character 49: Warlord#49 Warlord — Cost 2 coins. Now 3 Military Point. Permanent: +2 when taking Territories. (rule) FAQ
Character 50: Stonemason#50 Stonemason — Cost 4 coins. Permanent: +2 when taking Buildings, 1 wood or 1 stone off. (rule)
Character 51: Dame#51 Dame — Cost 4 coins. Permanent: +2 when taking Characters, 1 coin off. (rule)
Character 52: Knight#52 Knight — Cost 2 coins. Now 1 Council Privilege. Permanent: +2 when taking Ventures. (rule)
Character 53: Farmer#53 Farmer — Cost 3 coins. Permanent: +2 to every Harvest. (rule) FAQ FAQ
Character 54: Artisan#54 Artisan — Cost 3 coins. Permanent: +2 to every Production. (rule)
Character 55: Preacher#55 Preacher — Cost 2 coins. Now 4 Faith Point. Permanent: no more third- and fourth-floor bonuses. (rule)
Character 56: Abbess#56 Abbess — Cost 3 coins. Now 1 Faith Point and take a card of any type at value 4. (rule)

Characters, period II

PictureCard
Character 57: Captain#57 Captain — Cost 4 coins. Now 2 Military Point and take a Territory at value 6. (rule)
Character 58: Architect#58 Architect — Cost 4 coins. Take a Building at value 6, 1 wood or 1 stone off. (rule)
Character 59: Patron#59 Patron — Cost 3 coins. Take a Character at value 6, 2 coins off. (rule)
Character 60: Hero#60 Hero — Cost 4 coins. Now 1 Council Privilege and take a Venture at value 6. (rule)
Character 61: Peasant#61 Peasant — Cost 4 coins. Permanent: +3 to every Harvest. (rule)
Character 62: Scholar#62 Scholar — Cost 4 coins. Permanent: +3 to every Production. (rule) FAQ
Character 63: Papal Messenger#63 Papal Messenger — Cost 5 coins. Now 3 Faith Point. (rule)
Character 64: Royal Messenger#64 Royal Messenger — Cost 5 coins. Now 3 different Council Privilege. (rule)

Characters, period III

PictureCard
Character 65: Noble#65 Noble — Cost 6 coins. Now 2 Victory Point per Territory you have (3 Territories score 6 points). (rule)
Character 66: Governor#66 Governor — Cost 6 coins. Now 2 Victory Point per Building you have (3 Buildings score 6 points). (rule)
Character 67: Paramour#67 Paramour — Cost 7 coins. Now 2 Victory Point per Character, counting this card too (3 Characters score 6 points). (rule)
Character 68: Herald#68 Herald — Cost 6 coins. Now 2 Victory Point per Venture you have (3 Ventures score 6 points). (rule)
Character 69: Cardinal#69 Cardinal — Cost 4 coins. Now 2 Faith Point and a Harvest at value 4. (rule)
Character 70: Bishop#70 Bishop — Cost 5 coins. Now 1 Faith Point and a Production at value 4. (rule)
Character 71: General#71 General — Cost 5 coins. Now 1 Victory Point per 2 Military Point you have, rounded down (5 Military Points give 2 points). (rule) FAQ
Character 72: Ambassador#72 Ambassador — Cost 6 coins. Now 1 Council Privilege and take a card of any type at value 7. (rule)

Ventures

Ventures, period I

PictureCard
Venture 73: Hiring Recruits#73 Hiring Recruits — Cost 4 coins. Now 5 Military Point. End 4 Victory Point. (rule)
Venture 74: Repairing the Church#74 Repairing the Church — Cost 1 coin, 1 wood, 1 stone. Now 1 Faith Point. End 5 Victory Point. (rule)
Venture 75: Building the Walls#75 Building the Walls — Cost 3 stone. Now 2 Military Point, 1 Council Privilege. End 3 Victory Point. (rule)
Venture 76: Raising a Statue#76 Raising a Statue — Cost 2 wood, 2 stone. Now 2 different Council Privilege. End 4 Victory Point. (rule)
Venture 77: Military Campaign#77 Military Campaign — Cost 2 Military Point (need 3). Now 3 coin. End 5 Victory Point. (rule)
Venture 78: Hosting Panhandlers#78 Hosting Panhandlers — Cost 3 wood. Now 4 servant. End 4 Victory Point. (rule)
Venture 79: Fighting Heresies#79 Fighting Heresies — Cost 3 Military Point (need 5). Now 2 Faith Point. End 5 Victory Point. (rule)
Venture 80: Support to the Bishop#80 Support to the Bishop — Cost 2 Military Point (need 4) or 1 wood, 1 stone, 2 coins. Now 3 Faith Point. End 1 Victory Point. (rule)

Ventures, period II

PictureCard
Venture 81: Hiring Soldiers#81 Hiring Soldiers — Cost 6 coins. Now 6 Military Point. End 5 Victory Point. (rule)
Venture 82: Repairing the Abbey#82 Repairing the Abbey — Cost 2 coins, 2 wood, 2 stone. Now 2 Faith Point. End 6 Victory Point. (rule)
Venture 83: Building the Bastions#83 Building the Bastions — Cost 4 stone. Now 3 Military Point, 1 Council Privilege. End 2 Victory Point. (rule)
Venture 84: Support to the King#84 Support to the King — Cost 3 Military Point (need 6). Now 5 coin, 1 Council Privilege. End 3 Victory Point. (rule)
Venture 85: Improving the Canals#85 Improving the Canals — Cost 2 servants, 3 coins. Now a Harvest at value 4. End 5 Victory Point. (rule)
Venture 86: Hosting Foreigners#86 Hosting Foreigners — Cost 4 wood. Now 5 servant. End 4 Victory Point. (rule)
Venture 87: Crusade#87 Crusade — Cost 4 Military Point (need 8). Now 5 coin, 1 Faith Point. End 5 Victory Point. (rule)
Venture 88: Support to the Cardinal#88 Support to the Cardinal — Cost 4 Military Point (need 7) or 2 wood, 2 stone, 3 coins. Now 3 Faith Point. End 4 Victory Point. (rule)

Ventures, period III

PictureCard
Venture 89: Hiring Mercenaries#89 Hiring Mercenaries — Cost 8 coins. Now 7 Military Point. End 6 Victory Point. (rule)
Venture 90: Repairing the Cathedral#90 Repairing the Cathedral — Cost 3 coins, 3 wood, 3 stone. Now 1 Faith Point and take a card of any type at value 7. End 5 Victory Point. (rule)
Venture 91: Building the Towers#91 Building the Towers — Cost 6 stone. Now 4 Military Point, 1 Council Privilege. End 4 Victory Point. (rule)
Venture 92: Promoting Sacred Art#92 Promoting Sacred Art — Cost 6 wood. Now 3 Faith Point. End 3 Victory Point. (rule)
Venture 93: Military Conquest#93 Military Conquest — Cost 6 Military Point (need 12). Now 3 wood, 3 stone, 3 coin. End 7 Victory Point. (rule)
Venture 94: Improving the Roads#94 Improving the Roads — Cost 3 servants, 4 coins. Now a Production at value 3. End 5 Victory Point. (rule)
Venture 95: Sacred War#95 Sacred War — Cost 8 Military Point (need 15). Now 4 Faith Point. End 8 Victory Point. (rule)
Venture 96: Support to the Pope#96 Support to the Pope — Cost 5 Military Point (need 10) or 3 wood, 3 stone, 4 coins. Now 2 Faith Point. End 10 Victory Point. (rule)

Leaders

Check a Leader’s requirements when you play it, after finishing the action in progress. A one-time ability is used once; a permanent ability stays active while the Leader remains in play.

Abilities are summarised on the Leaders page. FAQ FAQ FAQ FAQ FAQ FAQ

PictureLeader
Leader: Francesco SforzaFrancesco Sforza — Needs 5 Ventures. 1x: Harvest at value 1; only servants can raise it. (rule) FAQ
Leader: Ludovico AriostoLudovico Ariosto — Needs 5 Characters. Permanent: place Family Members on occupied action spaces. (rule) FAQ
Leader: Filippo BrunelleschiFilippo Brunelleschi — Needs 5 Buildings. Permanent: never pay the 3 coins for an occupied tower. (rule) FAQ
Leader: Sigismondo MalatestaSigismondo Malatesta — Needs 7 Military Point, 3 Faith Point. Permanent: your uncoloured Family Member gets +3. (rule)
Leader: Girolamo SavonarolaGirolamo Savonarola — Needs 18 coin. 1x: gain 1 Faith Point. (rule)
Leader: Michelangelo BuonarrotiMichelangelo Buonarroti — Needs 10 stone. 1x: receive 3 coin. (rule)
Leader: Giovanni dalle Bande NereGiovanni dalle Bande Nere — Needs 12 Military Point. 1x: receive 1 wood, 1 stone, 1 coin. (rule)
Leader: Leonardo da VinciLeonardo da Vinci — Needs 4 Characters, 2 Territories. 1x: Production at value 0; only servants can raise it. (rule) FAQ
Leader: Sandro BotticelliSandro Botticelli — Needs 10 wood. 1x: gain 2 Military Point and 1 Victory Point. (rule)
Leader: Ludovico il MoroLudovico il Moro — Needs 2 cards of each type. Permanent: coloured Family Members are worth 5 whatever the dice. (rule) FAQ
Leader: Lucrezia BorgiaLucrezia Borgia — Needs 6 cards of one type. Permanent: coloured Family Members get +2. (rule)
Leader: Federico da MontefeltroFederico da Montefeltro — Needs 5 Territories. 1x: one coloured Family Member is worth 6 this round. (rule)
Leader: Lorenzo de' MediciLorenzo de’ Medici — Needs 35 Victory Point. Permanent: copy the ability of a Leader another player has played; the choice is final. (rule)
Leader: Sisto IVSisto IV — Needs 6 wood, 6 stone, 6 coin, 6 servant. Permanent: +5 Victory Point whenever you support the Church. (rule)
Leader: Cesare BorgiaCesare Borgia — Needs 3 Buildings, 12 coin, 2 Faith Point. Permanent: ignore the Military requirement for Territories. (rule) FAQ
Leader: Santa RitaSanta Rita — Needs 8 Faith Point. Permanent: wood, stone, coins and servants from a card’s immediate effect come twice. (rule) FAQ FAQ
Leader: Cosimo de' MediciCosimo de’ Medici — Needs 2 Characters, 4 Buildings. 1x: receive 3 servant and 1 Victory Point. (rule)
Leader: Bartolomeo ColleoniBartolomeo Colleoni — Needs 2 Ventures, 4 Territories. 1x: gain 4 Victory Point. (rule)
Leader: Ludovico III GonzagaLudovico III Gonzaga — Needs 15 servant. 1x: receive 1 Council Privilege. (rule)
Leader: Pico della MirandolaPico della Mirandola — Needs 4 Ventures, 2 Buildings. Permanent: 3 coins off any card with a coin cost (not off the 3-coin tower fee). (rule) FAQ

Houses of Renaissance

PictureComponent
Fifth player piecesFifth player pieces — board, bonus tile, 4 pink Family Members, discs, cubes (rule) FAQ
Special Tower tileSpecial Tower tile (rule) FAQ FAQ FAQ FAQ
Adaptation tile** (one of two; the values differ for 2–4 and 5 players)Adaptation tile (one of two; the values differ for 2–4 and 5 players) (rule)
Adaptation tile** (the other one)Adaptation tile (the other one) (rule)
New Council tileNew Council tile — Special Token as a sixth privilege (rule)
Auction tilesAuction tiles — 5, six offering lines each (rule) FAQ
Special Faith tilesSpecial Faith tiles — steps 5, 10 and 15 (Della Rovere); the 15 tile gives 10 points (rule) FAQ
Brown Family MemberBrown Family Member — value 3 (Colonna) (rule) FAQ
Special Token, backSpecial Token, back (rule) FAQ FAQ FAQ FAQ FAQ FAQ

Special Tokens

30 tokens, 24 different faces. Discard one before or after your action for its bonus; servants can raise the value of the action tokens.

PictureToken
Special Token: 1 Faith1 Faith Point (2 tokens) (rule)
Special Token: 1 Faith and 1 Victory Point1 Faith Point and 1 Victory Point (rule)
Special Token: 1 Faith and 1 wood1 Faith Point and 1 wood (rule)
Special Token: 1 Faith and 1 stone1 Faith Point and 1 stone (rule)
Special Token: 2 Victory Points2 Victory Point (rule)
Special Token: 3 Victory Points3 Victory Point (rule)
Special Token: 1 Victory Point or 1 Military Point1 Victory Point or 1 Military Point (rule)
Special Token: 2 Military Points2 Military Point (rule)
Special Token: 3 Military Points3 Military Point (rule)
Special Token: 1 Military Point or 1 servant1 Military Point or 1 servant (rule)
Special Token: 2 coins2 coin (2 tokens) (rule)
Special Token: 3 coins3 coin (rule)
Special Token: 1 coin or 1 servant1 coin or 1 servant (rule)
Special Token: 2 servants2 servant (2 tokens) (rule)
Special Token: 3 servants3 servant (rule)
Special Token: 2 wood2 wood (rule)
Special Token: 2 stone2 stone (rule)
Special Token: 1 wood or 1 stone1 wood or 1 stone (2 tokens) (rule)
Special Token: Harvest at value 3 with one of your TerritoriesHarvest at value 3 with one of your Territories; no Personal Bonus Tile (2 tokens) (rule)
Special Token: Production at value 3 with one of your BuildingsProduction at value 3 with one of your Buildings; no Personal Bonus Tile (2 tokens) (rule)
Special Token: Take a Territory at value 0Take a Territory at value 0 (rule)
Special Token: Take a Character at value 0Take a Character at value 0 (rule)
Special Token: Take a Building at value 0Take a Building at value 0 (rule)
Special Token: Take a Venture at value 0Take a Venture at value 0 (rule)

Family tiles

Draft Personal Bonus Tiles first, then Family tiles, then Leaders. FAQ

PictureComponent
Da MontefeltroDa Montefeltro — wood and stone you spend on Buildings go onto this tile. When you get a Council Privilege you may take everything on the tile instead. (rule) FAQ
AragonesiAragonesi — each Territory you take triggers a Harvest at that card’s activation value minus 1; servants and Characters cannot raise it. (rule)
MalatestaMalatesta — Ventures with a Military cost only need the Military Points; you do not spend them. (rule)
EsteEste — on your turn, swap 1 Military Point for 2 coins as often as you like. (rule)
MediciMedici — each Character you take also gives a Special Token; you may hold 8 Characters, scoring 28 for 7 and 36 for 8. (rule)
SforzaSforza — before the auction, 2 Leaders are laid face up by this tile. Its winner takes both, plays one free of requirements and keeps the other. (rule)
GonzagaGonzaga — at the end of each Actions phase, pay 7 servants to take a card left on the four base towers, free of cost and of Military requirements. (rule) FAQ
OrsiniOrsini — each full set of one card of every type rewards you: 1st set draw 2 leftover Leaders; 2nd play a Leader free of requirements; 3rd 10 points; 4th 15 points. (rule)
ColonnaColonna — you start with the brown Family Member worth 3, a fifth pawn that is neither coloured nor uncoloured for the placement rules. (rule)
Della RovereDella Rovere — the 3 Special Faith tiles go on their Faith steps; reach one to take it and its bonus. Each excommunication costs you 5 points. (rule) FAQ

Special Territories

PictureCard
Territory 97: Trade Mission#97 Trade Mission — Harvest 2: 1 Special Token. (rule)
Territory 98: River Port#98 River Port — Now 1 Special Token, then place one of your tokens on it. Harvest 2: that token’s bonus. (rule)
Territory 99: Unexplored Forest#99 Unexplored Forest — Harvest ”?”: 1 wood per Venture you have, up to the action value; ”?” means this Territory activates at whatever value your Harvest has. (rule) FAQ
Territory 100: Ancient Ruins#100 Ancient Ruins — Harvest ”?”: 1 stone per Character you have, up to the action value; ”?” means this Territory activates at whatever value your Harvest has. (rule) FAQ
Territory 101: Mystic Place#101 Mystic Place — Harvest 5: 2 Faith Point. (rule)
Territory 102: Pillaged Citadel#102 Pillaged Citadel — Now 1 servant, 1 stone, 1 wood, 1 coin. Harvest 3: 2 Victory Point. (rule)
Territory 103: Siena#103 Siena — Harvest 7: 5 Victory Point. (rule)
Territory 104: Reclaimed Swamp#104 Reclaimed Swamp — Now lose 3 Victory Point. Harvest 1: 1 stone, 1 wood, 1 coin, 1 servant. (rule)
Territory 105: Parma#105 Parma — Now 2 Special Token. Harvest 6: 1 Faith Point, 2 Victory Point, 2 coin. (rule)
Territory 106: Urbino#106 Urbino — Now 2 wood, 2 stone, 2 coin. Harvest 5: 3 Victory Point. (rule)
Territory 107: Assisi#107 Assisi — Now 2 Faith Point. Harvest ”?”: 1 Victory Point per Building you have, up to the action value; ”?” means this Territory activates at whatever value your Harvest has. (rule) FAQ
Territory 108: Brescia#108 Brescia — Now 3 Victory Point. Harvest 7: 2 wood, 2 stone, 2 coin. (rule)

Special Buildings

PictureCard
Building 109: Emporium#109 Emporium — Cost 1 wood, 1 stone. Now 2 Victory Point. Production 1: 1 coin → 1 Special Token. (rule)
Building 110: Archive#110 Archive — Cost 2 coins, 2 wood. Now 4 Victory Point. Production 5: 1 Special Token, or pay 3 Special Token to play a Leader ignoring its requirements. (rule)
Building 111: Aqueduct#111 Aqueduct — Cost 1 coin, 2 stone. Now 2 Victory Point. Production ”?”: 1 stone → 1 coin and 1 Victory Point, as many times as the action value. (rule)
Building 112: Library#112 Library — Cost 2 wood. Now 2 Victory Point. Production ”?”: 1 wood → 1 coin and 1 Victory Point, as many times as the action value. (rule)
Building 113: City Hall#113 City Hall — Cost 1 servant, 2 wood, 2 stone. Now 5 Victory Point. Production 3: run one of your Buildings ignoring its value. (rule)
Building 114: Abbey#114 Abbey — Cost 2 servants, 1 coin, 1 wood. Now 4 Victory Point, 1 Faith Point. Production 5: run one of your Territories ignoring its value. (rule)
Building 115: Gambling House#115 Gambling House — Cost 3 wood, 2 stone. Now 6 Victory Point, 1 Special Token. Production 4: 1 Special Token → 5 Victory Point. (rule)
Building 116: Bishop's Palace#116 Bishop’s Palace — Cost 5 wood. Now 7 Victory Point. Production 7: 1 wood and 1 stone → 3 Faith Point. (rule)
Building 117: Council of Four#117 Council of Four — Cost 2 coins, 1 wood, 4 stone. Now 7 Victory Point. Production 6: 2 Victory Point per Leader you played. (rule)
Building 118: University#118 University — Cost 1 servant, 4 wood, 2 stone. Now 2 Victory Point. Production 6: 7 Victory Point. (rule)
Building 119: Courthouse#119 Courthouse — Cost 3 coins, 4 wood, 3 stone. Now 15 Victory Point. Production 1: you must lose 3 Victory Point. (rule)
Building 120: Basilica#120 Basilica — Cost 2 servants, 3 wood, 3 stone. Now 8 Victory Point. Production 5: 3 Faith Point. (rule)

Special Characters

PictureCard
Character 121: Abbot#121 Abbot — Cost 2 coins. Now 1 Faith Point and draw a Leader. (rule)
Character 122: Actress#122 Actress — Cost 2 coins. Now draw 2 Leaders. (rule)
Character 123: Baron#123 Baron — Cost 3 coins. Now 1 Special Token, then place one of your tokens on it. Permanent: +1 to Harvests and Productions. (rule)
Character 124: Beggar#124 Beggar — Cost 3 coins. Now 1 Special Token, then place one of your tokens on it. Permanent: each Leader you play gives a Special Token. (rule)
Character 125: Diplomat#125 Diplomat — Cost 7 coins. Now play a Leader ignoring its requirements. (rule)
Character 126: Consul#126 Consul — Cost 5 coins. Now 1 Special Token. Permanent: no 3-coin fee in the Special Tower. (rule)
Character 127: Penitent#127 Penitent — Cost 6 coins and 1 Special Token. Now 2 Victory Point. Permanent: each Leader you play may ignore one requirement. (rule)
Character 128: Merchant#128 Merchant — Cost 5 coins. Now 2 Special Token, then place one on it. Permanent: each Market placement also gives that token’s bonus. (rule)
Character 129: Taxman#129 Taxman — Cost 6 coins. Now 3 Victory Point per Leader you played. (rule)
Character 130: Lawyer#130 Lawyer — Cost 5 coins. Now take a discarded Character free (never a Special one). (rule)
Character 131: Missionary#131 Missionary — Cost 7 coins. Now 1 Victory Point per Faith Point you have. (rule)
Character 132: Jester#132 Jester — Cost 7 coins. Now take a discarded Venture free (never a Special one). (rule)

Special Ventures

PictureCard
Venture 133: Developing the Trade#133 Developing the Trade — Cost 2 coins, 2 stone. Now 2 Special Token. End 2 Victory Point per unused token, at most 12. (rule)
Venture 134: Pillaging#134 Pillaging — Cost 2 Military Point or 1 servant and 1 coin. Now 2 wood, 2 stone. End 2 Victory Point per matched wood-and-stone pair, up to 12 points; for example, 4 wood and 3 stone score 6 points. (rule) FAQ
Venture 135: Population Growth#135 Population Growth — Cost 2 wood, 1 stone. Now 3 servant. End 1 Victory Point per servant, at most 12. (rule)
Venture 136: Army Deployment#136 Army Deployment — Cost 1 coin, 3 wood. Now become first on the Military track; if another player leads, move to their space and tie for first. End 5 Victory Point. (rule) FAQ
Venture 137: Building Catapults#137 Building Catapults — Cost 2 coins, 1 wood, 3 stone (the card pictured shows 2 coins; first printings show 1, a misprint). Now 2 Military Point. End 1 Victory Point per 2 Military Point. (rule) FAQ
Venture 138: Defending the Papacy#138 Defending the Papacy — Cost 5 Military Point (need 7) or 2 wood, 1 stone, 1 servant. Now 5 Faith Point, 1 Special Token. End 5 Victory Point. (rule)
Venture 139: Promoting the Sciences#139 Promoting the Sciences — Cost 5 Military Point or 2 wood, 1 coin and 1 Faith. Now 3 Special Token. End 3 Victory Point. (rule)
Venture 140: Building the Mills#140 Building the Mills — Cost 5 coins. Now run two different Territories ignoring their values; choose two distinct cards and resolve each once. End 6 Victory Point. (rule) FAQ
Venture 141: New Alliances#141 New Alliances — Cost 10 coins or 5 Special Token. Now 2 Military Point. End 15 Victory Point. (rule)
Venture 142: Developing the Craft#142 Developing the Craft — Cost 8 wood, 8 stone. Now 3 Special Token. End 12 Victory Point. (rule)
Venture 143: Influencing the Conclave#143 Influencing the Conclave — Cost 6 Military Point (need 12) or 6 coins. Now 4 Faith Point. End 10 Victory Point. (rule)
Venture 144: Colonizing#144 Colonizing — Cost 7 Military Point (need 14) or 5 servants. Now run two of your Buildings ignoring their values. End 12 Victory Point. (rule)

Houses of Renaissance Leaders

PictureLeader
Leader: Alfonso V d'AragonaAlfonso V d’Aragona — Needs 6 Military Point, 0 Faith Point. Permanent: each Territory you take gives 1 Faith Point. (rule)
Leader: Palla StrozziPalla Strozzi — Needs 4 Territories, 5 Faith Point. 1x: Harvest at value 3, one Territory only. (rule)
Leader: Alfonso I d'EsteAlfonso I d’Este — Needs 10 coin, at most 1 servant. Permanent: each Character you take gives 2 servant. (rule)
Leader: Ladislao VII JagelloneLadislao VII Jagellone — Needs 10 Victory Point, at most 1 Building. When played: play a Leader ignoring all its requirements. (rule)
Leader: Ercole I d'EsteErcole I d’Este — Needs 4 Faith Point, at most 1 coin and 1 Military Point. Permanent: each Building you take gives 2 Military Point. (rule)
Leader: Massimiliano I d'AsburgoMassimiliano I d’Asburgo — Needs 4 Territories, 4 Buildings. Action (6+): 3 Special Tokens and 5 Victory Point. (rule)
Leader: Ferdinando d'AragonaFerdinando d’Aragona — Needs 8 coin, 8 servant, at most 1 wood or stone. Permanent: each Venture you take gives 1 wood and 1 stone. (rule)
Leader: Guglielmo de' PazziGuglielmo de’ Pazzi — Needs 4 Characters, 8 coin. Action (4+): 3 Faith Point and 2 Military Point. (rule)
Leader: Martin LuteroMartin Lutero — Needs 1 card of each type, 7 Military Point. Permanent: you cannot be excommunicated. (rule)
Leader: Piero della FrancescaPiero della Francesca — Needs 4 Special Tokens, 10 Victory Point. Action (3+): 3 Special Tokens. (rule)
Leader: Tomas de TorquemadaTomas de Torquemada — Needs 3 Buildings, 5 wood. 1x: discard a Character for 3 Faith Point. (rule)
Leader: Erasmo da RotterdamErasmo da Rotterdam — Needs 4 Ventures, 3 Characters. Action (5+): 3 wood, 3 stone, 3 Victory Point. (rule)
Leader: Pietro BemboPietro Bembo — Needs 3 Characters, 3 Faith Point. Action (3+): 3 coin and 3 servant. (rule)
Leader: Marsilio FicinoMarsilio Ficino — Needs 4 Faith Point, 5 stone, at most 1 Venture. 1x: draw 2 Special Tokens, keep 1. (rule) FAQ
Leader: ParacelsoParacelso — Needs 3 Territories, 3 stone. Permanent: pay servants instead of wood, stone or coins. (rule)
Leader: Beatrice d'EsteBeatrice d’Este — Needs 5 cards with at most 1 Character, at most 1 coin. 1x: discard a Special Token for 5 coin or 5 Victory Point. (rule)
Leader: Leon Battista AlbertiLeon Battista Alberti — Needs 3 Ventures, 10 servant. 1x: Production at value 3, one Building only. (rule)
Leader: Giulio IIGiulio II — Needs 9 cards of at most 3 types. 1x: pay 1 wood, 1 stone, 1 coin for 3 Faith Point. (rule)
Leader: Lucia da NarniLucia da Narni — Needs 6 cards with at most 1 Territory, at most 2 Special Tokens. 1x: 1 Faith Point and 2 Victory Point. (rule)
Leader: BramanteBramante — Needs 4 Ventures, 4 servant, 4 wood, 4 coin. Action (1+): Harvest or Production at the placed Family Member’s value. (rule) FAQ

Houses of Renaissance Excommunication tiles

PictureTile
Houses of Renaissance Excommunication IPeriod I — see new tiles
Houses of Renaissance Excommunication IIPeriod II — see new tiles
Houses of Renaissance Excommunication IIIPeriod III — see new tiles

The Pazzi Conspiracy

Costs and the full effects are on The Pazzi Conspiracy page.

PictureCard
Territory 145: Conquered Province#145 Conquered Province — Now 5 coin. Harvest 3+: you must lose 1 Victory Point. (rule)
Territory 146: Looted City#146 Looted City — Now 3 wood, 3 stone. Harvest 4+: you must lose 2 Victory Point. (rule)
Territory 147: Rural Village#147 Rural Village — Now 1 wood, 1 servant. Harvest 5+: choose either 3 wood or 3 servant. (rule)
Territory 148: Templars' Castle#148 Templars’ Castle — Now 1 Military Point, 1 Faith Point. Harvest 4+: choose either 2 Military Point or 1 Faith Point. (rule)
Territory 149: Pistoia#149 Pistoia — Now 2 wood, 2 stone. Harvest 4+: choose either 3 wood or 3 stone. (rule)
Territory 150: Roma#150 Roma — Now 2 coin, 2 servant. Harvest 5+: 1 Victory Point and 3 Faith Point. (rule)
Character 151: Artisan Apprentice#151 Artisan Apprentice — Character. Now 1 stone; ignore the −3 of the large Production space. (rule)
Character 152: Laborer#152 Laborer — Character. Now 1 wood; ignore the −3 of the large Harvest space. (rule)
Character 153: Scientist#153 Scientist — Character. Production 3 with another player’s Buildings; +1 to your Productions. (rule) FAQ
Character 154: Breeder#154 Breeder — Character. Harvest 2 with another player’s Territories; +1 to your Harvests. (rule) FAQ
Character 155: Vandal#155 Vandal — Character. Now 3 Victory Point; opponents each discard a Territory or Building. (rule)
Character 156: Judge#156 Judge — Character. Now 2 Council Privilege; opponents each discard a Character or Venture. (rule)
Building 157: Tavern#157 Tavern — Building. Now 3 Victory Point. Production 2: 1 Victory Point → 1 Council Privilege. (rule)
Building 158: Thieves' Guild#158 Thieves’ Guild — Building. Now 2 Council Privilege. Production 6: take coins or points from opponents. (rule)
Building 159: Cemetery#159 Cemetery — Building. Now 5 Victory Point. Production 5: discard a Character for 7 Victory Point. (rule)
Building 160: Siege Tower#160 Siege Tower — Building. Now 2 Military Point. Production 4: take servants or points from opponents. (rule)
Building 161: Merchants' Guild#161 Merchants’ Guild — Building. Now 5 Victory Point. Production 2: an empty Market space’s reward or 1 Council Privilege. (rule)
Building 162: Assassins' Guild#162 Assassins’ Guild — Building. Now 8 Victory Point. Production 4: discard a played Leader for 6 Victory Point. (rule)
Venture 163: Raid#163 Raid — Venture. 1 resource from each opponent. End 4 Victory Point. (rule)
Venture 164: Patronage#164 Patronage — Venture. Draw 2 Leaders; end 2 Victory Point per Leader played. (rule)
Venture 165: Invasion#165 Invasion — Venture. Each opponent chooses 2 resources to give you. End 6 Victory Point. (rule) FAQ
Venture 166: Building a Fleet#166 Building a Fleet — Venture. Now 3 coin; end 2 Victory Point per Building. (rule)
Venture 167: Occupying a Territory#167 Occupying a Territory — Venture. 3 resources from each opponent. End 8 Victory Point. (rule)
Venture 168: Scientific Research#168 Scientific Research — Venture. Take a card of any type at value 7. End 7 Victory Point. (rule)

Pazzi Leaders

PictureLeader
Leader: Raffaello SanzioRaffaello Sanzio — Needs 3 Characters, 6 wood, 4 servant. 1x: swap 1 Victory Point for 3 coin, or 1 coin for 3 Victory Point. (rule)
Leader: Carlo VIIICarlo VIII — Needs 6 servant, 5 Military Point, 5 Faith Point. Permanent: each servant you spend adds 2 instead of 1. (rule) FAQ
Leader: Niccolò MacchiavelliNiccolò Macchiavelli — Needs 3 Territories, 20 Victory Point, 1 played Leader. Permanent: +1 Victory Point every time you gain Victory Points. (rule)
Leader: Jacopo SalviatiJacopo Salviati — Needs 3 Buildings, 8 Military Point. Permanent: each Council Privilege brings a second, different one. (rule)

Pazzi Family tiles and tokens

PictureComponent
Della ScalaDella Scala — a Council Privilege may be any bonus except Faith, plus 1 Faith Point. At any time, swap 1 Faith Point for 1 coin, 1 servant and 1 Military Point, as often as you like. (rule) FAQ
ViscontiVisconti — before the auction 2 Leaders go face up by the tile; the winner takes them and the 5 Visconti tokens, inactive side up. Each Leader you play flips a token of your choice and pays its bonus plus the bonus of every token already flipped. Past 5 Leaders, flip them all. (rule)
Visconti tokensVisconti tokens — 5, each with its own bonus (rule)

Promos

New Leaders

PictureLeader
Leader: Vitellozzo VitelliVitellozzo Vitelli (printed “Vitellozzo Vanvitelli”) — Needs 15 Military Point Military Points. 1x: activate one Building as a Production at value 6. The promo rules sheet gives him the Territory ability instead; this follows the card. (rule)
Leader: Beato AngelicoBeato Angelico — Needs 10 Faith Point Faith Points. 1x: activate one Territory as a Harvest at value 6. The promo rules sheet gives him the Building ability instead; this follows the card. (rule)

New Excommunications

PictureTile
New Excommunication INew Excommunication, period I (rule)
New Excommunication IINew Excommunication, period II (rule)
New Excommunication IIINew Excommunication, period III (rule)

Tiles

Excommunication tiles

Penalties are on the Vatican Report page.

PictureTile
Excommunication tile I-1Period I, tile 1 — see period I
Excommunication tile I-2Period I, tile 2 — see period I
Excommunication tile I-3Period I, tile 3 — see period I
Excommunication tile I-4Period I, tile 4 — see period I
Excommunication tile I-5Period I, tile 5 — see period I
Excommunication tile I-6Period I, tile 6 — see period I
Excommunication tile I-7Period I, tile 7 — see period I
Excommunication tile II-1Period II, tile 1 — see period II
Excommunication tile II-2Period II, tile 2 — see period II
Excommunication tile II-3Period II, tile 3 — see period II
Excommunication tile II-4Period II, tile 4 — see period II
Excommunication tile II-5Period II, tile 5 — see period II
Excommunication tile II-6Period II, tile 6 — see period II
Excommunication tile II-7Period II, tile 7 — see period II
Excommunication tile III-1Period III, tile 1 — see period III
Excommunication tile III-2Period III, tile 2 — see period III
Excommunication tile III-3Period III, tile 3 — see period III
Excommunication tile III-4Period III, tile 4 — see period III
Excommunication tile III-5Period III, tile 5 — see period III
Excommunication tile III-6Period III, tile 6 — see period III
Excommunication tile III-7Period III, tile 7 — see period III

Tokens & pieces

To be added.

Icons

To be added.

Rules

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