Ludexv2026.11.01-65114139Lorenzo il MagnificoOfficial rulebook ↗

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Rounds and Turns

How a game of Lorenzo il Magnifico runs: 3 periods of 2 rounds, the four phases of a round, Family Members and dice, servants, the five action areas and the end of the round.

Overview

You head a Florentine family. Over 3 periods of 2 rounds each — 6 rounds — you send your Family Members around the city to collect resources, take Development cards and put those cards to work. At the end of every period the Church checks your Faith Point Faith. After round 6 the player with the most Victory Point Victory Points wins.

The rulebook teaches a basic game first. The full game adds the advanced side of the Personal Bonus Tiles and the Leader cards; play it from your second game.

The board

The board with numbered pointers: four towers, the Excommunication tiles, the Council Palace, the Faith track, Production and Harvest, the Market, the dice and the Military track

  1. The four towers — one per card colour, four floors each.
  2. Excommunication tiles — one per period, under the dome.
  3. The Council Palace — Council Privilege, a coin and next round’s turn order.
  4. The Faith track — 0 to 15, with the Church’s reward under each step.
  5. Production (upper row) and Harvest (lower row).
  6. The Market — four spaces for coins, servants, Military Points and privileges.
  7. The dice spaces — black, white and orange.
  8. The Military track (right) and the Victory Point track (border).

A round

Each round has four phases:

PhaseWhat happens
A. Round setupFill the towers, roll the dice.
B. ActionsIn turn order, players place one Family Member at a time until all are placed.
C. Vatican ReportOnly in rounds 2, 4 and 6 — the end of a period. See Vatican Report.
D. End of the roundClear the towers, set the new turn order, take Family Members back.

Round setup

There is no round marker. If the cards on top of the decks belong to a later period than the ones on the board, you are in an even round and a Vatican Report follows.

Family Members and dice

You have 4 Family Members: three coloured ones, each with a die symbol (black, white, orange) on top, and one uncoloured one with a blank die and a 0.

Servants

Before placing a Family Member you may spend servant servants to raise its value, 1 per servant, with no limit. Spend only what the action needs.

Taking an action

On your turn, place one Family Member on a free action space whose value you meet and do that action at once. There are five places to go:

AreaWhat you getPage
TowersA Development card, plus a resource bonus on the top floorsTowers and Cards
HarvestRun your Territories and your Personal Bonus TileHarvest and Production
ProductionRun your Buildings and your Personal Bonus TileHarvest and Production
MarketCoins, servants, Military Points or two Council PrivilegesThe Market
Council PalaceA Council Privilege, a coin and a better turn orderThe Council Palace

When you receive resources, take them from the supply onto your Personal Board. When you gain points, move your disc on that track.

[HoR] With Houses of Renaissance a fifth tower, the Special Tower, joins the board, and some Leaders bring an action space of their own (Houses of Renaissance).

End of the round

  1. Remove all cards still on the towers from the game.
  2. Set the new turn order from the Council Palace: the player whose Family Member is leftmost there goes first, and so on. Players who did not go there keep their relative order behind them. Uncoloured Family Members count; a player with several there counts only their leftmost one. No one there: the order stays the same.
  3. Everyone takes their Family Members back.
  4. Full game: turn your used Leader cards face up again (Leaders).

End of the game

The game ends after the End of the Round phase of round 6. Then you add the final scoring. The most Victory Points wins; a tie goes to the player ahead in turn order.

Rules

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