Ludexv2026.11.01-65114139Lorenzo il MagnificoOfficial rulebook ↗

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The Pazzi Conspiracy

The Pazzi Conspiracy expansion for Lorenzo il Magnifico: 24 new Development cards mixed into the base decks, the deck-building variants, 4 new Leaders and the Della Scala and Visconti Family tiles.

Short tag: [Pazzi]

What it adds

ComponentUse
The Pazzi Conspiracy Development cards24 Development cards (145–168), 6 of each type.
The Pazzi Conspiracy Leaders4 Leader cards.
Visconti tokens2 Family tiles (Della Scala, Visconti) and 5 Visconti tokens.

The Family tiles need the Houses of Renaissance auction; the cards and Leaders work with the base game alone.

Development card setup

Replace setup step 2 with this:

  1. Sort the base cards and the Pazzi cards by type and period.
  2. Shuffle each type-and-period group together: 12 small piles.
  3. Draw 8 cards from each pile and build the 4 decks as usual — period III at the bottom, I on top. The leftover cards go back in the box unseen.

Variants

With Houses of Renaissance, keep the Pazzi cards out of the Special deck: they only mix with the base decks.

New Development cards

Costs and points follow the printed cards; effects follow the rulebook. The cards follow every base rule of their type.

Territories

PictureCard, cost and effect
#145 Conquered Province#145 Conquered Province — 5 coin; Value 3+: you must lose 1 Victory Point.
#146 Looted City#146 Looted City — 3 wood, 3 stone; Value 4+: you must lose 2 Victory Point.
#147 Rural Village#147 Rural Village — 1 wood, 1 servant; Value 5+: 3 wood or 3 servant.
#148 Templars' Castle#148 Templars’ Castle — 1 Military Point, 1 Faith Point; Value 4+: 2 Military Point or 1 Faith Point.
#149 Pistoia#149 Pistoia — 2 wood, 2 stone; Value 4+: 3 wood or 3 stone.
#150 Roma#150 Roma — 2 coin, 2 servant; Value 5+: 1 Victory Point and 3 Faith Point.

Characters

CardEffect
#151 Artisan Apprentice#151 Artisan Apprentice (3 coin) — 1 stone; permanently ignore the −3 of the large Production space.
#152 Laborer#152 Laborer (3 coin) — 1 wood; permanently ignore the −3 of the large Harvest space.
#153 Scientist#153 Scientist (5 coin) — Production at value 3 with another player’s Buildings, paying with your own goods; permanent +1 to your Productions.
#154 Breeder#154 Breeder (6 coin) — Harvest at value 2 with another player’s Territories; permanent +1 to your Harvests.
#155 Vandal#155 Vandal (5 coin) — 3 Victory Point; each opponent discards a Territory or a Building of their choice.
#156 Judge#156 Judge (7 coin) — 2 Council Privilege; each opponent discards a Character or a Venture of their choice.

A player with neither type discards nothing. Played Leaders stay even if a discard breaks their requirements, and goods already received from the lost card are kept.

Buildings

CardEffect
#157 Tavern#157 Tavern (1 coin, 1 wood, 1 stone) — 3 Victory Point. Production 2+: pay 1 Victory Point for 1 Council Privilege.
#158 Thieves' Guild#158 Thieves’ Guild (1 servant, 1 coin, 2 wood) — 2 Council Privilege. Production 6+: pay 1 Victory Point per opponent; each gives you 2 coin or 3 Victory Point, their choice.
#159 Cemetery#159 Cemetery (2 coins, 2 stone) — 5 Victory Point. Production 5+: discard one of your Characters for 7 Victory Point.
#160 Siege Tower#160 Siege Tower (1 servant, 2 wood) — 2 Military Point. Production 4+: pay 1 Military Point per opponent; each gives you 2 servant or 3 Victory Point.
#161 Merchants' Guild#161 Merchants’ Guild (2 coins, 1 wood, 2 stone) — 5 Victory Point. Production 2+: the reward of an empty Market space, or 1 Council Privilege.
#162 Assassins' Guild#162 Assassins’ Guild (2 coins, 4 wood, 1 Faith) — 8 Victory Point. Production 4+: discard one of your played Leaders for 6 Victory Point.

When you take points from opponents you pay the full amount first; an opponent who cannot pay the full coins or servants pays the Victory Points instead.

Ventures

CardEffect
#163 Raid#163 Raid (1 Military Point per opponent) — each opponent gives you 1 wood, stone, coin or servant, their choice. End: 4 Victory Point.
#164 Patronage#164 Patronage (3 coins, 2 servants) — draw 2 Leaders. End: 2 Victory Point per Leader you played.
#165 Invasion#165 Invasion (2 Military Point per opponent) — each opponent gives you 2 of one resource, their choice. End: 6 Victory Point.
#166 Building a Fleet#166 Building a Fleet (5 wood) — 3 coin. End: 2 Victory Point per Building.
#167 Occupying a Territory#167 Occupying a Territory (3 Military Point per opponent) — each opponent gives you 3 of one resource, their choice. End: 8 Victory Point.
#168 Scientific Research#168 Scientific Research (7 wood or 7 stone) — take a card of any type at value 7, not from the Special Tower; pay 3 coins if the tower is occupied and take the floor bonus. End: 7 Victory Point.

New Leaders

LeaderRequirementAbility
Raffaello Sanzio3 Characters, 6 wood, 4 servant1x: swap 1 Victory Point for 3 coin, or 1 coin for 3 Victory Point.
Carlo VIII6 servant, 5 Military Point, 5 Faith PointPermanent: each servant you spend adds 2 instead of 1.
Niccolò Macchiavelli3 Territories, 20 Victory Point, 1 played LeaderPermanent: +1 Victory Point every time you gain Victory Points.
Jacopo Salviati3 Buildings, 8 Military PointPermanent: each Council Privilege brings a second, different one.

New Family tiles

FamilyAbility
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.
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.
Rules

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