Ludexv2026.11.01-65114139Lorenzo il MagnificoOfficial rulebook ↗

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Teach the Game

A script to teach Lorenzo il Magnifico at the table — how you win, the board, a round, the end, every way to score and what each resource is for.

How you win

“Florence, the Renaissance. Each of us heads a noble family. For six rounds we send our four Family Members around the city — to the towers for new lands, buildings, people and ventures, to the fields and workshops to make them pay, to the market and the council. The dice decide what each Family Member is worth this round. Keep the Church happy or pay for it. About an hour and a half. Most Victory Points wins.”

You need Development cards and the goods to run them. You get cards by placing Family Members in the four towers, and goods by Harvesting your Territories and Producing with your Buildings. The loop: take cards → activate them → turn goods into points, while keeping enough Faith for the three Vatican Reports.

The board

The board with numbered pointers

  1. Four towers — one per card colour, four floors needing 1, 3, 5 and 7; the top two give a bonus. A second Family Member in a tower costs 3 coins.
  2. Excommunication tiles — the penalty for failing each period’s Faith check, visible all game.
  3. Council Palace — a Council Privilege and a coin; first in plays first next round.
  4. Faith track — the higher you are when you support the Church, the more it pays.
  5. Production and Harvest — run your Buildings or Territories; the big space costs −3.
  6. Market — coins, servants, Military Points or two privileges.
  7. Dice — black, white, orange: the value of your coloured Family Members.
  8. Military track — unlocks Territories and scores 5 or 2 at the end.

Your Personal Board holds Territories (lower row), Buildings (upper row), Characters and Ventures beside it, and your goods.

A round

  1. Setup — deal 4 cards on each tower, bottom up; the first player rolls the 3 dice (round setup).
  2. Actions — in turn order, place one Family Member at a time: coloured ones are worth their die, the uncoloured one 0; each servant adds 1 (Family Members and dice).
  3. Vatican Report — rounds 2, 4 and 6 only: have 3 / 4 / 5 Faith Point and support the Church for points, or be excommunicated (Vatican Report).
  4. End of the round — clear the towers, set turn order from the Council Palace, take Family Members back (end of the round).

Full game: each player also holds 4 Leaders to play when they meet the requirements (Leaders).

How the game ends

After round 6 — three periods of two rounds. Add the final scoring to the points on the track. Most points wins; a tie goes to the player ahead in the new turn order.

Ways to score

SourceWhenPoints
Territory card TerritoriesEnd3 / 4 / 5 / 6 cards → 1 / 4 / 10 / 20
Character card CharactersEnd1–6 cards → 1 / 3 / 6 / 10 / 15 / 21
Venture card VenturesEndThe points printed on each
Military Point Military trackEndMost 5, second 2
wood stone coin servant Leftover goodsEnd1 per 5
Faith Point Supporting the ChurchRounds 2, 4, 60–30 by your Faith step
Building card BuildingsWhen taken, at ProductionPrinted points and exchanges
Characters, TerritoriesDuring playSome give points at once or at Harvest
Excommunication IIIEndCan cancel a card type or cost points

What each resource is for

ResourceWhy you need itHow you get itHow you use it
coin CoinsCharacters cost only coins; 3 for an occupied towerMarket, Council Palace, purple-tower bonus, HarvestPay for cards and fees
wood stone Wood, stoneBuildings and Ventures cost themGreen and blue tower bonuses, Harvest, privilegesPay costs, feed Buildings
servant ServantsRaise a Family Member’s valueMarket, Harvest, privileges1 servant = +1 value
Military Point Military PointsUnlock Territory spaces 3–6 (3/7/12/18)Market, yellow-tower bonus, cardsHave them for Territories; spend some on Ventures
Faith Point Faith PointsAvoid excommunication; earn the Church’s pointsCards, privilegesSpend all to support the Church
Council Privilege Council PrivilegeA flexible bonusCouncil Palace, Market, cardsWood + stone, 2 servants, 2 coins, 2 Military, 1 Faith
Family MembersYour actions4 each roundPlaced one per turn
Development cardsEngine and end pointsTowersUp to 6 of each type

Teaching tips

Rules

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