Ludexv2026.11.01-65114139Lorenzo il MagnificoOfficial rulebook ↗

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Towers and Cards

Lorenzo il Magnifico's four towers and Development cards: floor values and bonuses, the 3-coin occupied-tower fee, the colour rule, card costs, Territories and Military requirements, Buildings, Characters, Ventures and the 6-card limit.

The towers

Four towers stand on the board, one per card colour, each with 4 floors. Every floor holds one Development card and one action space. At the start of each round a fresh card is dealt to every floor (Round setup).

FloorMinimum valueBonus on placing
1st (bottom)1—
2nd3—
3rd51 wood / 1 stone / 1 Military Point / 1 coin
4th (top)72 wood / 2 stone / 2 Military Point / 2 coin

The bonus depends on the tower: wood in the Territory tower, stone in the Character tower, Military Points in the Building tower, coins in the Venture tower. No die shows 7, so the top floor always needs a servant or a card bonus. You may place on any floor in any order.

Placing in a tower

  1. Choose a floor whose value your Family Member meets (after servants and bonuses).
  2. If the tower already holds a Family Member — anyone’s, even your own — pay 3 coins first.
  3. Take the floor bonus at once, if any. You may use it to pay for the card.
  4. Pay the card’s cost; for a Territory, check your Military Points.
  5. Put the card in its place on your Personal Board and resolve its immediate effect.

Occupied towers

Taking a card without a Family Member

Some immediate effects let you take another card at a stated value without placing a pawn (take a card without placing a Family Member). Everything works as a normal placement: you may add servants and bonuses, you pay the card’s cost, you pay 3 coins if a Family Member is already in that tower, and you get the third- and fourth-floor bonus. Because no pawn is placed, the colour rule does not apply.

The cards

There are 4 types of Development card, 96 in all: 8 of each colour for each of the 3 periods. Each card shows its cost (top left), its immediate effect (middle, next to the lightning bolt) and its permanent effect (bottom).

A Character card: name, cost, immediate effect and permanent effect

TypeCostGoes on your boardPermanent effect works
Territory card Territory (green)None, but needs Military PointsLower row, left to rightWith a Harvest
Building card Building (yellow)Resources: wood, stone, servants, coinsUpper row, left to rightWith a Production
Character card Character (blue)Coins onlyA line at the lower rightWhen you do the action it names
Venture card Venture (purple)Resources or Military PointsA line at the upper rightAt the final scoring

You must pay the full cost; if you cannot, you cannot take the card. You may never have more than 6 cards of one type.

Territories

Territories cost nothing, but they need military strength. Your lower row has 6 spaces; the first two are always free, the others show the Military Points you must have (not spend) when you place a card there:

Territory space123456
Military Point needed00371218

Once the card is down the requirement no longer matters, even if your Military Points drop.

Buildings

Buildings always cost resources. Their permanent effects run with a Production: they give goods, or turn one resource into another or into points.

ExampleProduction effect
TreasuryPay 1 coin for 3 Victory Point, or 2 coin for 5 Victory Point FAQ FAQ
Carpenter's ShopPay 1 wood for 3 coin, or 2 wood for 5 coin FAQ
Fortress1 Council Privilege Council Privilege and 2 Victory Point

Characters

Characters cost only coins. Their immediate effects often give a free action — take another card, Harvest or Produce at a set value — played by the normal rules. Their permanent effects add to an action value (bonus to an action value) or cut a cost (discount on a card type) whenever you do that action, even through a card effect.

ExampleEffect
DameTaking a Character: +2 to the value and 1 coin off the cost
FarmerEvery Harvest: +2 to the value
PreacherGain 4 Faith now; you never again get third- or fourth-floor bonuses

Ventures

Ventures cost resources, Military Points, or a choice of either. A Military cost shows two numbers: you must have the larger and spend the smaller. Their points come only at the final scoring.

Reading the symbols

SymbolMeaning
wood stone coin servant Council Privilege Faith Point Military Point Victory PointTake that many resources or points.
take a card without placing a Family Member Harvest action Production actionDo that action at the value shown, without placing a Family Member.
pay to receive (exchange)Pay what is on the left to get what is on the right, once per activation; with two arrows, choose one.
points for each card you haveGet the coins or points on the left for each card (or Military Point) of the kind on the right.
discount on a card typePay less of the resources shown when you take that type of card.
bonus to an action valueAdd the dots to your action value for that action.

[HoR] Special Development cards add new symbols (Houses of Renaissance).

Rules

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