Lorenzo il Magnifico | Boardgame Tutorial | Cranio Creations

Lorenzo il Magnifico | Boardgame Tutorial | Cranio Creations


Florence the cradle of Italian
Renaissance. The city is experiencing a great economic and cultural flourishing.
Will your family prevail and control the city? The game is divided in three
periods in each period in two rounds. At the beginning of each round three
dice are rolled to determine the value of the family members of the players.
Each player has a black white and orange family member that will get the value of
the corresponding dice, the neutral member always has value zero. In turn
order each player sends a family member in one of the areas of the board. Each
family member can perform an action using the value of its corresponding die.
The minimum value to access an action space is depicted on the space itself.
Before placing a family member you can always spend servants to increase the
family members value by one, for each servant spent. For the neutral member you will always have to spend at least one servant. On the towers you can acquire
new development cards: territories, characters, buildings, ventures. Pay the
cost on the card, take it and put it on your personal board. Each color has a
specific section. If there is a flash symbol, activate the immediate effect: you may receive resources points or bonus actions. Ythe main abilities of green and
yellow cards will be activated with other action spaces that will be
explained later. When you use the towers, remember that if there are family
members already in the same tower where you want to place your family member, you must pay three coins to the supply before placing it. There can’t be two
family members on the same color in the same tower ,uncoloured family members are considered to be of a neutral color. You can acquire territories only if you have enough military points as shown on the board. To activate the harvest abilities
on your green cards, use these action spaces, the first action space on the
left may contain only one family member. The larger action space on the right
may contain any number of family members, but this section gives a penalty of
minus three to the member value. Harvest activates the abilities of all
territory cards on your personal board, but only if they have a value equal to
or lower than your harvest action value. The yellow card abilities are activated
with the production action spaces, they work exactly like the harvest space
activating all the yellow cards with a value equal to or lower than your
production action value. Most of the times territories give you new resources
and buildings transform resources. All the resources you want to use to
activate the transforming effects must already be present in your personal
supply before starting the activation. When you get wood, stone, servants or
coins take them from the reserve, when you get victory points adjust the
victory point track, when you get military points adjust the military
track ,when you get faith points adjust the faith track. Each player also has a
personal bonus that activates with harvest and production. You can choose to play all with the same side or in more advanced games to play with asymmetric
bonuses. Blue character cards give you bonuses or discounts when performing
other actions. Venture purple cards give you victory points at the end of the
game. At the market you can get coins, servants, military points or two council
privileges, which are a mix of resources you can choose from. At the council you
can get one privilege and one coin, in addition, the order in which the players
use the council determines the turn order for the following round. At the end
of a round, when all the players have used all their family members, you change the development cards available, you roll the three dice again and update the turn
order according to the council. A new round begins. At the end of
each period, so after around two, four and six, there is a Vatican report phase.
Check if your faith marker reached the minimum level required for the current
round. There are three possible scenarios: If a player does not have faith points required at the end of a period, they are not able to support the church and they will
suffer an excommunication. From now on they will suffer some negative effects,
they leave their disk on the faith point track where it is. If a player does have
the faith points required at the end of a period they can decide to support or
not to support the church. if they decide not to support it, they will suffer an
excommunication as if they did not have the required level of faith points, they
leave their disc on the faith track where it is. But if they decide to
support the church they must spend all their faith points to prevent themselves
from receiving an excommunication. However the players received the victory
points indicated on the step of the faith track they are currently on. Then
they move their marker back to the first step of the faith track. At the end of
the game final scoring takes place: each player gets points according to the
number of green territories acquired, the number of blue cards acquired, the points
indicated on the purple cards, five or two points if they are first place of
second place on the military track, 1 victory point for every five resources
of all types left. The player with the most victory points is the winner. For
more advanced games you can add the leader cards: at the beginning of the
game you will draft four leader cards. Each card has a requirement on top, when
it is met, you can play the leader card during your turn, the ability of the
leader is now active. It is either a permanent effect or a 1 x round ability
that you can activate by flipping the card. You can decide to discard the
leader instead of playing it, to get a council privilege.
You are now ready to play Lorenzo il Magnifico

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