null  null
Rulebook
In Lorenzo il Magnifico, each player takes the role of a head of a noble family in Florence during the Renaissance. You must accumulate
prestige and fame to gain more Victory Points than the others. To do so, you will send your family members to different areas of the
city where they can attain various achievements. In some areas, you will get useful resources. In others, you will get development cards
representing new territories, sponsored buildings, influenced characters or encouraged ventures. Elsewhere, you can activate the effects
of these cards. Family members are not identical. At the beginning of each round, 3 dice are rolled to determine the family members’
value. You must carefully choose where to send your family members with a higher value.
There are several ways to gain Victory Points, but you must also pay attention to your relations to the Church. The game is divided into
3 periods, each formed by 2 rounds. At the end of each period, players must show their faith. Anyone who hasn’t prayed enough will
suffer harsh penalties. After 6 rounds, you will calculate your final score and the player with most Victory Points will be the winner.
Components
1 Board
Coins (1, 5)
3 Dice
4 Personal Boards
4 Personal Bonus Tiles
12 Excommunication Cubes
(white, black, orange)
Francesco Sforza
(3 for each player color)
16 Family Members
(each player has 3 colored pawns
and 1 uncoloured pawn)
16 Marker Discs
(4 for each player color)
Wooden resources:
Wood
Stone
Servant
(16 small, (16 small, (18 small,
4 large)
4 large)
5 large)
21 Excommunication Tiles
Stonemason
Tax Office Support to the Bishop
0
5
Commercial Hub
26
80
1
4 Covering Tiles
Lorenzo_Rules_EN_v3.indd 1
4 sticker sheets
Zipbags
20 Leader Cards
Rules
Quick Reference Guide
96 Development Cards
Before the first game, you have to apply
stickers to the Family Members (cylindric pawns).
Stickers have the same background color as the
players‘ colors. Apply the stickers with a colored
die on the colored pawns of each set. Apply
the stickers with the neutral die and a 0 on the
4 uncolored pawns.
(4 types divided into 3 Periods)
21/12/16 17:00
Setup
1
Place the Board in the center of the table.
2
Separate the Development Cards by type
and period (color and back number). Shuffle
each deck (formed by 8 cards) separately.
Create 4 different decks (one for each type
of card) by placing third period cards on
the bottom, second period cards in the
middle, and first period cards on the top.
Place the decks next to the board, near
the towers.
3
Separate the Excommunication Tiles
by period (back number), shuffle them
separately, then draw one tile from each
stack and place them in the appropriate
space on the board. (Place the leftover tiles
back in the box.)
4
Place the resources and coins next to the
board. They form the general supply.
Small resources count as 1. Large resources
count as 5. Resources are considered to
be unlimited. (If you run out, find a way to
take note of the resources you receive).
5
Place the 3 Dice next to the Board.
6
In a 2-player game, place all the
Covering Tiles in the appropriate spaces
(with the and symbol).
e
e
In a 3-player game, place the 2 small
Covering Tiles in the appropriate spaces
(with the symbol).
~2~
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6 Each player chooses a color and receives:
a
A Personal Board
a
b
f
c
d
b
c
d
e
e
1 Personal Bonus Tile. (In the basic game, all players use this side.)
3 Family Members of their color and the uncolored Family
Member with the sticker of their color
3 Excommunication Cubes
4 Marker Discs. Place 1 disc each on the 0 step of the Victory
Points track, Military Points track, and Faith Points track,
respectively. Place the last disc on the Turn Order track.
Victory Points
track
f
Military Points
track
Faith Points
track
Turn Order
track
2 wood, 2 stone, 3 servants
7 Randomly choose the turn order and place the marker discs on
the Turn Order track.
e
8 The first player receives 5 coins, second player receives 6 coins,
third player receives 7 coins, fourth player receives 8 coins.
~3~
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Lorenzo il Magnifico is a complex strategic game. Here
we present the rules for the basic game to introduce play.
To play a full game, read the Advanced Rules section on
page 12 and integrate them with the basic rules.
B
Following Turn Order, players must take their
actions.
To take an action, you must place
one of your Family Members in
an action space and perform the
corresponding action.
The Game
Lorenzo il Magnifico is played in 3 periods, each
divided into 2 rounds, for a total of 6 rounds.
Each round is divided into 4 phases.
On top of each Family Member,
there is a symbol (a colored or a
neutral die). This symbol is related
to the value of the corresponding
die.
A Round Setup
B Actions
C Vatican Report (only during round
2, 4, 6 at the end of a Period)
D End of the Round
A
Each Family Member can
perform an action at the value of
its corresponding die (for example,
if you rolled a 4 on the white die,
all Family Members with the white
die symbol on top will have a value
of 4 during the current round).
The neutral Family Members have
a value of 0. (The colored sticker
reminds that an uncolored Family
Member belongs to a certain player.)
Round Setup
Draw 4 Development Cards from the top of
each deck and place them in the appropriate
spaces of the board, from bottom to top.
4
Actions
=4
=0
For some actions, you will need a
Family Member of value 1. For
other actions, you will need higher
values. Some actions allow you
to decide your Family Member’s
value depending on your needs.
The minimum value needed for
every action is depicted inside
the die symbol under the action
space.
3
2
1
Commercial Hub
Note: A Family Member with a certain value can
always take an action that requires a lower value.
1
Before placing a Family Member, you can
always spend servants to increase the Family
Member’s value, in a 1:1 ratio, without limit.
(For example, you can spend 3 servants to increase
your uncolored Family Member’s value to 3.)
The First player rolls the dice and places
them on the appropriate spaces on the board.
+3
=3
~4~
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There are 5 different areas where you can place your Family
Members. Different rules are applied to the action spaces in
different areas.
Territories
Territories don’t have a cost, but it is not that simple
to conquer new territories. To take a new Territory
Card, you must place it in the first free space on the
left of your Personal Board (in the lower line).
Towers for Development Cards
There are 4 Towers, each with 4 floors. On every
floor, there is an action space that allows the player
to take the corresponding card and, if present,
some bonuses.
Farm
Forest
5
The Cards
There are 4 different types of Development Cards:
Territories (green), Buildings (yellow), Characters
(blue), and Ventures (purple).
18
The first 2 spaces are always available. The others
will become available when your military power
increases. On every space of the lower line of your
Personal Board (except the first 2), you can see the
number of Military Points required to place a card
there. You don’t have to spend Military Points. You
only have to have them in the moment you place
the card. (After you have placed a card, the requirement is
covered and you can forget it.)
All cards, Territories excepted, have a cost indicated
in their upper left corner. When you have to take a
card (as an effect of a Family Member placed or another
card’s immediate effect), you must always pay its cost.
Most cards have an immediate effect. This is
indicated in the middle part of the card, beside
the flash symbol. You may receive resources,
Points (Victory, Military or Faith) or bonus actions.
These bonus actions could be taking a card
without placing a Family Member or performing
a Harvest/Production action. (see page 8.)
Rock Pit
Monastery
6
12
Most cards have a permanent effect. This is
indicated in the lower part of the card. Each type
of card has a permanent effect that is activated in
a different way.
Name
Knight
Territories are an important source of goods. Their
permanent effects are activated with a Harvest
action. (See Activating permanent effects at page 8.)
52
Cost
In addition, they provide Victory Points at the end
of the game in relation to the total number of
Captain
Territory Cards you have. (See End7 of the Game and
5
Final Scoring on page 11.)
Immediate
Effect
Permanent
Effect
Carpenter’s Shop
Theater
29
28
/ / / // //
Stonemason
50
= Take the depicted Stonemason
number of
resources or Points
= Pay the resources or Points on the left to
receive the resources or Points on the right,
only one time per activation (if there are two
arrows, you must choose which one to execute)
50
= Perform a specific action
at a specific value without
placing a Family Member
= Receive the coins or Victory
Points on the left for each
number of Cards or Military
Points on the right you have
= When you are performing a specific action
(Harvest, Production, or Taking a specific
Card), increase your action value by the
depicted number of dots
= You get a discount of the
resources on the right when
you take a specific type of Card
~5~
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Buildings
Buildings always cost resources
(wood, stone, servant, coin). When you
acquire a Building Card, you must
spend the required resources and
return them to the general supply.
If you don’t have the required
resources, you can’t take the card.
Immediate Effects examples:
Stronghold
40
Receive 1 Faith Point. In addition, you
can perform an action at value 4 to take
a card of any type without placing a
Family Member. (You can change the
action value with servants and cards
effects.) Pay 3 additional coins if the
tower is already occupied and take the
bonus resources from the third/fourth
floor. (See page 7.)
Place the Building in the appropriate space on your
Personal Board (in the upper line) from left to right.
Perform an action at value 6 to take a
Building card without placing a Family
Member. (You can change the action
value with servants and cards effects.)
The cost of the card you take is reduced
by 1 wood and 1 stone. Pay 3 additional
coins if the tower is already occupied and
take the bonus resources from the third/
fourth floor. (See page 7.)
Theater
Stonemason’s Shop
30
28
Buildings provide resources or allow you to exchange
a resource for either another resource or Points. Their
permanent effects are activated with a Production
action. (See Activating permanent effects on page 8.)
Receive 2 Faith Points. In addition, you
can perform a Harvest action at value 4
without placing a Family Member. You
can pay servants to increase the action
value. (If you have cards that modify the
Harvest value, calculate that bonus.)
Permanent Effects examples:
Receive 2 Victory Points for each
Character Card next to your Personal
Board, including this one.
Receive 3 different Council Privileges.
Pay 1 wood to receive
3 Victory Points OR
Pay 3 wood to receive 7
Victory Points
Gain 1 Victory Point for
every Character Card you
have next to your Personal
Board
Pay 4 coins to receive
3 wood and 3 stone
Pay 1 wood OR 1 stone
to receive 2 Faith Points
Characters’ permanent effects are activated in
specific circumstances (usually when you are performing
another action). Some of them give a bonus to the
action value, some provide a discount on the costs.
Permanent Effects examples:
Whenever you perform an action
to take a Character card (through
a Family Member or as an effect of
another card), increase the value of
the action by 2. In addition, the cost of
the card you take is reduced by 1 coin.
Characters
Characters only ever cost coins. When you acquire a
Character Card, you must spend the required coins
and return them to the general supply. If you don’t
have the required coins, you can’t take the card.
Whenever you perform a Harvest
action (through a Family Member or
as an effect of another card), increase
the value of the action by 2.
Place the card in a line beside your Personal Board
(in the lower right corner).
Farmer
Dame
51
Preacher
53
50
Some Characters’ immediate effects may give you
the ability to perform a bonus action without using
your Family Members. In this case, all rules are
applied normally to that action.
Lorenzo_Rules_EN_v3.indd 6
You don’t take the bonuses when
you take a Development Card from
the third and the fourth floor of the
towers (through a Family Member or
as an effect of another card.)
Stonemason
55
In addition, Character Cards provide Victory Points at
the end of the game in relation to their total number.
(See End of the Game and Final Scoring on page 11.)
~6~
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Ventures
Ventures cost resources or Military Points.
Some Venture Cards have a double cost, which
means you can choose which cost to pay. If you
don‘t have the resources or Points required, you
can‘t place the Family Member to take the card.
This symbol means that you must
pay 2 Military Points and may
do so only if you have at least 4
Military Points before taking the
card. (Move your disc back on
the Militaty Track.)
Beside the action spaces on the third and
fourth floor, you will find some bonuses:
1 or 2 wood, 1 or 2 stone, 1 or 2 Military
Points, 1 or 2 coins. When you place a Family
Member in one of these spaces,
immediately receive the bonus.
You may use this bonus to pay the
cost of the card you want to take.
Support to the Bishop
80
If there are Family Members
(one or more, yours or of other
players) already present in
the same tower where you
want to place your Family
Member, you must pay
3 coins to the supply before
placing it. If you place in a
space that gives coins as a
bonus, you can’t use them to
pay these 3 additional coins.
OR pay using resources.
Place the card in a line next to your Personal
Board (in the upper right corner).
Hiring Recruits
Building the Walls
75
Support to the Bishop
73
80
Dame
51
Preacher
55
-
Hero
60
Governor
66
Dame
51
Rules for placing a Family Member
on a tower
The Family Member you want to place here
must have a specific value, depending on the
floor where you will place it:
Preacher
55
j
There can’t be two Family
Members of the same color
in the same tower. Uncolored
Family Members are considered
to be of a neutral color. (A single
player can take 2 cards from the same
tower in the same round, but only
using their uncolored Family Member
or using a card effect.)
Ventures’ permanent effects are always activated
at the end of the game, when you calculate the
final scoring. (See End of the Game and Final Scoring
on page 11.)
Hero
60
x
Governor
66
After taking a card, place it in the
corresponding space of your Personal Board:
Territories on the lower line, Buildings on the
upper line, Characters on the lower right,
Ventures on the upper right. If the card has
an immediate effect, resolve it now.
On the first floor, you must place
Family Members of value 1 or more.
On the second floor, you must place
Family Members of value 3 or more.
You may not have more than 6 cards of the
same type on your Personal Board.
On the third floor, you must place
Family Members of value 5 or more.
Recap: Place a Family Member on a tower
floor. (It must have a value equal to or higher than the
value required by the action space. If there are already
Family Members in the same tower, pay 3 additional
coins to the supply. There can’t be 2 Family Members
of the same color in the same tower.) Take the bonus
if present. Pay the cost of the card (and if it is a
Territory, you must have the Military Points required.)
Take the card and place it on your personal
board. Apply the immediate effect of the card
if present.
On the fourth floor, you must place
a Family Member of value 7 or
more. To place here, you must
spend at least 1 servant or have a
card power that increases a Family
Member’s value
There is no rule regarding the placement
order on the floors. (Players don’t have to place on
the first floor first.)
~7~
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Activating permanent effects
When you activate a line of Territories, you
receive resources and Points from the activated
cards. In addition, you receive bonuses from
your Personal Bonus Tile.
Harvest and Production Area
Both of these areas are divided into two 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. (This space is not available in 2-players games.)
Forest
6
Manor House
20
15
You place a Family Member with a value of 3 on the first
Harvest action space. You have 2 servants in your personal
supply and decide to spend them to increase your action
value up to 5. You receive 1 wood, 1 stone, and 1 servant
from your Personal Bonus Tile; 3 wood from the Forest;
2 Military Points and 2 servants from the Manor House;
and 1 Victory Point and 2 stone from the Marble Pit.
You don’t receive bonuses from the Monastery because it
has an activation value of 6 and your action has a value of 5.
The Family Member you want to place here
must have a value of 1 or higher. The second
section gives a penalty of -3 to the action value.
To place a Family Member here, you must
activate an action at value 1 or higher.
Players may not place two of their colored
Family Members in the two action spaces of
each area, but they can place a colored and the
uncolored Family Member.
When you activate a line of Buildings, you
activate their permanent effects. In addition, you
receive bonuses from your Personal Bonus Tile.
All the resources you want to use to activate the
exchanging effects (those effects that change a resource
into another) must already be present in your
personal supply before starting the activation.
(You can’t use resources that you received from a
permanent effect for another building’s permanent effect.)
To remember, place the resources you want to
use from your personal supply on the cards that
will use those resources before activating.
j
x
Marble Pit
Monastery
5
The value of the Family Members you place
here determines the value of the action. Their
value can be increased by spending servants or
by cards’ effects.
Harvest activates the corresponding personal
bonus and the permanent effects of all
Territories on your Personal Board, but only of
those Territories that have a value equal to or
lower than your Harvest action value.
Carpenter’s Shop
Treasury
29
Fortress
34
44
You place a Family Member with a value of 6 on the second
Production action space, so your action has a value of 3.
You can decide
Production activates the corresponding personal
bonus and the permanent effects of all Buildings
on your Personal Board, but only of those
Buildings that have a value equal to or lower
than your Production action value.
a) not to spend servants and activate only the Treasury
and the personal bonus. You gain 1 Military Point and
receive 2 coins from the Personal Bonus Tile and you
spend 1 or 2 coins to gain 3 or 5 Victory Points
b) to spend 1 servant to also activate the Carpenter’s Shop.
You spend 1 wood to receive 3 coins or 2 wood to
receive 5 coins
Personal bonus is indicated
on your Personal Bonus Tile
beside your Personal Board.
This bonus is activated with an
action at value 1, so it is always
activated when you perform a
Harvest/Production action.
c) to spend 2 servants to also activate the Fortress. You
receive 1 Council Privilege and gain 2 Victory Points
In any case, you can’t use the coins you receive from the
Personal Bonus Tile (or from the Carpenter’s Shop) to
activate the Treasury. You must already have the coins in
your personal supply before the activation.
~8~
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The Market
The Council Palace
There are 4 action spaces in the Market. (The
2 spaces with this symbol
are only available in
4-players games.)
There is one action space in the Council Palace.
This space may contain any number of
Family Members. There can be more than
one of any color of Family Member in the
Council Palace. (A player may place multiple
Family Members in this action space.)
Each space may contain only 1 Family
Member. There can be any number of Family
Members of the same color in the Market
area. (A player can place a Family Member in more
action spaces here.)
The Family Member you want to place here
must have a value of 1 or higher.
The Family Members you want to place here
must have a value of 1 or higher.
When you place in the Council Palace,, place
the Family Members in order from left to right.
Spaces are:
1°
Receive 5 coins
2°
3°
Receive 5 servants
Immediately receive 1 Council Privilege and
1 coin.
Gain 3 Military Points and
receive 2 coins
Note: At the end of each round, Turn Order
changes in relation to the order in which
Family Members are placed in the Council
Palace. (See End of the Round at page 11.)
Receive 2 different Council
Privileges. (You may not
take the same bonus twice.)
When you receive resources, take them from
the general supply and place them in the
appropriate spaces on your Personal Board.
When you gain Points, move your Marker Disc
on the appropriate track.
Council Privilege is a bonus of your
choice between:
/ / //
1 wood and 1 stone / 2 servants / 2 coins /
2 Military Points / 1 Faith Point
~9~
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C
If they decide to support the Church, they
must spend all their Faith Points to prevent
themself from receiving an excommunication.
However, the Pope will thank them with a
certain amount of Victory Points. The players
receive 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.
Vatican Report
This phase only occurs in rounds 2/4/6. There
is no round marker in the game. You must look
at the Development Cards to calculate the
round, if you don’t remember it. If the cards on
the top of the decks are a different period than
the cards on the board, then it is an even round.
During this phase, players must show their
support to the Church through their Faith Points.
5
Each period has a certain amount of Faith
Points required: 3/4/5 Faith Points for Period
1/2/3, respectively. This is indicated on the
Faith Points track.
There are 3 different possibilities:
If a player does not have the Faith Points
required at the end of a Period (their marker on
the Faith track isn’t on the required step), they are
not able to support the Church and will suffer
an Excommunication. Excommunicated
players must place one of their cubes on the
Excommunication Tile of the current period.
From now on, they will suffer the negative
effects of their excommunication. They leave
their disc on the Faith Points track where it is.
(Suffering an excommunication will give you
negative effects for the rest of the game, but
it preserves your Faith Points.)
At the end of the 6th Round, the players who
do not have the Faith Points required, after
suffering excommunication, gain 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.
For a detailed description of Excommunication
Tiles, see the Quick Reference Guide.
After the Actions phase of round 2, the red player has 2
Faith Points and does not have the 3 Faith Points required
by the first Period Vatican Report. They suffer the first
Period Excommunication. They leave their disc where it is.
The green player has 3 Faith Points and can decide whether
or not to support the Church.
If a player does have the Faith Points
required at the end of a Period (their marker
on the Faith track is on the required step or further),
they can decide to support or not to support
the Church.
If not, they suffer
Excommunication
and leaves their disc
where it is.
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 must
place their cube on the Excommunication
Tile of the current Period and suffer the
negative effects of their excommunication
from now on. They leave their disc on the
Faith track where it is.
If they support the
Church, they gain
3 Victory Points and
move their disc back
to the 0 space of the
Faith track.
~10~
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D
Conquered Territories: 1/4/10/20
Victory Points for 3/4/5/6 Territory Cards
on your Personal Board.
End of the Round
At the end of the round, perform the following
actions.
Take all the faceup Development Cards from
the board. They won’t be used again in this
game.
Marble Pit
Forest
5
15
Encouraged Ventures: The sum of all
Victory Points on the Venture Cards next to
your Personal Board.
Sacred War
Support to the Bishop
80
Building the Bastions
95
83
= 11
Military Strength: If there
is a tie between first players,
they all gain 5 Victory Points
and nobody gains 2 Victory
Points. If there is a tie between
second players, they all gain 2
Victory Points.
Players then move their Family Members
from the Board to their Personal Board.
You are now ready to start the following round.
Collected Resources: 1 Victory Point for
every 5 resources of all types. (Add all the
resources together, then divide the result by 5.)
End of the Game
and Final Scoring
The game ends at the end of the sixth round,
after the End of the Round phase. You can now
calculate the Final Scoring.
Players will score Victory Points for the following
results, indicated by this symbol
.
The player with most Victory Points is the winner.
In case of a tie, the player more advanced on
the Turn Order is the winner.
Simone: I would like to thank Samantha Milani,
Marco & Simona, Francesco Stifani, Andrea Frizzo,
Roberto Pellei and Simone Scalabroni, Rolling Gamers
and Spazio Ludico associations; special thanks to Daniel
Marinangeli for his many playtests and to Ido Traini for
the “fourth Family Member” rule.
Cranio Creations: We would like to thank Paolo Mori
who let us use the “Lorenzo il Magnifico” name; special
thanks to Alessandro Corsi who took care of the historical
review and prepared the Leaders’ description.
Thanks
Lorenzo_Rules_EN_v3.indd 11
4
Manor House
6
Influenced Characters: 1/3/6/10/15/21
Victory Points for 1/2/3/4/5/6 Character
Cards next to your Personal Board.
Change the Turn Order following the order
of the Family Members placed in the Council
Palace. The player who placed first becomes
first player for the next round. Place their
disc on the first space of the Turn Order,
and so on with other players. If some players
didn’t place a Family Member in the Council
Palace, they remain in their relative order.
Uncolored Family Members count for the
Turn Order as well. If a player placed more
Family Members here, the first on the left
is counted for Turn Order. If there are no
Family Members in the Council Palace, leave
the Turn Order as it is.
Virginio and Flaminia: We would like to thank
everybody who played the game and helped in making
it better, in particular: Marco Pranzo, Gabriele Ausiello,
Tommaso Battista, Davide Pellacani, Davide Malvestuto,
Jamil Zabarah, Riccardo Rabissoni, Francesca
Vilmercati, Filippo Di Cataldo, Luca and Livia Ercolini,
Alessandro Lansuisi, Carlo Lavezzi, Claudia Dini, Walter
Nuccio. Special thanks to Antonio Tinto and Stefano
Luperto: together with them in Acchittocca, we learned
to create games.
Monastery
20
~11~
21/12/16 17:02
Advanced Rules
Leader Actions
To play the full game, add these advanced rules. A setup
rule provides the ability to customize your Personal
Bonus Tile. Then, an important element of the game
is introduced: the Leader Cards. These cards are used in
the Actions phase. They have strong special abilities, but
you will need to satisfy some requirements to play them.
Setup
Instead of taking a Personal
Bonus Tile, place them with
the advanced side faceup
on the table. In a reverse
turn order, each player
chooses a Personal Bonus
Tile and places it next to
their Personal Board.
During their Actions Phase, players may
perform one or more special actions without
placing a Family Member. These instant actions
can be performed at any time, before or after
placing their Family Member.
Discarding a Leader Card
You can decide to discard a Leader card from
your hand. If you do so, you immediately
receive a Council Privilege. You may do this
more than once per turn.
Girolamo Savonarola
=
Shuffle the Leader Cards and give 4 cards
to each player. Choose 1 card to keep and
pass the others to the player on your right.
Continue drafting cards until each player has
4 cards.
Leader Cards
Each Leader card has some
requirements you must satisfy
to play it. These are indicated
in the upper part of the card.
Requirements are not costs. You
don‘t have to pay them. You only
need to have them when you play
the card. (It doesn’t matter if you lose some
requirements afterward.)
Each Leader has a special ability that is either
Once Per Round or Permanent, indicated in
the lower part of the card.
Once Per Round abilities give you bonuses
when you activate it with a Leader Action (see
below). These effects can be activated only once
per round.
Permanent abilities usually have effects that are
applied in specific circumstances, so they can be
applied more than once per round.
(For a detailed description of Leader cards, see the Quick
Reference Guide.)
Francesco Sforza
Playing a Leader Card
You can play a Leader Card from your hand if
you satisfy the Leader requirements. Place the
Leader card face up next to your Personal Board.
You may do this more than once per turn.
Sandro Botticelli
Example: The moment
you have 10 wood in your
personl supply, you may
play this Leader Card.
Activating a Leader’s Once Per Round
Ability
Turn the Leader Card face down and resolve
its “Once Per Round” Ability. You may activate
more than one card per round.
Sandro Botticelli
“Once
Per
Round”
Ability
End of the Round
Turn facedown Leader cards faceup.
CRANIO CREATIONS EDITION:
CMON EDITION:
Designers: Virginio Gigli & Flaminia Brasini
with Simone Luciani
Production: Thiago Aranha, Guilherme Goulart,
Sergio Roma, Renato Sasdelli
Illustrations: Klemens Franz, atelier198
Proofreading: Jason Koepp, Colin Young
Typesetting: Andrea Kattnig, atelier198
Publisher: David Preti
We dedicate this game to the loving memory of Harald Bilz. We owe him limitless gratitude for his constant support, for his passionate advices and for the
motivation he gave us through the years. You will stay forever in our hearts.
Lorenzo_Rules_EN_v3.indd 12
21/12/16 17:02
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