Lorenzo il Magnifico
RULES
- Goal
- Gather the most victory points as head of a Florentine noble family.
- Flow
- Place family members on action spaces using the value the dice determine, to gain resources or buy development cards.
- Win
- The player with the most points after 6 rounds wins.
- Twist
- Action power changes with the dice each round, and insufficient faith brings excommunication penalties.
RULES VIDEO
A well-made heavy worker-placement and engine-building board game where players become the head of a prestigious Renaissance Florentine family, expanding the city's influence. Based on a unique system where the value of three shared dice, common to all players, determines your workers' action power in real time, you gather territory, building, character, and project cards from 4 towers to activate your family's engine, and at the end of each age you must prove your faith to the Vatican or suffer a devastating 'excommunication penalty' as you chase victory points, all in a demanding strategy game.
※When a beginner falls just one point short of the required Vatican faith score at the end of an age and gets hit with a devastating excommunication penalty — like a permanent production lockout or halved point gains — completely paralyzing their family engine and leaving them watching helplessly for an hour while their morale collapses. Or when players drag out downtime endlessly, micro-optimizing the extra cost (money) added every time a worker is placed and burning servants to boost action power, exhausting the other players.
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Scores by situation
New faces+−
♡☆☆☆☆ [First-meeting explanation wall] The core grammar — 'the shared dice values become your workers' strength' — is clear, but there's plenty of systemic fine print to explain: the cost of boarding each tower to acquire cards, the chain conditions for production and harvest, the asymmetric text conditions on leader cards. Bombarding newbies with resource-conversion formulas and penalty clauses at a first meetup can drain their energy and weigh down the mood.
Close friends+−
♡♡☆☆☆ [Tight resources and silent tension] The resource pressure hitting every single moment is far too harsh for close friends to enjoy lightly with laughter. Players agonize over spending servant tokens one at a time to send workers to good spots, filling the table with suffocating silence and a study-hall vibe, and if a friend obliviously snags the high-efficiency card you had your eye on, real sighs and cold stares replace jokes in this tension-locked stretch.
Strategy+−
♡♡♡♡♡ [The strategists' main course] A masterpiece for tasting the trademark tightness and refined engine-building that Euro gamers love from designer Simone Luciani. The eye for reading the whole board off a shared dice roll, the optimization of boosting action power with servants, and the tight point-squeezing of meeting Vatican faith requirements no matter what you have to sacrifice to dodge excommunication — the marvel of it all earns this recognition as heavy strategists' ultimate main course.
Couple+−
♡☆☆☆☆ [Suffocating excommunication bomb] This is a terrible pick for a healing couple's date wanting peaceful, relaxed estate-building and warm chatting. The essence of this game is a cruel race for limited tower spots and system-driven sabotage aimed at your ruin. You'll need to snatch the key card your partner was after, or stand by as they fall to a devastating permanent penalty (excommunication) for being one faith point short, making it unsuitable for couples.
Duel+−
♡♡♡☆☆ [Optimized for 3-4] Even 2-player games run tightly using a neutral disc, but the dynamism unique to Lorenzo — the money-squeezing race where entering a tower someone else already entered costs extra, and the chaotic scramble as all 4 towers fill up — becomes a bit tame. Only when at least 3, ideally 4, players gather, eyeing each other's resources and fiercely fighting for niche openings, does the system's trademark thrill fully explode.
Gateway+−
♡♡☆☆☆ [Level 2 (a bit disappointing)] Tying dice values to worker placement is a very clever, fresh mechanism, but even a determined elite newbie will find the entry barrier quite spicy trying to survive the money and servant shortage that hits from Age 1, and crucially the harshness of the 'Vatican excommunication penalty' that arrives at the end of Age 2. There's a good chance they'll feel crushed by the system and disappointed before ever completing their own beautiful Renaissance engine.
Frequently asked questions
How many players does Lorenzo il Magnifico need?
2–4 players, and it is at its best with 3. It also works as a two-player game.
How long does a game of Lorenzo il Magnifico take?
About 60–120 minutes per game, plus roughly 30+ minutes to teach the rules.
Is Lorenzo il Magnifico hard to learn?
It sits at 5 out of 5 on rules weight. The balance is 10 luck / 70 skill / 20 read, so the stronger player usually wins.
Who is Lorenzo il Magnifico good for?
It fits Strategy especially well. One caveat: When a beginner falls just one point short of the required Vatican faith score at the end of an age and gets hit with a devastating excommunication penalty — like a permanent production lockout or halved point gains — completely paralyzing their family engine and leaving them watching helplessly for an hour while their morale collapses. Or when players drag out downtime endlessly, micro-optimizing the extra cost (money) added every time a worker is placed and burning servants to boost action power, exhausting the other players.
How do you win Lorenzo il Magnifico?
The player with the most points after 6 rounds wins. The goal is Gather the most victory points as head of a Florentine noble family.
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