DOWNLOAD FAQ and the PAZZI CONSPIRACY RULES
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Expanded Cheatsheet This document includes a complete FAQ based on many requests of clarification made by BGG users and backers from the Kickstarter campaign of Lorenzo il Magnifico - Digital Edition. You‘ll find answers on both Lorenzo il Magnifico and its first expansion, Houses of Renaissance. You‘ll also find the complete cards breakdown forrThe Pazzi Conspiracy expansion deck, with notes from the Authors. The Pazzi Conspiracy 2a Development Cards Decks Setup Follow the normal setup, but replace point 2 with this Te m p l a r s ’ Ca s tl e Conquered Province Roma Rural Village Rural Village Rural Village Pistoia Pistoia 145 148 Pistoia 150 Te m p l aLooted r s ’ Ca s tl e City TeTe m mp l a p rl as ’r sCa ’ Ca s tl es tl e 147 TeTe m mp l ap rl as r’ sCa ’ Ca s tl se tl e 147 149 147 Te m p l a r s ’ Ca s tl e 149 Te m p l a r s ’ Ca s tl e 149 new Development Card decks building procedure: 148 148 148 146 148 148 148 148 2a Separate the Development Cards from the base game by type and period (color 2b and back number). Then, separate all the Development Cards from The Pazzi Conspiracy by type and period as well. 2c 2b Shuffle all the cards of the same type and period together, forming 12 small stacks of cards 2c Draw 8 cards from each stack, shuffle them by stack and, following the usual procedure from the base game, create 4 decks of Development Cards (third period on bottom, second in the middle and first on top, one deck per type). Put all the remaining Development Cards in the box: they will not be used in this game. Variants ! If you want to play with randomly ! If you want to build your own deck of generated decks, but you prefer to have Development Cards: select the cards you more control on the game, look at all like from both the base game and The the selected cards before shuffling and Pazzi Conspiracy deck. Be sure to have a stacking them to build the 4 decks. total of 8 cards for each period and type! ! Compatibility with House of the Renaissance: The Pazzi Conspiracy does not change the “Houses of Renaissance” expansion. If you play with that expansion, the cards from The Pazzi Conspiracy must not be shuffled with those of the fifth tower. This is a living document - version 1.0 by July 9th, 2019 The Pazzi Conspiracy Card List (145-156) 145 - Conquered Province 151 - Artisan Apprentice Conquered Province Artisan Apprentice 145 151 Cost: 3 Coins. Instant: gain 5 Coins. Instant: gain 1 Stone. Harvest (3): lose 1 Victory Point. Permanent Effect: ignore the -3 penalty Note: if you activate a Harvest with when using the second section of a value of 3+, you have to lose the the Production area (i.e. you are Victory Point (you can‘t choose to not the first player to activate a ignore this card). Production during the round). 146 - Looted City 152 - Laborer Looted City Laborer 146 152 Instant: gain 3 Woods AND 3 Stones. Cost: 3 Coins. Harvest (4): lose 2 Victory Point. Instant: gain 1 Wood. Note: if you activate a Harvest with Permanent Effect: ignore the -3 a value of 4+, you have to lose the penalty when using the second Victory Points (you can‘t choose to section of the Harvest area (i.e. you ignore this card). are not the first player to activate an Harvest during the round). 147 - Rural Village 153 - Scientist Rural Village 147 Scientist Cost: 5 Coins. 153 Instant: immediately perform a value 3 Production action, using the Buildings belonging to 1 other player (your Instant: gain 1 Wood AND 1 Servant. choice). You still need to spend YOUR own resources. You can use Servants to Harvest (5): gain 3 Woods OR 3 Servants increase the value of the action. Note: you have to choose only one Permanent Effect: you have a permanent +1 option. on Production actions. 148 - Templars’ Castle 154 - Breeder Te m p l a r s ’ Ca s tl e Breeder 148 154 Cost: 6 Coins Instant: gain 1 Military Point AND Instant: immediately perform a value 1 Faith Point. 2 harvest action, using the Territories Harvest (4): gain 2 Military Points OR belonging to 1 other player (your choice). You can use Servants to 1 Faith Point. increase the value of the action. Note: you have to choose only one Permanent Effect: you have a permanent option. +1 on Harvest actions. 149 - Pistoia 155 - Vandal Pistoia Vandal Cost: 5 Coins. 149 155 Instant: gain 3 Victory Points, then each of your opponents must discard 1 Territory OR 1 Building (their choice). Instant: gain 2 Woods AND 2 Stones. Note: if players don’t have any card of both types, they don’t have to discard Harvest (4): gain 3 Stones OR 3 Woods. anything. Leaders already played Note: you have to choose only one stay in game, even if they lose their option. prerequisites. Players don’t lose instant rewards already collected from the discarded cards. 150 - Roma Roma 150 156 - Judge Judge Cost: 7 Coins. 156 Instant: gain 2 Council Privileges, then each of your opponents must discard 1 Character OR 1 Venture (their choice). Instant: gain 2 Coins AND 2 Servants. Note: if players don’t have any card of both types, they don’t have to discard Harvest (5): gain 1 Victory Point and 2 anything. Leaders already played Faith Points. stay in game, even if they lose their prerequisites. Players don’t lose instant rewards already collected from the discarded cards. ~2~ The Pazzi Conspiracy Card List (157-168) 157 - Tavern 163 - Raid Ta v e r n Raid 157 163 Cost: pay 1 Military Point for each of your opponents. Instant: each of your opponents must give you 1 Wood OR 1 Stone OR 1 Cost: 1 Coin, 1 Wood and 1 Stone. Coin OR 1 Servant (their choice). Instant: gain 3 Victory Points. End of Game: gain 4 Victory Points. Production (2): pay 1 Victory point to Note: you have to pay the full amount receive 1 Council Privilege. of Military Points. 158 - Thieves’ Guild 164 - Patronage Patronage Thieves’ Guild Cost: 1 Servant, 1 Coin and 2 Woods. 164 158 Instant: gain 2 Council Privileges. Production (6): pay 1 Victory Point for each of your opponents; then, each opponent must give you 2 Coins OR Cost: 3 Coins and 2 Servants. 3 Victory Points (their choice). Instant: draw 2 new Leaders. Note: you have to pay the full amount End of Game: gain 2 Victory Points of Victory Points. Opponents need for each Leader you have in play. to pay the full amount of Coins - otherwhise, they have to pay VPs. 165 - Invasion Invasion Cost: pay 2 Military Point for each of your 159 - Cemetery 165 opponents. Cemetery Cost: 2 Coins and 2 Stones. Instant: each of your opponents must 159 Instant: gain 5 Victory Points. give you 2 Woods OR 2 Stones OR 2 Production (5): discard 1 of your Coins OR 2 Servants (their choice). Characters to gain 7 Victory Points. End of Game: gain 6 Victory Points. Note: Leaders already played stay Note: you have to pay the full amount in game, even if they lose their of Military Points. prerequisites. Players don’t lose instant rewards already collected from 166 - Building a Fleet the discarded card. Building a Fleet 166 160 - Siege Tower S i ege To w e r Cost: 1 Servant and 2 Woods. 160 Instant: gain 2 Military Points. Cost: 5 Woods. Production (4): pay 1 Military Point for Instant: gain 3 Coins. each of your opponents; then, each End of Game: gain 2 Victory Points opponent must give you 2 Servants for each Building you have in play. OR 3 Victory Points (their choice). Note: you have to pay the full amount 167 - of Military Points. Occupying a Territory Occupying a Territory 167 Cost: pay 3 Military Point for each of your 161 - Merchants’ Guild opponents. Instant: each of your opponents must Merchants’ Guild 161 give you 3 Woods OR 3 Stones OR 3 Cost: 2 Coins, 1 Wood and 2 Stones. Coins OR 3 Servants (their choice). Instant: gain 5 Victory Points. End of Game: gain 8 Victory Points. Production (2): gain the reward from Note: you have to pay the full amount an empty space of the Market (your of Military Points. choice) OR 1 Council Privilege. Note: a Market space is empty if it has 168 - Scientific Research no covering tile or family member on it. Scientific Research 168 Cost: 7 Woods OR 7 Stones. 162 - Assassins’ Guild Instant: immediately take a card of value 7 (or less) from one of the towers. You Assassins’ Guild can use Servants to increase the value 162 of the action. End of Game: gain 7 Victory Points. Cost: 2 Coins, 4 Woods and 1 Faith Point. Note: you can’t select the fifth tower. Instant: gain 8 Victory Points. If the tower already contains one or more Family members, you have to Production (4): discard 1 Leader card you pay 3 Coins as usual. You can select a already played (not from your hand) to tower that already contains one of your gain 6 Victory Points. ~3~ Family Members. The Pazzi Conspiracy Card List (KS1-KS12) KS1 - Bandits’ Hideout KS7 - Explosive Workshop Bandits’ Hideout Explosive Workshop KS 1 KS 7 Instant: gain 3 Military Points and 3 Servants.