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Lorenzo il Magnifico: The Pazzi Conspiracy Kickstarter Edition thumbnail

Lorenzo il Magnifico: The Pazzi Conspiracy Kickstarter Edition

Expansion for Lorenzo il Magnifico

Lorenzo il Magnifico: The Pazzi Conspiracy Kickstarter Edition Rulebook

Table of Contents

Table of Contents

  • Setup
    • Variants
    • Compatibility with Houses of Renaissance
  • The Pazzi Conspiracy Card List
    • 145 - Conquered Province
    • 146 - Looted City
    • 147 - Rural Village
    • 148 - Templars' Castle
    • 149 - Pistoia
    • 150 - Roma
    • 151 - Artisan Apprentice
    • 152 - Laborer
    • 153 - Scientist
    • 154 - Breeder
    • 155 - Vandal
    • 156 - Judge
  • Kickstarter Exclusive Cards (KS1–KS24)
    • KS1 - Bandits' Hideout
    • KS2 - Tainted
    • KS3 - Square
    • KS4 - Religious Reform
    • KS5 - Uncontaminated Land
    • KS6 - Holy Man
    • KS7 - Explosive Workshop
    • KS8 - Building the Acqueducts
    • KS9 - Fanatics' Town
    • KS10 - Spy
    • KS11 - Embassy
    • KS12 - Discovering New Lands

Setup

Follow the normal setup, but replace point 2 with this new Development Card decks building procedure:

2a. Separate the Development Cards from the base game by type and period (color and back number). Then, separate all the Development Cards from The Pazzi Conspiracy by type and period as well.

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 generated decks, but you prefer to have more control on the game, look at all the selected cards before shuffling and stacking them to build the 4 decks.
  • If you want to build your own deck of Development Cards: select the cards you like from both the base game and The Pazzi Conspiracy deck. Be sure to have a total of 8 cards for each period and type!

Compatibility with Houses of 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.

The Pazzi Conspiracy Card List

Cards 145–168 (base cards of The Pazzi Conspiracy deck), with the card texts as printed.

145 - Conquered Province

  • Instant: gain 5 Coins.
  • Harvest (3): lose 1 Victory Point.
  • Note: if you activate an Harvest with a value of 3+, you have to lose the Victory Point (you can't choose to ignore this card).

146 - Looted City

  • Instant: gain 3 Woods AND 3 Stones.
  • Harvest (4): lose 2 Victory Point.
  • Note: if you activate an Harvest with a value of 4+, you have to lose the Victory Points (you can't choose to ignore this card).

147 - Rural Village

  • Instant: gain 1 Wood AND 1 Servant.
  • Harvest (5): gain 3 Woods OR 3 Servants.
  • Note: you have to choose only one option.

148 - Templars' Castle

  • Instant: gain 1 Military Point AND 1 Faith Point.
  • Harvest (4): gain 2 Military Points OR 1 Faith Point.
  • Note: you have to choose only one option.

149 - Pistoia

  • Instant: gain 2 Woods AND 2 Stones.
  • Harvest (3): gain 3 Stones OR 3 Woods.
  • Note: you have to choose only one option.

150 - Roma

  • Instant: gain 2 Coins AND 2 Servants.
  • Harvest (3): gain 1 Victory Point and 2 Faith Points.

151 - Artisan Apprentice

  • Cost: 3 Coins.
  • Instant: gain 1 Stone.
  • Permanent Effect: ignore the -3 penalty when using the second section of the Production area (i.e. you are not the first player to activate a Production during the round).

152 - Laborer

  • Cost: 3 Coins.
  • Instant: gain 1 Wood.
  • Permanent Effect: ignore the -3 penalty when using the second section of the Harvest area (i.e. you are not the first player to activate an Harvest during the round).

153 - Scientist

  • Cost: 5 Coins.
  • Instant: immediately perform a value 3 Production action, using the Buildings belonging to 1 other player (your choice). You still need to spend YOUR own resources. You can use Servants to increase the value of the action.
  • Permanent Effect: you have a permanent +1 on Production actions.

154 - Breeder

  • Cost: 6 Coins.
  • Instant: immediately perform a value 2 harvest action, using the Territories belonging to 1 other player (your choice). You can use Servants to increase the value of the action.
  • Permanent Effect: you have a permanent +1 on Harvest actions.

155 - Vandal

  • Cost: 5 Coins.
  • Instant: gain 3 Victory Points, then each of your opponents must discard 1 Territory OR 1 Building (their choice).
  • Note: if players don't have any card of both types, they don't have to discard anything. Leaders already played stay in game, even if they lose their prerequisites. Players don't lose instant rewards already collected from the discarded cards.

156 - Judge

  • Cost: 7 Coins.
  • Instant: gain 2 Council Privileges, then each of your opponents must discard 1 Character OR 1 Venture (their choice).
  • Note: if players don't have any card of both types, they don't have to discard anything. Leaders already played stay in game, even if they lose their prerequisites. Players don't lose instant rewards already collected from the discarded cards.

157 - Tavern

  • Cost: 1 Coin, 1 Wood and 1 Stone.
  • Instant: gain 3 Victory Points.
  • Production (2): pay 1 Victory point to receive 1 Council Privilege.

158 - Thieves' Guild

  • Cost: 1 Servant, 1 Coin and 2 Woods.
  • 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 3 Victory Points (their choice).
  • Note: you have to pay the full amount of Victory Points.

159 - Cemetery

  • Cost: 2 Coins and 2 Stones.
  • Instant: gain 5 Victory Points.
  • Production (5): discard 1 of your Characters to gain 7 Victory Points.
  • Note: Leaders already played stay in game, even if they lose their prerequisites. Players don't lose instant rewards already collected from the discarded card.

160 - Siege Tower

  • Cost: 1 Servant and 2 Woods.
  • Instant: gain 2 Military Points.
  • Production (4): pay 1 Military Point for each of your opponents; then, each opponent must give you 2 Servants OR 3 Victory Points (their choice).
  • Note: you have to pay the full amount of Military Points.

161 - Merchants' Guild

  • Cost: 2 Coins, 1 Wood and 2 Stones.
  • Instant: gain 5 Victory Points.
  • Production (2): gain the reward from an empty space of the Market (your choice) OR 1 Council Privilege.
  • Note: a Market space is empty if it has no covering tile or family member on it.

162 - Assassins' Guild

  • Cost: 2 Coins, 4 Woods and 1 Faith Point.
  • Instant: gain 8 Victory Points.
  • Production (4): discard 1 Leader card you already played (not from your hand) to gain 6 Victory Points.

163 - Raid

  • 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 Coin OR 1 Servant (their choice).
  • End of Game: gain 4 Victory Points.
  • Note: you have to pay the full amount of Military Points.

164 - Patronage

  • Cost: 3 Coins and 2 Servants.
  • Instant: draw 2 new Leaders.
  • End of Game: gain 2 Victory Points for each Leader you have in play.

165 - Invasion

  • Cost: pay 2 Military Points for each of your opponents.
  • Instant: each of your opponents must give you 2 Woods OR 2 Stones OR 2 Coins OR 2 Servants (their choice).
  • End of Game: gain 6 Victory Points.
  • Note: you have to pay the full amount of Military Points.

166 - Building a Fleet

  • Cost: 5 Woods.
  • Instant: gain 3 Coins.
  • End of Game: gain 2 Victory Points for each Building you have in play.

167 - Occupying a Territory

  • Cost: pay 3 Military Points for each of your opponents.
  • Instant: each of your opponents must give you 3 Woods OR 3 Stones OR 3 Coins OR 3 Servants (their choice).
  • End of Game: gain 8 Victory Points.
  • Note: you have to pay the full amount of Military Points.

168 - Scientific Research

  • Cost: 7 Woods OR 7 Stones.
  • Instant: immediately take a card of value 7 (or less) from one of the towers.
  • End of Game: gain 7 Victory Points.
  • Note: you can't select the fifth tower. If the tower already contains one or more Family members, you have to pay 3 Coins as usual. You can select a tower that already contains one of your Family Members.

Kickstarter Exclusive Cards (KS1–KS24)

The Kickstarter-exclusive cards, with the card texts as printed.

KS1 - Bandits' Hideout

  • Instant: gain 3 Military Points and 3 Servants.
  • Harvest (2): lose 1 Military Point.
  • Note: if you activate an Harvest with a value of 2+, you have to lose the Military Point (you can't choose to ignore this card).

KS2 - Tainted

  • Cost: 3 Coins.
  • Instant: discard all of your Servants.
  • Permanent Effect: double the bonus granted by 3rd and 4th floor tower spaces.
  • Note: if you have no Servants, don't discard anything. If you have the Preacher (base game card #55) in play, the Tainted power is useless.

KS3 - Square

  • Cost: 1 Wood and 1 Stone.
  • Instant: gain 2 Servants.
  • Production (3): gain 1 Victory Point and 1 Servant.

KS4 - Religious Reform

  • Cost: 2 Faith Points.
  • Instant: draw 1 new Leader.
  • End of Game: gain 8 Victory Points.

KS5 - Uncontaminated Land

  • Harvest (4): copy the Harvest effect of another 1 of your Territories. (Printed as "Harves effect" in the source; corrected here.)
  • Note: ignore the value of the copied Territory.

KS6 - Holy Man

  • Cost: 4 Coins.
  • Instant: gain 2 Faith Points; all your opponents lose 2 Military Points.

KS7 - Explosive Workshop

  • Cost: 1 Servant, 2 Stones and discard 1 of your Buildings.
  • Instant: gain 3 Victory Points.
  • Production (3): gain 2 Victory Point and 3 Military Points.

KS8 - Building the Acqueducts

  • Cost: 5 Stones.
  • Instant: gain 3 Servants.
  • End of Game: gain 2 Victory Points for each Territory you have in play.

KS9 - Fanatics' Town

  • Cost: discard 1 Character you have in play.
  • Harvest (7): take a Character from the board for free.
  • Note: you don't have to pay 3 extra coins if you already have a Family Member in the Characters' Tower. You can't take this card if you have no Characters in play.

KS10 - Spy

  • Cost: 5 Coins.
  • Instant: copy the instant effect from a Character belonging to 1 of your opponents.
  • Note: you can copy just the instant effect.

KS11 - Embassy

  • Cost: 2 Servants, 3 Woods and 1 Stone.
  • Instant: gain 3 Victory Points.
  • Production (7): copy the instant effect from a Character belonging to 1 of your opponents.
  • Note: you can copy just the instant effect.

KS12 - Discovering New Lands

  • Cost: 5 Coins and 5 Woods.
  • Instant: gain 5 Servants.
  • End of Game: gain 10 Victory Points.

KS13 - Hermit's Cave

  • Instant: gain 1 Servant.
  • Harvest (6): gain 1 Faith Point and 2 Victory Points.

KS14 - Blasphemus

  • Cost: 2 Coins and 1 Faith Point.
  • Instant: gain 2 Victory Points.
  • Permanent Effect: gain 5 Victory Points each time you suffer an Excommunication.
  • Note: if you have the Leader Martin Lutero (from House of Renaissance) in play, you have to choose if suffering an excommunication - and getting the 5 VPs - or not, thus forgoing the VPs.

KS15 - Noble Residence

  • Cost: 1 Coin and 2 Stones.
  • Instant: gain 3 Victory Points.
  • Production (3): spend 1 Servant to draw 1 new Leader card.

KS16 - Support to the Inquisition

  • Cost: 1 Wood, 1 Stone and 2 Servants.
  • Instant: gain 1 Faith Points; all of your opponents lose 1 Faith Point.
  • End of Game: gain 6 Victory Points if you have no Excommunications.

KS17 - Carrara

  • Instant: gain 1 Coin and 2 Stones.
  • Harvest (3): gain 2 Coins OR 2 Stones.
  • Note: you have to choose only one option.

KS18 - Saboteur

  • Cost: 4 Coins.
  • Instant: immediately perform a value 3 Production action. You can use Servants to increase the value of the action.
  • Permanent Effect: all of your opponents have a -1 malus on their Production actions.

KS19 - Town Church

  • Cost: 3 Woods and 1 Stone.
  • Instant: gain 4 Victory Points and draw a new Leader.
  • Production (6): gain 1 Faith Point for each of your played Leaders.
  • Note: only your Leaders count.

KS20 - Enriching the Court

  • Cost: 3 Coins and 3 Servants.
  • Instant: gain 2 Council Privileges.
  • End of Game: gain 2 Victory Points for each Character you have in play.

KS21 - Sulphurous Area

  • Harvest (3): discard all of your Servants and gain 6 Victory Point.
  • Note: if you activate an Harvest with a value of 3+, you have to discards your Servants (you can't choose to ignore this card). If you have no Servants, you can activate the card and still get the Victory Points.

KS22 - Lord

  • Cost: 6 Coins.
  • Instant: gain 1 Victory Point for every 4 Victory Points you have (round down).

KS23 - Statue

  • Cost: 2 Servants and 5 Stones.
  • Instant: gain 6 Victory Points.
  • Production (6): copy the instant effect from 1 of your Ventures.
  • Note: you can copy just the instant effect.

KS24 - Expanding the Castle

  • Cost: 5 Coins and 5 Stones.
  • Instant: gain 3 Council Privileges.
  • End of Game: gain 10 Victory Points.
  • 157 - Tavern
  • 158 - Thieves' Guild
  • 159 - Cemetery
  • 160 - Siege Tower
  • 161 - Merchants' Guild
  • 162 - Assassins' Guild
  • 163 - Raid
  • 164 - Patronage
  • 165 - Invasion
  • 166 - Building a Fleet
  • 167 - Occupying a Territory
  • 168 - Scientific Research
  • KS13 - Hermit's Cave
  • KS14 - Blasphemus
  • KS15 - Noble Residence
  • KS16 - Support to the Inquisition
  • KS17 - Carrara
  • KS18 - Saboteur
  • KS19 - Town Church
  • KS20 - Enriching the Court
  • KS21 - Sulphurous Area
  • KS22 - Lord
  • KS23 - Statue
  • KS24 - Expanding the Castle