In the Florence of the 12th-14th centuries, the city's powerful and influential families don't just compete with each other in trade and politics. They also try to outdo one another by building tall, mostly square-based tower homes as status symbols.
In Firenze, you are master builders working on the families' construction commissions for such towers. Each player competes to earn the most prestige points by completing the commissions from families and the church and by placing their seals on the work they have done. When someone plays their final seal, the other builders get one more turn before the final scoring.
Colored bricks are the currency of the game, and cards can both help and hinder your progress. On a turn, a player must choose a card from the display, taking the bricks from it and paying a brick to every card skipped. There is an opportunity to exchange three bricks for one on display before the player works in their construction site. Players can have multiple towers under construction at once. However, for every brick they wish to add on a turn, there is an extra cost, and if any towers are not built upon during a turn, then they are torn down as abandoned construction. Players must pay attention to other projects so that commissions they were counting on are not snatched away before they can claim them.
This game won the second prize at the "Hippodice e.V. Authorenwettbewerb" (game designer contest) in 2008 under the name "Die Architekten von Florenz".
- Solid pick-up and deliver mechanic
- Fits the theme of the show well
- Lots of custom ships and minis
- Strong aesthetic, even with paper money
- Adventure elements beyond simple delivery
- Not an easy game to move due to size/components (Broken Token Crate)
- sci-fi adventure, buying, selling, trading, having adventures, building a crew
- The known 'verse' (universe)
Mechanics (from transcript analysis)
- Crew building — Players build a crew to gain benefits and help with tasks.
- Pick-Up and Deliver — Players make money by picking up and delivering items.
- task completion — Players complete various tasks and adventures.
Video topics + discussion points
Quotes (from this video)
- You You sure you up to it? Maybe try that game to the left instead.
- Oh, my goodness, this needs red lens technology to read it.
- This is mom's favorite game. She'd be really sad if this low.
- Look at me, I'm the King of New York.
- Yeah, that's what we do when we're playing King of Tokyo, King of New York, King of Monster Island and King of Tokyo Duel.
- I'm wearing cargo shorts, so yeah, it definitely fits in my pocket.
- This is the best way of playing and I like playing the thief.
- The Crew is 52. That rhymes.
- Well, there we go. We're halfway done. Smooth sailing from here on out. Nothing but great games to come.
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- at its core ameri trash games are all about theme
- what if you could sit down and play a game with a theme that you're already familiar with
- When a board game company wants to polish game based on popular stories or characters they don't own they must first get rights from those who own the IP
- the reason they want to produce games based on IP is because they know there will be many consumers in the market place that will be interested in playing a game with the theme that they are fan of
- however be forewarned that not all games based on IP are necessarily good
- it's like movies that are made based on video games many may look good but once you see it you realize is more about making money than making a good movie
- When a well-known IP is merged with a sound game design it allows a player to become immersed in the game
- in upcoming segments I'll look at ways to enhance your meritage game sessions with elements beyond the board game itself
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I just missed having the option to play War of the Rings, even if I would only get the chance very seldom.
- It's hard to get rid of them, but harder still to find storage space for all of them.
- I'll tell myself, hey, maybe one of my friends would enjoy this or one of the friends I have yet to make in the future would enjoy this.
- My games often find themselves becoming gifts.
- There are games I would never part with. Even if I rarely play them, they just mean too much to me sentimentally.
- There's just something locked away in here that I enjoy reminiscing about and it creates a value or feeling I have towards the game that I don't want to get rid of it.
- I get attached to the games I purchase as well. I don't want my shelving to look bare.
- The funny thing is though, isn't it about parenting? You try to do something like that to instill a good idea and then you can create this nervousness, this anxiety in your kid because now they're worried about losing something.
- If I ever have to sell a game, I would rather give it to someone with the interest of starting that person in the wonderful world of board gaming.
- My solution is research. a lot of research before purchasing a game. Therefore, I have no games that I want to get rid of.
- Dungeon craws are my thing. They each do something different and I'm not going to throw any of them away. They are my heart.
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- there's big explosive turns of combo tastic scoring going on in between two castles of Mad King Ludwig
- Tetris II polyomino type things are fun
- I quite enjoyed Vindication
References (from this video)
- Great mechanisms
- Good for traditional Euro fans
- Building towers by stacking pieces and commissioning them.
Mechanics (from transcript analysis)
- Card Drafting — Building towers based on drafting these cards.
- Press Your Luck — If you do not keep adding to your Towers each turn then they actually get tored down.
- Set Collection — The more brick you collect and the more points you'll get.
- Variable player powers — Cards can give you game breaking rules or let you swap bricks out for other bricks you want.
Video topics + discussion points
Quotes (from this video)
- I don't have too many games here to talk about and but there are some very good ones.
- Forenz was right at the top of that list.
- It's Andrea setting's probably second most renowned game obviously H hukah being the first.
- A real traditional Euro Style game and again if you like those dry Dusty Euros with great mechanisms a Fen is kind of like the the textbook example of a game like that.
- This one is a game that has quite sadly flown under the radar for so many people this year.
- I think this is a really strong Contender to be my game of the year.
- The game Zips along at a fast pace.
- This one has always been in my top you know 30 games of all time.
- After all this time and after so many plays get when you play more games and you go back to play the great ones they really do kind of um you know show you why they are those great games.
- So silky smooth and you know me and my opponent were talking about you know despite us both loving stefen Feld games uh this one might be one of the strongest examples of even if you haven't played it for quite some time you can just pull it off the shelf and know exactly where the how the game works just Dive Right In.
- Still this one feels so different to many other tall laying games out there.
- A really solid almost family plus weight T placement game that you can play in around 30 to 40 minutes which is always uh you know those kind of games tend to see the light of day quite a lot because they are so easy to table.
- Because it is so much fun a great dexterity game.
- Not loads in terms of quantity but the quality has been excellent with these traditional old school Euros by the great designers you know like Michael keyling you know wolf gan ker Stefan Feld Andrea steing with Forenz and even new Delights such as castle combo.
References (from this video)
- Liked it more after the first play
- Found the initial rule misinterpretation explanation satisfying
- It's a lot of like very much like throwing off like I'm going to mess with your stuff and make this this huge number.
- Fun little trick tricker.
- Liked it a lot.
- First play potentially hampered by a rule misinterpretation.
- Trick-taking where players try to stay close to the center of the board.
- Darkness, spooky stuff near a cabin
Mechanics (from transcript analysis)
- Hand Management — Cards range from -6 to +6, with wild zeros. Players must manage their hand to stay near the center.
- Push Your Luck — Winning tricks with negative values can move players further into the negative.
- Trick-Taking — Players play cards to win tricks.
Video topics + discussion points
Quotes (from this video)
- The more we talk about this game, the more divisive I realize that it is.
- It's just it's it could be frustrating because it's a tugof-war, right? So you're like, "God, just give me this thing."
- Covenant fell flat for us. Felt like we didn't have enough time to upgrade our dwarves.
- I didn't do anything in this game.
- Concordia is such a classic.
- My short answer is Arcs is the worst game.
- Oh, Arcs is the worst game I've ever played in my life. Well, not worse. It's my least favorite game. That those are two different things.
- Star Wars Bounty Hunters. The game is trash.
- Dude, you should totally make a full Baron Park inspired park in Planet Zoo. That'd be epic, though. Severely on people watch it.
- Mountain goats is a great game.
- I love goats. Goats are cute.
- It's just a living lawn mower.
References (from this video)
- Fun game.
- Can mess with other players.
- Could use streamlining.
- Cards can have negative points.
- Building towers
Mechanics (from transcript analysis)
- Area Majority — use those blocks to make towers.
- Card Drafting — you take a card and you get all the building blocks on it.
- Set Collection — building blocks
Video topics + discussion points
Quotes (from this video)
- It's tricky, right? Cuz you can't just go by what Board Game Geek says either.
- You know, you got to pick it up.
- I really like that. I think it's a fantastic game. It definitely one that people are sleeping on.
- Baked in banter, okay.
- It's just got a really nice forward momentum.
- This game doesn't have banter, though the scoring might take a bit. But I think played at a reasonable pace, this game lasts close to an hour.
- This is just a game that's a joy to teach, to play.
- If you get to six gems, whatever it is, you win. It's a race.
- It has a nice nice demanding sort of feel on the player. You you need to think carefully about what you're doing.
- This is Ra, my favorite game of all time.
- I think that Reiner Knizia, this is his wheelhouse is hour-long games that feel like a full experience.
- it's you can knock this out in 60 and get a board game experience with highs and lows and drama and superheroes and all of that jazz.
- Neta-Tete a L'air is just one of those games that just it feels so good how quickly this game plays.
- We're We're halfway done already?
References (from this video)
- Incentive building mechanism
- Unique card interaction
- Satisfying push-your-luck element
- Focus on a single, favorite mechanism
- Building towers and fulfilling commissions
Mechanics (from transcript analysis)
- Card Drafting — I love this incentive building mechanism as you are taking blocks and these cards hand in hand.
- Push Your Luck — And of course, the really bad cards start to go towards the the beginning of the track, meaning that it starts to stockpile a ton of resources on it, and eventually there's a time when think, "You know what, I'm going to take that whole bunch of uh roof tiles. Yes, I might get a bad card for it, but it was worth it."
- Set Collection — spending more bricks the more you build, and then trying to again fulfill these commissions based on the heights before the other players do to score victory points.
Video topics + discussion points
Quotes (from this video)
- So, another Feld game here, and this is Feld's take on the programming mechanism as you have to be very carefully plan which actions that you're going to take.
- But, again, I do love the meticulous planning into this one as you know all your actions are laid out in front of you and you have to plan your route accordingly to what's going to suit you best.
- So, Firenze, a classic Euro by Andreas Stealing, all about building towers and trying to fulfill these commissions.
- I love this incentive building mechanism as you are taking blocks and these cards hand in hand.
- I love the way this is kind of a one mechanism game. It kind of really does focus on that shifting card mechanism, which I love. You know, one of my favorite mechanisms for sure.
References (from this video)
- The Firefly board game had a promo ship that came in Game Trade Magazine, and about a year later, it was made available to buy.
Mechanics (from transcript analysis)
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Quotes (from this video)
- I hate exclusives the term means to exclude essentially I love promos though paid for or not because the main part of promos is that they're Promotional and you receive them For Your Love of the Game and you can get one if you fail at getting it the first time it may cost extra money or require going to a convention but they are findable assuming that they're not exclusive promos I just like this comment because I think well first of all there is some gray area isn't there because some promos are so hard to get they may as well be exclusive
- I don't have the extras the upgraded components all the extra figures that separate campaign and I'm going to try to get them if I can but if I don't then I'm G try to recognize the existence of some other product out there somewhere in the world and somebody else having it should not affect my enjoyment of the product that I have in front of me if I like this game not having some other element of it shouldn't change that I what I'm saying is I think a lot of it's psychological and I don't want psychological tricks or compulsions to overwhelm my enjoyment of anything
- my completionist side always seeks out the promos to go with a base game I will say that I have yet to have a gaming experience where I said wow that promo really makes this game shine most of the time we're not thinking of who played what card promo component during a certain turn because it doesn't add that much to the overall experience it's just those times that I'm admiring my collection when the Sinister completionist side comes out
- I don't want psychological tricks or compulsions to overwhelm my enjoyment of anything
References (from this video)
- Thematic space delivery framework can be engaging even for players wary of this mechanic
- The feel of routine pickups can become repetitive for some players
Mechanics (from transcript analysis)
- Pick up and deliver — Factions pick up goods and deliver them across the board.
- Pick-Up and Deliver — Factions pick up goods and deliver them across the board.
Video topics + discussion points
Quotes (from this video)
- I think QE breaks the mold in a really interesting way.
- This is a really important consideration for game design.
- Losing combat isn't actually all that terrible.
References (from this video)
- clever use of the neglect mechanic as a push-pull dynamic
- smooth and streamlined feel for a euro game
- lots of strategic depth with temporary nastiness kept in check
- can become harsh with targeted disruption
- requires careful pacing and player order management
- resource scarcity and power negotiation
- abstract card-tower building on a sliding-value row
- purely mechanical/euro
Mechanics (from transcript analysis)
- Cube Tower — players construct towers; height and color scarcity drive scoring
- row/column card selection with brick cost — choose cards along a row, paying bricks to reach farther cards
- sliding scale card draw / power — cards have escalating costs or benefits; neglecting a card increases its incentive value
- tower building using colored bricks — players construct towers; height and color scarcity drive scoring
Video topics + discussion points
Quotes (from this video)
- this is a really interesting game
- one of the best examples of that mechanism being used correctly
- infinite replayability
- timeless, evergreen status
- flows wonderfully and rewards careful planning
References (from this video)
- novel theme with tense tower-building decisions
- frequent interactions at the table
- perceived as mean or punishing due to events
- not a long-term keeper for the group
- drafting rooftop tiles to construct towers
- stylized academic/civic tower-building
- satirical, light-hearted builder-game feel
Mechanics (from transcript analysis)
- event_cards — events can force destruction or alteration of towers mid-game
- tile_drafting — draft colored rooftop tiles to place on your towers
- tower_building — construct towers; upkeep and eventual scoring drive progress
- upkeep_scoring — round-by-round scoring with increasing requirements; towers must be maintained to score
Video topics + discussion points
Quotes (from this video)
- it's basically it's an auction tiling game
- it's a classic Euro but with fresh mechanics that you don't really see in newer games
- the best scoring that you can get is one building amongst all these things is is four points
- I really liked it I think the very first uh work that I scored I took it all as money and I thought like this is great I'm gonna have so much money for the rest of the game but I think that hurt me in the end
- it's mean that it was comical
- it's a very silly game
- it's a strong mix of chaos and strategy
- it's better with higher player counts
- it's one of those games where there's very limited communication; it's fully cooperative