In Florenza, the players are the heads of the most powerful families in Florenza during the Renaissance period. The goal of the game is to become the most famous patron of the arts by hiring the most famous artists of the period and financing their works.
Each player can commission artworks in his own district, the Cathedral, or in the civic buildings of the city. Each artwork requires money and resources to complete. To earn the money and resources the artists need, the players send their workers to labor in various workshops, possibly even in their opponents’ districts. Additional workers can be earned by offering charity to the church. During the game, players will earn prestige points, primarily by completing artworks. Prestige points can be spent during the game, but at the end of the game they will be the player’s primary source of victory points.
All of the characters in the game are real historical figures that lived and worked in Italy during the Renaissance. Most of them worked in Florence. All of the buildings in the game were real Renaissance workshops. The artworks the players can complete include the masterpieces of some of the most famous artists in the world.
Note from the designers directly from the rulebook:
"We apologize if we included some characters in the game who never worked in Florence during the Renaissance, but we wanted to include all of the most important artists (in our opinion) from that golden age of Italian art and culture. Michelangelo, for example, left an important mark on the history of the city—and the Renaissance period—even if he was only in Florence for a short time. We also added some portraits of military leaders (created by Ivan Zoni) to the rulebook. They are not involved in the game, but they were influential members of public life during this era.
The names of the buildings, parts of the Cathedral, and the workshops are in the literal form they had in Italy during the 1400-1600 period. Some of them are unchanged in the modern Italian language, some have changed a little, and others have completely disappeared or remain only in some dialects. We chose to maintain those words, without translating them into a language that the real artists didn’t know. We hope you agree with our choice, and we hope you have a good time playing Florenza!"
- neat concept of engine-building and building-based actions
- interesting thematic setting
- he felt it didn't do anything particularly well; overall meh
- felt imbalanced between engine vs. endgame points
- buildings/urban development
- Renaissance Florence
- card-driven, engine-building flavor with building-based actions
Mechanics (from transcript analysis)
- Engine-building via buildings — some buildings provide ongoing engine benefits while others grant points
- exhausting spots / card-driven actions — actions exhaust spots on the board; you gain actions by building specific buildings
- flip cards instead of placing workers — turn-over cards to take actions, blocking spots from others
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Quotes (from this video)
- balance is really important and having other interests is really important
- she's my best friend she's my favorite person and best friend
- thanks everyone I really appreciate it
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- city-building via dice drafting
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- beautiful box art noted
- intriguing crowding mechanic and social interaction
- social intrigue and city life in 9 rounds
- Florence/Medici-era city life
Mechanics (from transcript analysis)
- dispatching family members to attend parties, give gifts, gossip, etc. — mechanics driven by social interaction and crowding dynamics
- euro-style area control — regions to hold change each round as Medici move through the city
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- I'm really excited for those
- these are both nice little smaller box games
- I want to take a look at that
- pattern building and it's coming out
References (from this video)
- Will be played during the game-a-thon
- Received a final copy
- Had a prototype previously and needed the final version
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- this is micro macro jigsaw funfair this is a micro macro Crime City jigsaw puzzle which I'm very excited about because well I love puzzles
- from Lucky Duck games we got potions of Aer land now here's a funny story about this game me Jeff and Mike are playing this on BGA cuz I invited them to a game but none of us have learned how to play it and we are all just clicking around and having a great time
- from Capstone games they gifted us with Galileo Galilee and if you'll remember Jeff and I actually covered this game whenever it was on Kickstarter so that I would have been at some point in the past year um so I'm very happy very very happy to have a production copy because we loved this game this is a very very good game
- overall my gamma experience was really good um I got to stay I stayed at an Airbnb with Nick and Mike um from the brothers murf and I think that was the right choice because we saved a ton of money staying at an Airbnb
- the trip itself cost me almost an extra $2500 which was crazy and during that time I also caught the flu
- the sickest I've ever been in my entire life so just know if you are a content creator or somebody in the industry that's considering going it is it does happen during cold and flu season
- if you're interested in buying board games like any of the many that I talked about today you should first start by checking your friendly local gaming store
References (from this video)
- basket filler
- drafting dice to pick up resources for commissions of buildings or artwork and scoring points
- Florenza (board game)
- Florenza (card game)
Mechanics (from transcript analysis)
- Dice Drafting — drafting dice which will let you pick up resources
- Resource Management — resource management game as you are drafting dice which will let you pick up resources
- Roll and Write — pretty standard roll and write stuff
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Quotes (from this video)
- Surprisingly good fun despite being a pretty terrible game.
- I'm always looking for a hidden gem roll and write game.
- this one is much lighter than Trajan, but I think I like the simplicity of it.
References (from this video)
- Nifty little twists that intrigue.
- Good player engagement through shared dice drafting.
- Forces players to think ahead and plan meticulously.
- Dice drafting is pretty tense.
- Clever tweaks and good resource management.
- Does not do enough to differentiate itself from many other roll and write games.
- Takes 30-40 minutes, longer than the host prefers for roll and writes.
- Host might lean towards a 60-90 minute Euro instead.
- Struggles to identify a clear audience for the game.
- Game felt a little bit soulless.
- Art and building creation
- Florenza
- Florenza (card game)
Mechanics (from transcript analysis)
- Dice Drafting — Players draft dice from a pool, with higher pips generally yielding more resources and lower pips helping to climb tracks faster.
- Resource Management — Managing resources obtained from dice is a core element for completing artworks and buildings.
- Set Collection — Completing sets of resources or buildings is part of scoring.
- Tableau Building — Players build buildings on their sheet, which provide ongoing benefits.
- track movement — Players climb tracks which provide benefits, such as free resources or the ability to choose dice others have drafted.
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Quotes (from this video)
- This is where I take a look at the last five new to me board games that I've played and I rank and review them in order of preference.
- Mechanically, this game is as weak as it gets, just rolling dice to see the outcome.
- The game just forces you to feel paranoid and which I think the is what the game is trying to do and the feeling the game is trying to get across.
- So this one again on paper is everything I like.
- But it does deliver this real satisfying feeling, and it does actually feel like you're playing a grander and bigger game.
References (from this video)
- Gaining favor with the Medici family in Renaissance Florence
- Set in the Medici-era Florence, Italy
Mechanics (from transcript analysis)
- Brag — Spend brag markers to complete objectives and gain points; choice of brag cards affects scoring.
- Compound Scoring — Special scoring per noble, tie-breakers, and scored at multiple rounds.
- Dispatch — Spend four time to place one debutant onto an empty cue space on the main board.
- Final scoring — After nine rounds, players score time leftovers, gifts, and scheme card counts.
- Gain time — Players gain time tokens each round; time is spent to perform actions.
- Gift to a noble — Give gifts to nobles; cost increases with gifts; place guards on noble shields for effects.
- Move — Move family members along streets; different costs for single step, rush, etc.
- Noble movement — Nobles move along a preset path; movement triggers bonuses and scoring.
- pass — Pass to gain time or advance the rear-most family member with pass rings.
- promote — Upgrade a dispatched debutant to the next level (donna/maestro) by exchanging pieces and updating the queue.
- Q scoring — Special scoring per noble, tie-breakers, and scored at multiple rounds.
- Scandals — Play or discard scandal cards to gain time or trigger effects; limits on scandal cards held.
- Time Track — Players gain time tokens each round; time is spent to perform actions.
Video topics + discussion points
Quotes (from this video)
- florence is a euro style tactical area control game
- set in the time of the medicis in florence italy
- the player who earns the most victory points over nine rounds of play will gain the most favor with the medicis and win the game
References (from this video)
- Offers strategic depth through card play and spatial puzzles.
- The fire mechanic adds a challenging and thematic element.
- Variable Watchtower abilities and tile placement offer replayability.
- The fire spread can become overwhelming and difficult to manage.
- Penalties from fires and lingering lynx tokens can be severe.
- The game can feel punishing if fires start early and spread unchecked.
- Planting trees, protecting wildlife, and saving them from fires.
- Central Portugal
Mechanics (from transcript analysis)
- Action Point Allowance — Players take turns performing actions, with choices between planting trees, building watchtowers, or discarding cards.
- Area Control — Players compete for majority control in rows and columns of certain forest regions and manage placement on tiles.
- Fire spread — Fires start on the board and can spread to adjacent tiles, creating penalties for adjacent trees.
- Hand Management — Players choose and play cards from their hand to perform actions like planting trees or building their Watchtower.
- Push Your Luck — Players must balance the risk of losing points from fires with the benefits of planting trees in affected areas.
- Set Collection — Players collect different types of camping tokens to form complete sets for scoring.
- Variable player powers — Each Watchtower location provides a unique ongoing ability to the player who builds there.
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Quotes (from this video)
- We have to work together we need to we need to both send our fire trucks
- The spread slows down a little bit more in higher player counts because if I have a truck here Monique has here somebody else has one there there then four of the five tiles there's not going to be as much spread going on
- My brain's a little mush right now
- I went into the count with zero exactly zero in hand and I finished with 69 points
- The fires just started really really early on and yeah the blaze kind of spread
References (from this video)
- Thematic focus on Renaissance Florence
- Diverse actions: building, landscapes, recruiting artists and scholars
- Auction-driven tension and strategic bidding
- Revitalized classic feel
- Potential downtime during bidding rounds
- Complex setup with multiple components
- Art patronage, prestige, and dynastic ambition
- Renaissance Florence, aristocratic court and patronage
- Historical with aspirational, prestige-building emphasis
Mechanics (from transcript analysis)
- Action phase / engine-building — Players take actions to build structures, recruit artists and scholars, and complete works to earn prestige
- Auction / Bidding — Players bid on items each round, paying to the bank and gaining the item with the highest bid
- auction/bidding — Players bid on items each round, paying to the bank and gaining the item with the highest bid
- Engine Building — Players take actions to build structures, recruit artists and scholars, and complete works to earn prestige
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- Beautiful components and aesthetics
- Simple rules
- Tight decisions despite low complexity
- 30-minute play time
- Reasonable price
- Works with 2-4 players
- Close scores typical
- Great filler game
- Building beautiful flower arrangements
- Flower garden
- Simple aesthetic card game
- Herbaceous
- Sunset over Water
Mechanics (from transcript analysis)
- Column card selection — Select cards from columns with changing turn order
- Compound Scoring — Collect flowers and score cards to build points
- Pawn-based turn order — Pawn position determines turn order for next column
- Scoring combination — Collect flowers and score cards to build points
Video topics + discussion points
Quotes (from this video)
- Thank you for listening and enjoy the rest of the video
- I think that we do get some really good quality games but I think we are kind of rinse and repeating the same formula a bit lately and we're not putting out enough belters
- These are quite useful lists actually because you can sometimes get caught in the spur of the moment
- It's not a Flawless game by any means
- I love me tomorrow
- Different Strokes for different folks
- I love it yeah it's one of my favorite Euro games that there is
- You're now in the spot you deserve to be