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
Video topics + discussion points
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
References (from this video)
- city-building via dice drafting
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
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
Video topics + discussion points
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.
Video topics + discussion points
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)
- Strong emotional storytelling
- Beautiful production and theme
- Short playtime; lighter on mechanics
- Personal growth, relationships, career
- Story of a young woman’s life in Florence
- Narrative-driven with light mechanics
Mechanics (from transcript analysis)
- resource/tempo management — Tokens/cards representing life events and priorities
- story/narrative drive — Focused on experiential storytelling and choices
Video topics + discussion points
Quotes (from this video)
- "Loving it, absolutely loving it"
- "I think Jaws of the Lion is a better all-round put together package"
- "it's one of the most complicated games out there; the learning curve is huge"
- "I rate the game I think like a 9.5 out of 10"
- "we played Star Wars Imperial Assault all day"
References (from this video)
- tight, thematic engine
- quick to teach
- may feel heavy for casual players
- forest management and firefighting
- winter forest, fire-fighting theme
- compact strategy with clear goals
- Santa's Workshop
- White Castle
Mechanics (from transcript analysis)
- cooperative or competitive resource management — Players manage resources to control fires and protect forest areas.
Video topics + discussion points
Quotes (from this video)
- Clue has been one of my favorite games
- Mysterium is a whole lot better
- it's a trap
- poana... it's a board game that was made in Mexico prisons nearly a century ago
- Five Tribes is my burial game
- this is a board game that is two modes standard and advanced
- Santa's Workshop... it's strategic; it makes you think
- I love Santa's Workshop, I came close to winning
- it's not just your regular roll and move; it's deduction
References (from this video)
- beautiful components
- accessible for families
- ecosystem-building
- forest-themed resource management
- cozy, natural world
Mechanics (from transcript analysis)
- Resource Management — Players manage resources to build a forest ecosystem.
Video topics + discussion points
Quotes (from this video)
- it's a boat we created this event just to get people together
- the schedule is in flux
- please join us even if you can only join us for like 15 minutes
- if you share pictures and we highly encourage you to
References (from this video)
- beautiful components and animals
- replayable with modular board
- some may find the theme secondary to mechanics
- protect forests, stop fires, wildlife
- natural habitat conservation
- eco-friendly, hopeful
Mechanics (from transcript analysis)
- Area Majority — control regions to score and influence protections
- multi-use cards / modular board — cards support actions and board setup changes
- tile/resource management — manage flora and fauna resources for points
Video topics + discussion points
Quotes (from this video)
- we celebrate Black History Month
- Disney is very litigious
- you don't have to outrun the bear you just have to outrun your friends
- Maple Valley is the cutest little game
- the theme is Black Jack on steroids
References (from this video)
- Fun, tense end-of-session game
- Distinctive theme and components
Mechanics (from transcript analysis)
- resource/forest management — Players manage forest resources and extinguish fires with a fragile balance.
Video topics + discussion points
Quotes (from this video)
- we had around 10,000 live views so people kind of dropping in and dropping out
- 1,282 challenge entries that's wild
- this is where we started to fall off of our schedule
- I will be staying up the full 24 hours again because it's just the best way to do it
- it's a food day
References (from this video)
- tight resource-management loop
- painter/artist mechanic adds thematic flavor and VP incentives
- potential for engine-building progression as players optimize placements
- theme is very dry/beige; minimal immersion
- length and repetitiveness without strong variability
- forward-planning can feel burdensome
- patronage, art commissions, and resource management within a dry, bureaucratic system
- Renaissance-era Italy, patronage and courtly arts
- historical, prestige-driven, somewhat beige presentation
- Coliseum
Mechanics (from transcript analysis)
- patronage/artist hiring — hire painters to boost points and influence art production
- Resource Management — collect resources (e.g., marble, wood, metal) and allocate workers to buildings to generate assets
Video topics + discussion points
Quotes (from this video)
- it's dry as a bone
- beiges all get out
- the church track doesn't seem worth the cardboard it's printed on
- I gave this a 10 out of 10
- this is probably the best trick-taking game I've ever played
- it's unwieldy as anything can you tell what is going on
- the IP is important and you better make it thematically rich
References (from this video)
- immersive theme with a tense, puzzle-like flow
- interesting balance of placing trees and managing fires
- appealing art and tactile components
- rule complexity can be intimidating for new players
- two-player experience is different from larger groups
- forest management under threat of fire; tower-building mechanics
- forest-themed Portugal-esque setting with towers and fires
- cooperative puzzle-like with competitive scoring via towers
- Power Grid
- Wavelength
Mechanics (from transcript analysis)
- deck-building / card-driven placement — play forest cards to place trees and construct watchtowers under a set of placement rules.
- end-game trigger via depletion — game ends when a pile of trees is emptied; end-game scoring follows.
- fire phase and spread — fires spread along paths; players manage fires with fire trucks and special actions.
Video topics + discussion points
Quotes (from this video)
- This is a mean game.
- We are playing Perch, everybody.
- Zip, zap, Zork.
- Are Jeff and I on the same wavelength?
- We are going nuts for donuts.
- Tinder blocks and barbecubes!