Lorenzo de' Medici, also known as "Lorenzo il Magnifico" (Lorenzo the Magnificent), was one of the most powerful and enthusiastic patrons of the Italian Renaissance.
In Lorenzo il Magnifico, each player takes the role of the head of a noble family in a city during the Italian Renaissance to gain more prestige and fame — that is, victory points (VP) — than anyone else. To do so, you send your family members to different areas of town, where they can obtain many achievements. In one location, they get useful resources; in another development cards that represent newly conquered territories, sponsored buildings, influenced characters, or encouraged ventures; and somewhere else they activate the effects of their cards.
Family members are not identical. At the beginning of each round, you roll three dice to determine their value. You must choose carefully where to send your most valuable family members...
You can gain VP in several ways, and you must also pay attention to your relations with the Church. The game is divided into three periods, each formed by two rounds; at the end of each period, players must show their faith, and whoever hasn't prayed enough will suffer hard penalties. After six rounds, you calculate your final score, and the player with the most VP wins.
My Solo Game Travel Adventure! #boardgame
- tight, dry Euro with strong engine-building
- expansion options add meaningful depth
- high cognitive load; not for casual players
- Gaia Project
- Terra Mystica
Mechanics (from transcript analysis)
- engine building — build an engine via worker placement towers with rolling dice values.
- engine-building with worker placement towers — build an engine via worker placement towers with rolling dice values.
- excommunication and house rules via expansions — expansions introduce new house rules and choices at setup.
Video topics + discussion points
Quotes (from this video)
- the central mechanic of pulling chips and push your luck is so much fun
- it's a brain burner because everything is connected
- the dice mechanism... it's tight and open information
- the narrative tension of Final Girl keeps delivering memorable moments
- the balance of speed versus efficiency in Great Western Trail is brilliant
- Race for the Galaxy remains a fantastic quick puzzle with a strong core system
References (from this video)
- rich engine-building with historical ambiance
- deep strategic decisions and long-term planning
- complex scoring and dense rule book
- tableau can be unwieldy for casual players
- Agricola
- Caverna
Mechanics (from transcript analysis)
- engine building — Develop a scoring engine with layered bonuses, set collection, and strategic timing.
- engine-building and scoring — Develop a scoring engine with layered bonuses, set collection, and strategic timing.
- worker placement — Place workers to activate actions, gather resources, and develop your city and economy.
Video topics + discussion points
Quotes (from this video)
- Ultimate Railroads because I'm trash at that game and I deserve uh, to learn and try to get a little better.
- this beator right here is my favorite thing of all time.
- This might be like a top 10 game for me. I love word games, spell games, and this is Slay Fire, but with words.
- really enjoyed it. All the dice mitigation and stuff.
- Let’s play Root.
References (from this video)
- strong engine, expansion adds depth
- clean starting setup
- expansion-heavy once you know it
- Worker-placement with dice-driven workers
- Renaissance-era workshop and commerce
- Elegant Euro design
- Agricola
- Caverna
Mechanics (from transcript analysis)
- dice placement — Three workers whose dice determine their actions; starting abilities and expansion options add depth.
- dice-placement / resource bidding — Three workers whose dice determine their actions; starting abilities and expansion options add depth.
Video topics + discussion points
Quotes (from this video)
- It's such a clean idea. It's so incredibly simple. But I love that you can teach this game in a minute.
- This is the game that kind of put Awaken Realms on a map.
- One surface in which you roll or flip and write. In every one of these games, everybody has their own sheet.
References (from this video)
- familiar Renaissance theme for fans
- compact, card-driven interaction may yield tight game pacing
- potentially appealing to players who enjoy engine-building dynamics
- specific card interactions may be opaque without playtesting
- as a beta entry, balance and clarity may require refinement
- card-driven interpretation of a broader Lorenzo il Magnifico-era setting, focusing on influence, wealth, and prestige among noble families.
- Renaissance Italy, primarily Florence and surrounding city-states, with emphasis on commerce, family power, and strategic resource use.
- historical strategy with economic and political competition rather than cinematic storytelling.
- Masters of Renaissance
Mechanics (from transcript analysis)
- card drafting — players draft or utilize cards to drive actions, with timing and synergy impacting scoring opportunities.
- card drafting / action selection — players draft or utilize cards to drive actions, with timing and synergy impacting scoring opportunities.
- economic engine / optimization — players optimize a scoring engine by combining card effects and resource flows to maximize points.
- Resource management — players manage coins, goods, and favors to fund actions and buy powerful cards.
Video topics + discussion points
Quotes (from this video)
- collect resources and buy cards to expand their influence in Florence
- as gardeners using colored pencils to develop bamboo Groves on their sheets
- aiming to complete their Groves first and become the most skilled gardener
- here are more games in beta testing on
References (from this video)
- dense, satisfying engine-building with high variability
- can feel over-the-top or opaque to new players
- deep engine-building with tight worker placement
- Renaissance-era city development
- dry, strategic historical flavor with expansion-y depth
- Viticulture
- Ankh: Gods of Egypt
Mechanics (from transcript analysis)
- card drafting — cards unlock powerful abilities and combos
- card drafting and engine-building — cards unlock powerful abilities and combos
- house/leader drafting — leaders with powerful abilities guide strategy
- tight worker placement — limited actions force careful planning
- worker placement — limited actions force careful planning
Video topics + discussion points
Quotes (from this video)
- the narrative it does ends up being a fun experience
- it's the story. there's almost I find when I'm playing it and horrible things are happening
- through the ages... a grand historical journey
- epic and full-day experience
- you can draft up to your point level and duke it out to the end
References (from this video)
- highly tight, engaging engine-building
- expansion adds powerful, fun asymmetrical powers
- two-player game remains blisteringly tight
- expansion power balance can feel broken if misused
- can be punishingly punishing if you fall behind
- engine-building with tight economy and competitive resource pathways
- renaissance-era grid where players build engines and accrue points
- dense, puzzle-like, highly strategic
Mechanics (from transcript analysis)
- dice placement — dice-based action selection with spatial constraints
- engine building — developing a sequence of actions to generate points efficiently
- worker placement — placing workers to perform actions and generate resources
Video topics + discussion points
Quotes (from this video)
- This pseudo tileing auction game is an absolute banger.
- Spirit Island is the best cooperative experience you will ever have.
- A Feast for Odin is my number one, but other games in his catalogue are almost as good.
- In a two-player game, this is one of the tightest board games you can play.
- The push your luck aspect in RAW is absolutely wonderful.
References (from this video)
- tight, high-variance engine-building with lots of planning depth
- strong thematic resonance and elegant complexity
- learning curve can be steep
- some players may find it too dense
- economic engine-building with a focus on standing and influence
- Renaissance trading and banking simulation
- deep strategic tableau with varied setup across plays
- Gaia Project
- Terra Mystica
Mechanics (from transcript analysis)
- book/resources and innovations — new book-like resources and innovations introduce powerful, randomized effects
- engine-building and tableau — players build a personal engine from actions and cards
- worker placement — competition for limited action spaces and strong inter-player dynamics
- worker placement with high interaction — competition for limited action spaces and strong inter-player dynamics
Video topics + discussion points
Quotes (from this video)
- Age of Innovation feels like it delivers the pinnacle experience of that kind of whole system.
- Twilight Struggle is a borderline masterpiece.
- The arc of Twilight Struggle is so exciting; tension grows across the board.
- This is Mage Knight Ultimate Edition—changing it to cooperative mode is incredible; I’d never go back.
- Eldritch Horror highs are the top board game experiences I’ve had.
- Agricola is the best board game we have ever played and it has stayed at the top for years.
References (from this video)
- tight, strategic system
- strong variability with leaders
- three paths to score
- heavy for new players
- Commerce, strategy, and leadership
- Italian city-state expansion
- Economic engine with variable powers via leaders
Mechanics (from transcript analysis)
- Leader cards with unique conditions — Draft leaders that unlock powerful abilities when specific conditions are met
- worker placement — Draw green cards and take actions to power your engine
- worker placement / engine-building — Draw green cards and take actions to power your engine
Video topics + discussion points
Quotes (from this video)
- the improvements or twists I guess that they make on the original Splendor formula are so much fun
- this game is going to be a keeper in the collection
- the overbuilding rules... room for creative strategic plays
- this mission was just tight and interesting
- Best in Class in terms of worker placement engine building
- three win conditions and deeds tokens make the game dynamic
References (from this video)
- Powerful, layered engine-building
- Asymmetric elements with strong leader abilities
- Expansions add depth and replayability
- Tight money economy can stall if mishandled
- Leader and expansion content can feel overwhelming
- Commercial expansion and economic engine-building
- Renaissance Italian city-state
- Strategic puzzle-like design with layered interactions
Mechanics (from transcript analysis)
- engine building — Layered engines with rows that generate resources and actions.
- engine-building — Layered engines with rows that generate resources and actions.
- Leader cards — Draft leaders that grant ongoing abilities throughout the game.
- Resource management — Money and production interplay to unlock actions and cards.
- resource/conversion economy — Money and production interplay to unlock actions and cards.
Video topics + discussion points
Quotes (from this video)
- it's the type of game that's very self-balancing, a race to 30 points, but you have a lot of ways to attack other players
- the presentation is killer, it looks so good
- an insane moment that nobody saw coming
- it's the deluxe edition of Russian Railroads
- the power you're building on top of these engines is just so fun
- it's all about the table dynamics and negotiations
References (from this video)
- Fresh twist on engine-building via dice-powered worker strength
- High replayability through card powers and track progression
- Strong player agency with meaningful choices each round
- Dice swing can feel chaotic for some players
- Learning curve and engine optimization take time
- engine-building and worker-placement with variable die strength
- Renaissance-era Italian city-states
- historical-economic competition
Mechanics (from transcript analysis)
- dice-driven worker strength — Three dice rolled each round determine the power of each worker color, shaping available actions.
- engine-building via personal display — Acquire cards to improve efficiency and unlock powerful combos on your board.
- Resource management — Gather resources indirectly through card-driven actions and score from completed sets.
- resource management and set collection — Gather resources indirectly through card-driven actions and score from completed sets.
- round-based progression with tracks — Climb tracks to gain bonuses and determine end-game scoring opportunities.
- Track advancement — Climb tracks to gain bonuses and determine end-game scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- I love the sense of urgency when it comes to rushing to these islands and getting them populated as quickly as you can.
- This game is the absolute best of the best. You know, the top 1% of the top 1% of the games that I've played.
- I could not speak more highly of this design.
- The dice-driven twist, the engine-building, the tension—this is why I play board games.
References (from this video)
- Excellent engine-building
- Thematic yet strategic
- Worker placement with dice-drafting
- Renaissance Italy
Mechanics (from transcript analysis)
- Dice drafting / engine-building — Build an engine by activating actions with dice values and colors
Video topics + discussion points
Quotes (from this video)
- card drafting to the forefront of gaming mechanisms
- it's very difficult but again if you especially love the Lord of the Rings this is one to definitely sink your teeth into
- this really is a family weight game you can play this one with just about anybody
References (from this video)
- Artwork by Clement Franz is nice
- Intricate pattern work
- Puke green color
- Strange paisley pattern
- Nondescript character
- Doesn't convey gameplay
- Politics
- Renaissance Italy
- Historical
Mechanics (from transcript analysis)
- auction/bidding — European-style strategy game
Video topics + discussion points
Quotes (from this video)
- The box cover makes a promise to the customer
- Every box cover tells me what I'm going to be doing and how I'm going to be feeling
- This artist is one of the best board game artists working in the industry right now
- This is how you do it
- This cover is a mess
- Striking iconic design
- The box cover is not selling the game