Masters of Renaissance

2019 · Économique

Masters of Renaissance

Players act as influential citizens of Renaissance Florence, collecting resources from a shared market and spending them to acquire development cards. Each card grants production powers that transform resources and expand storage in a personal strongbox, enabling engine-building as turns progress. Leaders provide one-use or persistent abilities to be played for tactical advantage, and players can pursue Church-related devotion for additional scoring paths. Gameplay centers on action selection, market management, hand and storage optimization, and timing purchases to grow a resource-conversion engine and increase prestige.

Joueurs
1–4 idéal à 2
Temps de jeu
30–45 min
Âge
14+
Complexité
2,1 / 5
6,1 sur Ludoyaà partir de 35,90 €Jeu de cartesRenaissanceCollection d'ensemblesSélection ouverteGlisser / Pousser

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Prix le plus bas, 12 derniers mois35,90 € – 55,50 €

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129
Parties enregistrées
157
Joueurs
45m 56s
Partie moyenne
48
Dans des collections
6
Dans des listes de souhaits

6,1/10

sur 17 avis Ludoya

  • Alexandre MATHIS9,0

    [FR] Un jeu familial avancé remarquable car il ne traîne pas en longueur et propose des choix permanents sur 3 axes : marché aux ressources (à base de billes qui se décalent), empilement de cartes bâtiments (pour gagner des points mais surtout mettre en place une production efficace pour plus de ressources) et une piste de foi (si vous la négligez, point de salut). Notre article complet est ultra illustré : https://www.adayagame.fr/famille/351-test-du-jeu-masters-of-renaissance-lorenzo-touche-sa-bille

  • Evan4,6

    Solid take on the Lorenzo experience, paired down to it's most basic essentials. On your turn you have the option to take resources from the marble display, spend resources to buy a card from the central display of cards, or activate the abilities on all your cards. Each player has limited storage space for resources claimed from the marble display, but unlimited storage for resources produced by their cards. This creates an interesting tension, as for each resource a player takes but can't hold, each opponent gets a free step on the faith track. The faith track has certain thresholds on it, and when a player reaches a pope hat icon, a check is done to see which players managed to get into the same bracket on the track, and those players get a point reward. The tract also acts as one of the endgame timers, and has a decent chunk of points on it for being at the very end, so managing your production is absolutely key. Again, like in the original Lorenzo, the resources produced by one card can't be consumed by a second card in the same turn, and the decks of cards are very thin, and you see all the cards every game, which gives the game a similar ability to plan your path through the game once you have played once or twice. Overall fantastic, although I do wonder how much replayability it has, since it's missing a lot of the player interactive elements of the original Lorenzo that make the fixed decks of cards so satisfying. Time will tell, and hopefully my rating will go up after a few more plays. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::star::nostar::nostar: Raw enjoyment

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