| Game
Overview
In Princes of Florence each player assumes
the role as the head of an Aristocratic
Italian family. The aim is simple, to earn
the most wealth and fame of all the families
in the region. To do this each player must
woo artisans and professionals to their
cause. If they can keep them in the leisure
that they are accustomed then they will
create great works. Selling these will generate
the wealth and fame that the families desire.
The game begins with each player receiving
a play board to place various tiles on and
it also offers information to keep the game
moving. Each player receives 4 profession
cards of which they must keep 3. Each of
these professions can create a work for
their master but the quality of the work
will depend on how well their master looks
after them. Each profession in the game
prefers a type of building, a type of natural
terrain (lake, park etc) and a type of freedom
(religion, travel or opinion). Each profession
card outlines the list of needs and the
value that each is worth. It is these needs
that the players will struggle to acquire
as the game progresses.
The beauty of Princes is that many of the
professions will have overlapping needs
in the 3 areas outlined above. So good resource
management and a little luck can see the
acquisition of certain needs pay off for
more than 1 profession card.
So how does it play? In the first phase
the players can try to acquire landscapes,
builders (makes building cheaper in phase
2), jesters (bonus value for completed works)
and bonus cards (offer bonus victory points
at games end if the conditions are met).
The trick is that once a player selects
1 of these an open auction begins to see
who acquires it. Clever strategy may suggest
that the active player pick a need that
they don't want. If others buy them they
will be locked out of future auctions, then
they can select something they do want and
have less competition. Of course money is
always tight so overbidding is not recommended.
After all players have purchased 1 need,
phase 2 begins. Here the players can start
to build those buildings, buy those freedoms
and sell works. This is straight purchasing
(no auction) but each player can only choose
2 actions and the price is not cheap. Put
simply the players will need to sell work
sooner rather than later. Selling a work
earns money as well as victory points and
the highest victory points will win the
day at the end of round 7.
|