Texto completo do manual
CLASSROOM
2
1
2
1 2
1
3
4
1
1
CLASSROOM
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1
1
3 2
CLASSROOM
1
2
3
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6 4
16x
CLASSROOM TILES
CL ASSROOMS PRACTICE ROOMS
1x
ACADEMY BOARD
PRACTICE ROOM PRACTICE ROOM PRACTICE ROOM
16x
PRACTICE ROOM TILES
END TURN
PHASE
ANY
END TURN
PHASE
ANY
20x
PROTÉGÉ’S
SECRET TILES
4x
C L O S E D
ROOM TILES
7x
PROPHECIES
2x
PROFESSOR BERNARD
TEACH SYMBOL MARKERS
2x
PROFESSOR BERNARD
ACADEMY MARKERS
ANJALI
PRIESTESS OF MYSTICISM
YORUBA SPIRITMASTER
GEERT VAN AUGUSTIN
THE MECHANIKER
ELECTRA
PROFESSOR BERNARD
MASTER OF CHAINS
THE RED LOTUS
LUMENIA THE RADIANT
THE GREAT OPTICO
THE GENTLEMAN
12x
M A G I C I A N
CARDS
2x
OPEN ROOM
TOKENS
2
The Heir issues a public call for contributors among
Magoria’s aspiring Magicians: the Academy shall be
restored as a common effort, but the most successful
contributor’s name will be remembered forever as the
Patron of Magoria.
Following the Great Dahlgaard’s spectacular contest for the Trickerion Stone,
the City of Magoria has entered a new Golden Age. Under the wise guidance of
Dahlgaard’s Heir, the winner of the contest, the city has once again become
a bustling, flourishing center of magic and illusion, with a new generation of aspiring
young Magicians on the rise.
But now, without the power of the Trickerion Stone, the Great Dahlgaard is dying.
In his last will, he entrusted his Heir with a grandiose task: his old manor is to be
restored as the Academy of Magoria, a center of the education and perfection of
magic tricks and illusion.
INTRODUCTION
COMPONENTS
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1x
PROTÉGÉ
B O A R D
EXTENSION
1x
A C A D E M Y
PERMANENT
ASSIGNMENT
CARD
4x
A C A D E M Y
MARKERS
(1X IN EACH
SUIT)
4x
ADDITIONAL
TRICK
MARKERS
(1X IN EACH
SUIT)
12x
W O O D E N
BANNERS
2x
PROTÉGÉ WOODEN
CHARACTER DISKS
4x
FOR EACH PLAYER
PLAYER COMPONENTS
12x
MAGICIAN POSTER CARDS
10x
BLOCKING
TILES
14x
ADDITIONAL
COIN TOKENS
8x
ADDITIONAL
COMPONENT TOKENS
ACADEMY
WORKBOOK
4x
PLAYER AID BOOKLET
22x
SPECIAL ASSIGNMENT CARDS
HIDDEN TREASURE
If you ‘Renovate’ a Practice
Room or Classroom with a of
1/16/36, gain 1/2/3 .
14x
ACADEMY
EAGER START
You may immediately place
the learned Trick on an empty
Practice Room slot.
2x
DOWNTOWN
INSIDER TRADING
Any required for your Tricks
on Practice Room slots count as
part of the Market Row’s stock
for you. You may use this for any
number of ‘Buy’ Actions.
2x
M A R K E T
ROW
PRIVATE SCHOOLING
You may spend 1 to place the
prepared Trick on an empty
Classroom or Practice Room
slot (minding the rules of ‘Teach’
or ‘Practice’).
2x
WORKSHOP
DELIGHTFUL DUO
If your Protegé is on a backstage
slot, you receive 1 for each
on your chosen Performance
card.
2x
THEATER
1x
ACADEMY SPECIAL
ASSIGNMENT
STICKER
3
Find out more about the story behind Dahlgaard’s Academy at academy.trickerionboardgame.com!
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PRACTICE ROOM
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Classroom and
Practice Room tiles
4
1
END TURN
PHASE
Closed
Room
tile
2
Secret
tiles
5
4
GAME SETUP
GENERAL SETUP
The setup described here assumes that you are
playing with the Dark Alley, which is required to
play Dahlgaard’s Academy. The example showcases
a 4 player setup, but the written rules also describe
the setup for lower player counts. The solo setup
and gameplay are described in the Solo Rulebook.
1
Place the double-sided Academy board to
the left of the Main Game Board. The side
with 10 Room slots is for 4 player games,
while the side with 8 Room slots is for 2
or 3 player games. Initially dilapidated, the
Academy is a new, customizable Location
hosting Practice Rooms and Classrooms, and hiding Secrets that you can learn to improve your new Specialist, the Protégé.
2 Place Closed Room tiles over Classroom and
Practice Room slots. Some rooms of the
derelict Academy are initially unsafe and will only open up later in the game.
a.
In a 2 player game, place the tiles on
slots marked with A and B, leaving
4 slots open.
b. In a 3 player game, place the tiles on slots
marked with A, leaving 6 slots open.
c. In a 4 player game, place the tiles on
slots marked with A and B, leaving
6 slots open.
3 Place Open Room tokens on the Turn
Counter track based on the number of
players. Open Room tokens tell you when
to remove Closed Room tiles from the
Academy.
a. In a 2 or 4 player game, place two tokens:
one on the IV and one on the VI slot.
b. In a 3 player game, place one token
on the V slot.
---
HIDDEN TREASURE
If you ‘Renovate’ a Practice
Room or Classroom with a of
1/16/36, gain 1/2/3 .
HIDDEN TREASURE
If you ‘Renovate’ a Practice
Room or Classroom with a of
1/16/36, gain 1/2/3 .
HIDDEN TREASURE
If you ‘Renovate’ a Practice
Room or Classroom with a of
1/16/36, gain 1/2/3 .
HIDDEN TREASURE
If you ‘Renovate’ a Practice
Room or Classroom with a of
1/16/36, gain 1/2/3 .
HIDDEN TREASURE
If you ‘Renovate’ a Practice
Room or Classroom with a of
1/16/36, gain 1/2/3 .
EAGER START
You may immediately place
the learned Trick on an empty
Practice Room slot. EAGER START
You may immediately place
the learned Trick on an empty
Practice Room slot.
1
2
INSIDER TRADING
Any required for your Tricks
on Practice Room slots count as
part of the Market Row’s stock
for you. You may use this for any
number of ‘Buy’ Actions. INSIDER TRADING
Any required for your Tricks
on Practice Room slots count as
part of the Market Row’s stock
for you. You may use this for any
number of ‘Buy’ Actions.
PRIVATE SCHOOLING
You may spend 1 to place the
prepared Trick on an empty
Classroom or Practice Room
slot (minding the rules of ‘Teach’
or ‘Practice’). PRIVATE SCHOOLING
You may spend 1 to place the
prepared Trick on an empty
Classroom or Practice Room
slot (minding the rules of ‘Teach’
or ‘Practice’).
DELIGHTFUL DUO
If your Protegé is on a backstage
slot, you receive 1 for each
on your chosen Performance
card.
DELIGHTFUL DUO
If your Protegé is on a backstage
slot, you receive 1 for each
on your chosen Performance
card.
Open Room
tokens
3
Sticker
Academy
Special
Assignment
cards
7
+
Starting Fame
9
New Special Assignment cards
6
Add the
7 new
Prophecies
8
5
4 Separate the Practice Room and Classroom
tiles by type and Fame Threshold (1, 16 and
36) and create six face down stacks. Place
them near the Academy board. You will be
able to build these rooms in the Academy.
Practice Rooms will improve your Tricks in
various ways, while Classrooms will turn them
into passive but consistent sources of Fame,
Coins or Shards.
5
Shuffle the Secret tiles to form a face down
stack, and place it above the Academy board.
Then, draw the top two tiles of the stack
and place them on the indicated slots on
the Academy board. Secrets allow you to
customize your new Specialist, the Protégé, with various abilities.
6
Before placing the four Special Assignment decks (Downtown, Market Row, Workshop, Theater) into the Dark Alley as usual, shuffle the 2 new Special Assignment cards for each
location into their respective decks. The
expansion’s two new sets of Assignment cards introduce interactions with the Academy and the Advertise mechanism.
7 Shuffle the 14 Academy Special Assignment
cards and place the deck face up in the
empty area at the Dark Alley between
the Prophecies and the 4 original Special
Assignment decks. You may use the sticker provided to mark this space for the Academy
deck. The Academy Special Assignment
cards provide various interactions with the
Academy Actions and the Protégé.
8 Before choosing the Pending Prophecies,
remove 7 Prophecies at random, then add
the 7 new Prophecies to the Prophecy pool.
The new Prophecies provide even more
interaction with the Academy.
9 Each player starts with 3 Fame instead of 5.
---
0
2
Enchanted Butterflies
Csilla Biró
LUMENIA THE RADIANT
Protégé Board
1
12
wooden
Banners
3
Academy Permanent
Assignment card
2
4 additional
Trick markers
5
4 Academy
markers
6
2 additional
starting Coins
4
Protégé
Character
disks
1
6
2 The Academy Permanent Assignment card in their
starting hand.
3 12 wooden Banners. Banners commemorate each Magician’s
contribution to the renovation of the Academy. At the
end of the game, you can score a significant amount of
extra Fame if you placed more Banners than your rivals.
4 2 additional starting Coins. In a 4-player game, starting
with the first player in the Initiative Order, this means
12/14/16/18 starting Coins. Renovation is a costly endeavor,
but thanks to Magoria’s Golden Age, our Magicians are
significantly wealthier.
5 4 additional Trick markers, 1 in each suit. The Academy’s
Practice Rooms provide a way to increase the Trick marker
capacity of your Tricks.
6 4 Academy markers, 1 in each suit. Academy markers
help identify your Tricks in the Academy’s Classrooms
and Practice Rooms.
PLAYER SETUP
The Academy expansion introduces 4 new Magicians to choose from at the beginning of player setup — one for each Trick category. The original Magicians have new artwork and a new Poster card, and two of them (the Priestess of Mysticism and the Master of Chains) also received a new ability. All new Magician abilities are detailed in the Appendix.
NOTE: If a player chooses
Professor Bernard, also give them the two special Symbol and Academy markers.
In addition to their usual starting setup, each player receives the following:
1
The Protégé board and both Protégé Character disks.
Place the disk with 1 Action Point on the Character slot
on the Protégé board.
NOTE: This means that each player will start with one
Protégé and one of the other three Specialists of their
choice. Your aspiring Protégé is a new type of Specialist, an insider at the Academy. They will be able to learn Secrets
over the course of the game, unlocking custom abilities
and additional Action Points.
---
Pay Coins
3
Gain Fame
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END TURN
PHASE
Choose
room space
1
Coin-Fame
ratio
2
Place
Classroom
4
Place banners
(3x)
5
2
1
2-3 player rules: One of the +1 slots is not used in 3 player
games, and neither of the +1 slots are used in 2 player games.
Cover those slots with the Blocking tiles provided. If you are
playing the Duel of Magicians variant from the Dahlgaard’s
Gifts expansion, the Academy’s Character slot setup each
turn is the same as the Dark Alley’s.
7
CHANGES IN GAMEPLAY
With the introduction of the Academy, some of the core game’s rules have been slightly modified. •
Effects that would affect all of Downtown, Market Row and
Dark Alley now also affect the Academy.
• The maximum number of Trick markers in play per Trick is
increased from 4 to 5.
NEW LOCATION:
THE ACADEMY
This expansion adds a new Location to the game: the Academy. Just like all other Locations, Characters can be assigned and placed here using Academy Assignment cards (Permanent or Special). Similarly to the Downtown, Market Row and Dark Alley, it has four Character slots with +2, +1, +1 and +0 Action Point modifiers, respectively.
The following Actions can be taken in the Academy:
RENOVATE (2): With the 'Renovate' Action,
you can turn the worn-down rooms of the Academy into marvelous Practice Rooms and Classrooms, earning Fame in the process.
The earlier you renovate, the more you contribute to the overall look of the Academy, which is represented by your Banners.
The 'Renovate' Action consists of the following steps:
1
Select an empty room space with no Closed Room tile
on it.
2 Choose one of the three Coin-Fame ratios printed on the
selected room space. Note that this choice is limited by
the usual Fame Thresholds — you may only choose a ratio
if you meet its minimum Fame requirement (1, 16 or 36),
or pay the difference between your current Fame and the
threshold with Coins.
3
Pay Coins and gain Fame according to the chosen ratio.
You may only choose a ratio that you are able to pay the full cost for.
4 Look through the Classroom or Practice Room stack with the same Fame Threshold as the chosen Coin-Fame ratio. Choose one and place it on the room space, face up. The
room spaces on the left are only for Classrooms, while
the room spaces on the right are only for Practice Rooms.
5 Finally, place Banners on the slots adjacent to the newly
renovated room. The number of Banners placed depends
on the current turn. In the unlikely case that you have
fewer Banners left than you need to place, place as many as you can.
•
Turn I-II: place 4 Banners.
• Turn III-IV: place 3 Banners.
• Turn V-VI: place 2 Banners.
• Turn VII: place 1 Banner.
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8
2 Card Mnaddd
ipulC
Card Manipulation
1
1
Lacza Fejes
1
Practice Room tile
2
Academy marker
2
Using the
'Practice' Action
on a Level
1 Trick is
1 Action Point
3
8
PRACTICE (1-3): Practice Rooms can be used
to improve your existing Tricks in many different
ways. A new twist to an old trick is always helpful in
your pursuit of fame!
When you take the 'Practice' Action, select one of your Tricks
1 and place the Academy marker corresponding to its suit
on an empty slot on a Practice Room tile 2. That Trick is now
considered to be “in a Practice Room”.
The following rules apply:
• The Action Point cost of the 'Practice' Action depends on the
level of the Trick you selected 3. Level 1/2/3 Tricks cost 1/2/3
Action Points to Practice, respectively.
• As a 'Practice' Action, it is possible to move an Academy marker
from a Practice Room slot to another Practice Room slot.
• It is not possible to move an Academy marker from a Classroom
slot to a Practice Room slot.
IMPORTANT:
If a player places their last available Banner, each other
player returns one of their unused Banners to the box (thus
decreasing the maximum they can place). If another player
has no available Banners left at this time, they return nothing.
IMPORTANT:
You may only take the 'Renovate' Action if you have at least 1 available Banner remaining.
•
The Trick being placed into the Practice Room does not have
to meet its Component requirements. (In fact, some of the Practice Room effects lowers said requirements.)
•
You may return one of your own Academy markers from a
Practice Room slot at any time to free it up for a different Trick.
As long as a Trick’s Academy marker is on a Practice Room slot, its bonus applies to the Trick. For details on the various bonus effects granted by the Practice Rooms, refer to the Player Aid booklet.
TEACH (1-3
): Magoria’s Golden Age attracts
aspiring young minds from far and wide, eager to learn from the greatest practitioners of illusion. In the Classrooms, you can reveal the secret of your Tricks to a class of novice Magicians — this prevents you from performing that Trick for the remainder of the game, but will grant you a steady source of Fame, Coins or Shards.
When you take the 'Teach' Action, select one of your Tricks and place the Academy marker corresponding to its suit on an empty slot on a Classroom tile. That Trick is now considered to be “in a Classroom”.
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9
2 Card Mnaddd
ipulC
2
Card Manipulation
1
1
Lacza Fejes
A
Card Manipulation
1
1
Lacza Fejes
B
/
2
Card Manipulation
1
1
Lacza Fejes
Card Manipulation
1
1
Lacza Fejes
2
9
The following rules apply:
• The Action Point cost of the 'Teach' Action depends on the
level of the Trick you selected. Level 1/2/3 Tricks cost 1/2/3
Action Points to Teach, respectively.
• As a 'Teach' Action, it is possible to move an Academy marker
from a Practice Room slot to a Classroom slot.
• As a 'Teach' Action, it is possible to move an Academy marker
from a Classroom slot to another Classroom slot.
• To place a Trick on a Classroom slot, you either have to meet
its Component requirements A, or have at least 1 Trick marker
on it B.
• You may not return one of your own Academy markers from
a Classroom slot to free it up for a different Trick.
• If the Trick and the Classroom it is placed on have the same
Fame Threshold, the player who placed the Trick gains a one-
time bonus printed on the Classroom tile, between the two slots.
Once a Trick’s Academy marker is on a Classroom tile,
the following special rules apply to it:
•
It may no longer be Prepared in the Workshop. (But if it has
Trick markers on it at the time it is placed on a Classroom tile,
those markers stay on the Trick. It can even be Performed in
the Theater, but only this turn — see 'Classroom' phase.)
•
If the Trick is discarded from the Workshop and returned to
the Dahlgaard Residence, its Academy marker is also removed from the Classroom tile — this is the only way such a marker is ever removed from the Classrooms.
After the 'Performance' phase, the newly added 'Classroom' phase occurs, which is when players will benefit from their Tricks in the Classrooms. This phase be detailed later.
LEARN SECRET (2
): The Academy hides
much more than worn-down rooms waiting to be renovated. Your smart and talented Protégé may uncover the secrets of the Great Dahlgaard himself, potentially becoming the most valuable member of your team.
The 'Learn Secret' Action allows you to improve your new Specialist introduced in this expansion: the Protégé.
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1
2
2
1
10
Learning Secrets has the following effects on your Protégé:
• Each Secret grants the Protégé a new ability. The abilities
granted by the Secrets are detailed in the Player Aid booklets.
• Your Protégé starts with 1 Action Point. The second and third
Secret you learn increases the Protégé’s base Action Points to
2 and 3, respectively.
• Your Protégé starts with a wage of 0 Coins. The first and second
Secret you learn increases your Protégé’s wage by 1 Coin each.
NOTE: When your Protégé gains their second Action Point,
flip your starting Protégé Character disk. When they gain their
third, replace your Protégé disk with the one with 3 Action
Points printed on it.
NOTE: You do not have to send the Protégé to learn a new
Secret. In fact, it is usually best to send another Character
before the Protégé is sent elsewhere, to benefit from the
potential extra Action Point they may gain.
NOTE: Each Secret’s function is detailed in the Academy
Player Aid booklets.
NOTE: The Protégé's wage is increased even if the
corresponding Secret is learned after the Protégé has already
performed their assignment this turn.
DISCOVER NEW SECRETS (1): When you
take this Action, draw a face-down Secret from the top of the stack, and place it on an empty
Secret slot in the Academy.
NOTE: This 'Learn Secret' Action is only available if at least
one 'Learn Secret' Action has been taken this turn.
IMPORTANT:
This Action can only be taken once per Character placement, even if you would otherwise have enough Action Points to take it multiple times.
The Protégé’s board extension has three slots for Secrets.
When you take the 'Learn Secret' Action, choose a Secret from
one of the two Secret slots in the Academy 1, and either place
it on the bottommost empty Secret slot on your Protégé board
extension, or replace a Secret already on your Protégé board extension with the chosen new Secret
2. Return the Secret
replaced this way to the box.
---
11
NEW PHASE:
THE CLASSROOM PHASE
Dahlgaard’s Academy introduces a new game phase after the
'Performance' phase and before the 'End Turn' phase. This is when
players are able to benefit from their Tricks in the Classrooms.
The 'Classroom' phase consists of two steps:
•
If a Trick in a Classroom still has Trick markers in the Theater
and/or the Workshop, remove those Trick markers and place them into their owner’s personal supply.
•
In player order, each player receives the Yield(s) for their
Trick(s) in the Classrooms. Most Classroom slots modify the Yield of the Tricks on them — these modifiers are detailed in the Player Aid booklets.
NOTE: The Thursday/Sunday Yield modifiers in the Theater
have no effect on the Classroom Yields.
NOTE: Since the Trick markers are only removed from the
game during the 'Classroom' phase, you may still Perform Tricks that are in Classrooms during the turn they were placed there.
END TURN PHASE
The Dahlgaard’s Academy expansion slightly changes the resolution of the 'End Turn' phase. •
During the 'Move Turn Counter' subphase, if the turn counter
is moved to a slot with an Open Room token on it, remove 2 Closed Room tiles from the Academy slots marked with the letter on the Open Room token (“A” or “B”).
•
The new 'Reveal Secrets' subphase has been added after
“Discard Special Assignment Cards”. During this subphase, return any Secrets still on the Academy’s secret slots to the bottom of the Secret stack, then place two new ones from the top of the stack. These will be the Secrets available next turn.EN D TUUR PRACTICE ROOMS
END TURN
PHASE
CLASSROOMS PRACTICE ROOMS CLASSROOMS PRACTICE ROOMS
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12
GAME END
Just like in the core rules, the game ends after Turn VII. The
players score endgame Fame as described in the core rules, with
two minor changes:
•
The maximum Fame that can be scored for leftover Shards,
Coins, Special Assignment cards, and for each Level 3 Trick is limited to 20 Fame each. In other words, a player can score a maximum of 20 Fame for each Level 3 Trick, and a maximum of 20 Fame each for leftover Shards, Coins and Special Assignment cards, respectively.
NOTE: This rule has been retroactively added to future
printings of the Trickerion base game. As such, you might have already learned the game with this rule in play.
•
When checking the endgame Trick Bonuses of Level 3 Tricks,
players may score them if they either meet their Component
requirements, or have at least 1 Trick marker on them.
After the usual endgame Fame has been scored, players may also earn bonus Fame for their contribution to the renovation of the Academy. This bonus depends on the number of players and is based on the number of Banners placed.
•
In a 2-player game, the player with
more Banners scores 8 Fame.
• In a 3-player game, the player with
the most Banners scores 12 Fame, and
the player with the second most Banners
scores 6 Fame.
•
In a 4-player game, the player with
the most Banners scores 15 Fame, the
player with the second most Banners
scores 10 Fame, and the player
with the third most Banners scores
5 Fame.
In case of a tie, all tied players score the lower amount. (For
example, in a 4-player game with 3/3/2/1 Banners, players would
score 10/10/5/0 Fame, respectively.) In case of a tie in a 2- player
game, no Fame is scored.
NOTE: If a player did not place any Banners at all, they may
not score any Fame during this step.
OPTIONAL QUICK
START RULES
With the Quick Start ruleset, you can shorten the overall game length by starting on Turn II, with some additional starting assets. This variant can also be used without the Academy and with or without the other expansions.
Changes in Setup
•
After creating the Performance Deck, reveal its top card and
place it face up on the rightmost empty Performance Card slot in the Theater. The Theater should now have a number of face- up Riverside Theater cards equal to the number of players.
•
Place 1 randomly drawn Classroom tile with a Fame Threshold
of 1 on an empty room space in the Academy. Do not place any Banners. Skip this step if playing without the Academy.
•
In reverse Initiative Order, each player draws 1 Special
Assignment card from a deck of their choice.
• Each player starts with 3 additional Fame (8 Fame if playing
without Academy, 6 Fame if playing with Academy).
• Each player may choose additional starting Components for
a Coin value of 3. These Components are gained after checking
whether the starting Trick starts the game Prepared or not.
Each player starts with 1 additional Shard. If you choose the Assistant as your starting Specialist, you receive 2 additional starting Coins besides the additional Apprentice.
APPENDIX
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ffl( Even though there
are three Links in this
Performance, only two
of those yield bonus
Fame to the Master
of Chains (the yellow
player) – the ones with
his own Trick in them.
13
MAGICIAN ABILITIES
The expansion introduces four new Magicians with new abilities,
one for each Trick school. On top of that, due to the rule and
balance changes introduced in Dahlgaard’s Academy, two of the
original Magicians (the Priestess of Mysticism and the Master of
Chains) have received new abilities to remain attractive choices.
We recommend using these abilities instead of the original ones.
NEW ABILITIES OF THE ORIGINAL MAGICIANS
PRIESTESS OF MYSTICISM (Déjà Vu):
During the 'Discard Special Assignment Cards' subphase, you may pay 1 Shard. If you do, you may return one of your placed Special Assignment cards to your hand instead of discarding it.
MASTER OF CHAINS (The Secret
Combination): When you Perform, each Trick Link with your Trick marker in it awards a Performer Bonus of 2 Fame instead of 1.
NEW MAGICIANS
GEERT VAN AUGUSTIN (Magoria’s
Benefactor): When you use the 'Renovate' Action, you may choose a Coin-Fame ratio with a Fame Threshold one level higher than your current Fame. Whenever you spend 6 or more Coins on a 'Renovate' Action, you may immediately Advertise without spending any Coins, if you haven’t already. You receive the usual 2 Fame.
ANJALI (Whisperer of Secrets): During
the 'Assignment' phase, you may place 1 Coin onto as many Secrets learned by your Protégé, up to all of them, as you wish. Before placing an Apprentice during the 'Place Characters' phase, you may spend the Coin from one Secret. If you do, the
ability granted by that Secret also applies to your Apprentice during its placement. During the 'Return Characters' subphase, return all Coins that are still on the Secrets to the general supply.
PROFESSOR BERNARD (Mentor of
Magicians): Whenever you receive the Yield of one of your Tricks in the Classroom (during a 'Classroom' phase), you may remove that Trick from your Workshop and set it aside. Replace its Symbol marker and its Academy marker in the Classroom with your own special markers. Until the end of the game, you will benefit from this Trick in the 'Classroom' phase, but it does not occupy a slot in your Workshop. You may do this with up to 2 of your Tricks.
NOTE: Tricks set aside this way are
ignored during the endgame scoring.
LUMENIA THE RADIANT (Luminous
Bonds): You receive 1 additional Fame or Coin (but not Shard) for each Link you create when you set up Tricks in the Theater.
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14
CREDITS
Original game designed:
Viktor Peter and Richard Amann
Expansion Design:
Dávid Turczi
Game and Creative Development:
Richard Amann, Viktor Peter, Frigyes Schőberl,
István Pócsi, Dávid Turczi
Art Direction and Graphic Design:
Villő Farkas
Illustration:
Tamás Baranya, Márton Gyula Kiss, Anna Radnóthy
Rulebook Editors:
Viktor Peter, Anna Radnóthy, Ágnes Kismárton,
Emanuela Pratt, Robert Pratt
Playtesters:
Katy & James Faulkner, Charlotte Levy, Bijan Mehdinejad,
Wai-yee Phuah, Filip Murmak, Miroslav Podlesny,
Balázs Horváth, Zoltán Norbert Kovács, Előd Schmauder,
Tibor Lakatos, Roland Pál, Tímea Etelközi, János Baranyai,
Gábor Bozár, Gábor Kása, Mercédesz Csurka, Miklós Kovács,
Balázs Kolozs, Emanuela Pratt, Eric Herman, Evelyn Endres,
Simon Castle, Nick Larsen, Alex Kazik, Florian Gebert
Additional Solo Mode Playtest & Development:
Nick Shaw
Published by:
Mindclash Games
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DrawnEntity
& Kimagu
0
3
Fairy Dance
DrawnEntity
& Kimagu
4
7
Raging Spirit
DrawnEntity
& Kimagu
2
2
The Legendary Shark Tank
DrawnEntity
& Kimagu
10
11
Mecha-Walker
KEY TO THE SYMBOLS USED
Classroom tile Classroom phase
Practice Room tile Remove Closed Room tile
Secret Academy marker
Protégé Character disk Banner
Redefine the world
of illusion with the
latest technological
achievements in this
small-box expansion
of Trickerion!
DISCOVER THE DAWN
OF TECHNOLOGY
Equip your Workshop with intricate Contraptions, providing reusable benefits specific to your trick school
Unlock your Magician’s breathtaking Signature Tricks
Make history as a true Legend of Illusion!
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