Manual em português

Manual — Trickerion: Dahlgaard's Gifts

Mindclash Games, APE Games, Corax Games · Jogo de tabuleiro · 2015
2–4 · melhor 2 60–120 min Peso 4.1/5 PDF oficial 4 páginas
8,7 nota Ludopedia
8.2 nota BGG

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ADDITIONAL GAME COMPONENTS
MAGICIAN POWER CARDS
Magician Power cards are not part of the base game —
they are only used with the Magician Powers variant.
No two Magicians are the same. As they strive for
greatness, they can learn powerful abilities to specialize
in their art. In the game, these abilities are called
Magician Powers.
ADDITIONAL RULES
This variant introduces a new element to the game: Magician Powers. These offer a powerful
new way to customize a player’s Magician and add further strategic depth to the game.
The Magician Powers variant can only be played together with the Dark Alley.
The following changes apply to the basic game rules when playing with Magician Powers:
GENERAL SETUP
Shuffle each of the three Power decks (yellow, orange and red) and place them face down next
to the Main Game Board where players can conveniently reach them. Similarly to Trick cards,
Magician Powers of different colors also have Fame Thresholds of 1, 16 or 36 (printed in a star
on each side of the card).
PLAYER SETUP
In addition to the basic starting setup, each player receives 4 Magician Powers of each
color (12 in total). Players then evaluate these cards and discard any 4, so they have 8 to use
throughout the game.
Each player receives 3 Trickerion Shards instead of 1.
MAGICIAN POWERS

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ASSIGNMENT PHASE
At the beginning of the ‘Assignment’ phase, each player may learn up to one Power card.
Powers are learned by placing them face up next to the Power slots on the left edge of the
Player Game Board. A Power can only be placed next to a Power slot if:
• It is printed on the Power card as a valid slot (valid slots are highlighted with an arrow on
the right edge of each Power card),
• The slot is opened with Trickerion Shards (see the Trickerion Shards section later), and
• The player meets the Power’s Fame Threshold (or pays the difference between the Fame
Threshold and their actual Fame with Coins).
If a slot already has a Power placed next to it, the player must return it to their hand before
placing a new Power there.
TRICKERION SHARDS
In this game variant, Trickerion Shards are stored
on the Power slots of the Player Game Board by
putting each received Shard on the Shard symbols
there. Shards must be added from the bottom up
(starting with the 1 Shard symbol) and spent from
the top down. A Power slot with a Shard on all of
its Shard symbols is considered open, and Powers
can be placed there. When a Shard is spent from a
Power slot, the Power placed there is immediately
returned to the player’s hand.
In case the player has a Shard on all symbols, and
has excess ones, those are spent first.
GAME END
The final scoring of the Magician Powers variant
is almost the same as that of the base game with
the Dark Alley, with one important exception:
Trickerion Shards do not grant Fame points at the
end of the game.
Receive Shards
Spend Shards

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ADDITIONAL GAME COMPONENTS
TURN SETUP CARDS
Turn Setup cards are only used with the Duel of Magicians optional rules. They are used to
set up the available Character slots at each Location at the beginning of each turn.
DUEL OF MAGICIANS PERFORMANCE CARDS
These cards replace the base game’s Performance cards in the Duel of the Magicians rule
variant. They have neutral Trick markers printed on them by default, allowing players to
create more Links in the two-player game.
OPTIONAL RULE VARIANT
DUEL OF MAGICIANS

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ADDITIONAL RULES
The Duel of Magicians game variant is an optional rule set designed to make the traditional
two-player games more tense and diverse.
Two new game elements are used in the Duel of Magicians:
• Turn Setup cards, and
• Performance cards with gray Trick markers printed on them.
The following changes apply to the base game rules:
GENERAL SETUP
Create a deck with seven face up Turn Setup cards and place them next to the Main Game
Board. If playing without the Dark Alley, create this deck with only five cards.
Use the Performance cards with gray Trick markers printed on them to create the
Performance deck.
ROLL DICE
After rolling the Downtown dice, place the top card of the Turn Setup deck next to the deck.
Based on the layout printed on the card, cover 2 slots in the Downtown, Market Row and
Dark Alley, and 2 Weekdays in the Theater using the face-down wooden disks of leftover
player colors.
This way, there will be different Character slots and Weekdays available each turn, and,
since players can always see the upcoming card, they can plan one turn ahead.
TRICK LINKS
Players may now create Links with the ‘neutral’, gray Trick markers printed on the
Performance cards by default.

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