Texto completo do manual

DrawnEntity &
Rózsa Katona
5
6
The Sunken Strongbox
DrawnEntity &
Levente Rückert
4
3
Living Shadows
DrawnEntity
& Kimagu
2
2
The Legendary Shark Tank
DrawnEntity
& Kimagu
10
11
Mecha-Walker
DrawnEntity
& Kimagu
4
2
Rise of the Phoenix
DrawnEntity &
Levente Rückert
1
0
Steam Organ
DrawnEntity &
Levente Rückert
5
7
Space Warping
DrawnEntity &
Rózsa Katona
2
4
Living Portrait
DrawnEntity
& Kimagu
0
3
Fairy Dance
DrawnEntity
& Kimagu
4
7
Raging Spirit
DrawnEntity
& Kimagu
3
4
Afterlife Romance
DrawnEntity
& Kimagu
2
3
Mirror of Souls
DAHLGAARD’S WORKSHOP
You may also take one ‘Build
Contraption’ Action without
spending any
or .
MECHANIZED INTERLUDES
You receive 1 and 1 for
each of your Contraptions.
CHAIN REACTION
You may also reactivate an
Inactive Contraption (including
gaining its Fame bonus, if any),
even if you do not have enough
.
ENERGIZED DELIVERY
You may use one of your
Contraptions to immediately
receive up to two
available
in the Order area.
The Contraption’s usual effect does not apply.
TECH EXPERT
You may also reactivate one of
your Inactive Contraptions
(including gaining its Fame
bonus, if any), even if you do
not have enough
.
12x
SIGNATURE TRICKS
(1 for each Magician)
16x
CONTRAPTIONS
(4 for each Trick category)
4x
CONTRAPTION BOARDS
(1 for each Trick category)
5x
SPECIAL ASSIGNMENT CARDS
(1 for each Trick category)
25x
TRICKERION SHARDS
RULES OF PLAY

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2
DAHLGAARD’S WORKSHOP
You may also take one ‘Build
Contraption’ Action without
spending any
or .
MECHANIZED INTERLUDES
You receive 1 and 1 for
each of your Contraptions.
CHAIN REACTION
You may also reactivate an
Inactive Contraption (including
gaining its Fame bonus, if any),
even if you do not have enough
.
ENERGIZED DELIVERY
You may use one of your
Contraptions to immediately
receive up to two
available
in the Order area.
The Contraption’s usual effect does not apply.
TECH EXPERT
You may also reactivate one of
your Inactive Contraptions
(including gaining its Fame
bonus, if any), even if you do
not have enough
.
New Special Assignment cards
1
In Trickerion : The Dawn of Technology, players can use the City
of Magoria’s latest technological advancements to enhance their
Workshop with state-of-the-art machinery, called Contraptions.
Harnessing the power of the Trickerion Shards, these Contraptions
provide specific, reusable benefits. They also allow each Magician
to develop their very own Signature Trick — a stronger, personalized
version of one of the well-known original Tricks.
Empowered by technology, magic and illusion will never be the same!
GAME SETUP
This chapter describes the setup for a core game with the Dark
Alley and Dawn of Technology. Dawn of Technology can only
be played with the Dark Alley added to the core game. It can
also be played with most of the other expansions released for
Trickerion — for setup specifics and rule changes for these
cases, refer to the Appendix.
1
Shuffle each new Special Assignment cards (Downtown,
Market Row, Workshop, Theater) into their respective
decks before placing them onto the Dark Alley slots.

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3
2
3
4
ELECTRA
DrawnEntity
& Kimagu
10
11
Mecha-Walker
5
2 Give each player the Contraption Board corresponding
to their chosen Favorite Trick category. Place it to the
left of their Player Game Boards so that the Contraption
slots are aligned with the Shard slots.
3
Give each player the 4 Contraptions corresponding to
their chosen Favorite Trick category. Set them aside
for now.
4 Give each player 1 additional starting Trickerion Shard
(for a total of 2). Place these Shards on the lowest two slots on their Player Game Board.
5 After all players have chosen a Magician, also give them
the Signature Trick belonging to that Magician. Set it
aside next to their Player Game Board for now.
IMPORTANT:
Players who chose The Mechaniker, Lumenia the Radiant, the Priestess of Mysticism or Professor Bernard as their starting Magician will receive a Level 1 Signature Trick at this point. These players may choose to pay 1 Shard to place their Signature Trick into their Workshop as their starting Trick (instead of a standard Trick) rather than setting it aside. Players may not choose their Signature Trick as
their bonus starting Trick if they chose the Engineer as their starting Specialist.

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4
Active Inactive
CHANGES IN GAMEPLAY
GAINING & SPENDING
TRICKERION SHARDS
In this expansion, players’ Shards are stored on the
Shard symbols next to the Contraption slots, on the
left edge of their Player Game Board. The Shards
that players gain must be placed on these symbols if
possible, filling them from the bottom up. Similarly,
Shards are spent from these symbols, from the top
down. Excess Shards gained are collected separately
and are spent before the ones on the symbols.
These Shard symbols will matter during the ‘Reactivate
Contraptions’ subphase (as explained in the End Turn section).
CONTRAPTIONS & THE BUILD
CONTRAPTION ACTION
Contraptions are intricate inventions
enhancing your Workshop in various
ways. They have two states, Active
and Inactive, represented by the two
sides of the token (illustrated here).
Contraptions can be built on the four
Contraption slots. Each slot has a benefit printed adjacent to
it — to gain that benefit, you have to use a Contraption on that
slot by flipping it from its Active side to its Inactive one.
Unless specified otherwise, each Contraption can be used
once per Turn, before you place a Character in the ‘Place
Characters’ phase. The various Contraption benefits are
detailed in the Appendix.
The Contraption Boards start empty — Contraptions can be
built by taking the new Workshop Action.
BUILD CONTRAPTION (1
): Place one of
your Contraption tokens on the bottommost empty slot on your Contraption Board with
its Active side facing up.

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5
The following rules apply to the ‘Build Contraption’ Action:
• This Action’s icon is printed separately on all Contraption
slots because it also has a variable Coin cost depending on
the slot. If you cannot pay this cost, you may not build a new
Contraption.

Contraptions can only be built from the bottom up — you
may not “skip” empty Contraption slots.
VERY IMPORTANT:
If you have enough Coins and Action Points, you may always build a Contraption — even if you don’t have enough Shards on the symbols adjacent to it. Newly built Contraptions always start Active, which means you will always be able to use them at least once.
You can read more about how to reactivate Contraptions in the ‘End Turn’ phase section.
SIGNATURE TRICKS
The Dawn of Technology introduces a new set of Tricks, each specific to a certain Magician. These symbolize that your Magician has mastered one of the original Tricks so well that they took it to a whole new level and now bears their own personal mark.
Each Signature Trick has a regular counterpart in the original
Trick lineup, but the Signature version usually has better Yields,
more Trick Markers or costs fewer Action Points to Prepare.
IMPORTANT:
Signature Tricks also have a special ability that standard
Tricks don’t — these are detailed in the Appendix.

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6
STANDARD:
AUTOMATON
LEARNING SIGNATURE TRICKS
When you take the ‘Learn Trick’ Action at the Downtown, you
may choose to learn your own Signature Trick (set aside during
setup) instead of a standard Trick. Note that Signature Tricks
also have a Fame Threshold — if you don’t have the required
amount of Fame, you have to pay Coins equal to the difference
between your current Fame and the threshold to learn it.
Once a Signature Trick has been learned, locate its standard
counterpart (printed on the back of the card, see example):

If it is in one of the Dahlgaard’s Residence decks, remove it
from the deck and return it to the box.
• If it is in another player’s Workshop, do nothing.
• If it is in your Workshop, replace it with the Signature version,
and return the original Trick to the box. Move the Symbol
Marker and the Trick Markers (if any) over to the Signature
Trick. Note that if the original Trick had Trick Markers in the
Theater, those Markers now represent the Signature version.
PREPARING SIGNATURE TRICKS
Signature Tricks are prepared the same way as their standard
counterparts (they even have the same Component
requirements), with one important exception: to prepare
a Level 1/2/3 Signature Trick, you also need to have at least 1, 2
or 3 Contraptions built, respectively.
IMPORTANT:
You don’t need to have Active Contraptions for this
purpose, nor do you have to use them when you prepare
the Signature Trick. It is enough to simply have the required
number of Contraptions built.

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7
END TURN PHASE
Dawn of Technology adds a new subphase to the very end of
the ‘End Turn’ phase: Reactivate Contraptions. During this
phase, all Inactive Contraptions with a Shard on all Shard
symbols next to their slot are flipped to their Active side.
IMPORTANT:
Some of the higher Contraption slots have a Fame value
printed below them. You receive this Fame bonus when that
Contraption is flipped to its Active side (and not when it is
used). In the unlikely case that the Contraption was already
Active at the start of the ‘End Turn’ phase, you do not
receive this bonus — only if it is flipped to its Active side.
END OF THE GAME
After the seventh turn, all players’ leftover assets and Level
3 Tricks score bonus Fame as usual, with one exception: instead
of scoring 1 Fame per Shard, players score 2 Fame for every
3 Shards they have at the end of the game, rounded up
(including those on the Shard symbols).
CREDITS
Original game designed by Viktor Peter and Richard Amann
EXPANSION DESIGN:
Viktor Peter and Richard Amann with Dávid Turczi
GAME AND CREATIVE DEVELOPMENT:
Frigyes Schőberl, István Pócsi, Dávid Turczi
ART DIRECTION AND GRAPHIC DESIGN:
Villő Farkas
ILLUSTRATION:
Tamás Baranya, Márton Gyula Kiss,
Levente Rückert, Rózsa Katona
PLAYTESTERS:
Katy & James Faulkner, Charlotte Levy, Bijan Mehdinejad,
Wai-yee Phuah, Balázs Horváth, Zoltán Norbert Kovács, Előd
Schmauder, Tibor Lakatos, Roland Pál, Gábor Bozár, Gábor
Kása, Mercédesz Csurka, Miklós Kovács
PUBLISHED BY:
Mindclash Games

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8
APPENDIX
CONTRAPTION EFFECTS
MECHANICAL CONTRAPTION
— TESLA COIL
Tesla Coils help power the City of Magoria, granting you extra
Coins and Fame in the process.

Level 1-2: Gain 2 Coins.
• Level 3: Gain 3 Coins. Gain 1 Fame when this
Contraption is reactivated.
• Level 4: Gain 1 Fame for every 4 Coins you
own when you use this Contraption, up to
a maximum of 6 Fame. The Coins are not spent.
OPTICAL CONTRAPTION
— SMOKE MACHINE
Smoke Machines conceal your Tricks on stage, making their exact components impossible to tell.
NOTE: Optical Contraptions can only be used
before taking the ‘Prepare Trick’ Action. You may
use multiple Contraptions for preparing the same Trick.
You may also use the Contraptions if you have enough
Components to prepare the Trick without them (to
receive the reactivation Fame bonus).
• Level 1-2: Use this Contraption to lower the
Trick’s Component requirement by 1 Basic or Advanced Component of your choice.

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9
• L Use this Contraption to lower the
Trick’s Component requirement by 1 Basic,
Advanced or Superior Component of your
choice. Gain 1 Fame when this Contraption is
reactivated.

Level 4: Use this Contraption to lower the
Trick’s Component requirement by up to
2 Basic, Advanced or Superior Components of your choice. Gain 1 Fame when this Contraption is reactivated.
SPIRITUAL CONTRAPTION
— HYPNOTIZER
The Hypnotizer allows you to “motivate” the townsfolk of Magoria — and your own team — for various powerful effects.

Level 1: When you place a Character at the Market
Row and take a ‘Buy’ Action, you may use this Contraption to reduce the total amount of Coins you spend by 3 (to a minimum of 1).

Level 2: Before you place a Character, you
may use this Contraption to switch the placed Assignment cards (Permanent or Special) between two of your Characters or return a placed Assignment card to your hand and replace it with another. You may not change cards below Characters already placed.

Level 3: When you place a Character at the
Downtown, before you take an Action, you may use this Contraption to set any of the Downtown dice to a face of your choice. Gain
1 Fame when this Contraption is reactivated.

Level 4: Instead of the ‘Place Characters’
phase, you may only use this Contraption in the ‘Performance’ phase, after your own Performance. Double the Performance card bonus on the card you performed. Gain 2 Fame when this Contraption is reactivated.

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10
COMPATIBILITY
DARK ALLEY
DUEL OF MAGICIANS
MAGICIAN POWERS !
DAHLGAARD'S ACADEMY
DAHLGAARD’S HEIR SOLO MODE
ESCAPE CONTRAPTION
— TRAINING MACHINE
A well-trained team can put you ahead of the competition by being
able to take more Actions.
NOTE: You may only use a maximum of one Escape
Contraption per Character placement.
• Level 1: Use this Contraption to give your
Character 1 additional Action Point at the Market Row or the Workshop.

Level 2: Use this Contraption to give your
Character 1 additional Action Point at any Location, except for the Theater.

Level 3: Use this Contraption to give your
Character 1 additional Action Point at any Location.

Level 4: Use this Contraption to give your
Character 1 additional Action Point at any Location. Gain 2 Fame when this Contraption is reactivated.
DAWN OF TECHNOLOGY
WITH OTHER MODULES
AND EXPANSIONS*
Dawn of Technology is designed to be playable with most of the expansions released for Trickerion so far, but some combinations work better than others. In some cases, a few rule clarifications are also required.

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11
+ DAHLGAARD’S ACADEMY*
Dawn of Technology is fully compatible with the Dahlgaard’s
Academy expansion, but playing them together is only
recommended for players who have played each of them
separately at least once. This is the most complex way of
playing Trickerion with the longest game time, but for veteran
players, it will likely be a very satisfying experience.
If you play these two expansions together, keep the following
rules in mind:

During setup, shuffle the new Academy Special Assignment
card provided in this expansion into the Academy Special
Assignment deck.
• If you are playing the Quick Start optional rule (detailed in the
Dahlgaard’s Academy rulebook), each player starts with their first Contraption already built. Also, remember that the Dawn of Technology and the Quick Start ruleset add 1 starting Shard each, which brings the starting Shard count up to 3.

+ MAGICIAN POWERS*
Since these two expansions have quite similar functions, we strongly recommend not playing them together.
+ DAHLGAARD’S HEIR SOLO MODE*
The solo mode introduced in the Dahlgaard’s Academy expansion is fully playable with the Dawn of Technology.
If you play this way, keep the following rules in mind:

The Heir does not build Contraptions or acquire Signature
Tricks. Therefore, playing the solo mode with Dawn of
Technology will make it somewhat easier.
• During setup, the Heir also gains 1 additional Shard.
• During the endgame scoring, you score 2 Fame for every
3 Shards you have as usual, but the Heir scores 1 Fame for each of its Shards.

Optional rule to increase challenge: At the end of the turn,
the Heir gains 1 Fame for each Contraption you did NOT reactivate and 1 Coin for each empty Contraption slot you have. If it got neither, it receives 1 Shard.
*These expansions are sold separately.

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SIGNATURE TRICK
SPECIAL ABILITIES
On top of their better Yields and overall stats, Signature Tricks
also each have a special ability This ability is the same on all Level
3 Signature Tricks, but varies on Level 1-2 Signature Tricks.
Free Orientation: When you place this
Trick’s Marker on a Performance card, the
corner corresponding to the Trick’s category
does not have to be in a Link circle. In other
words, the Trick Marker can be oriented
freely — usually to create a Link that would
not be possible otherwise.
Encore: You may have up to two of this
Trick’s Markers on one of the Performance
cards.
Resident Trick: If this Trick is part of your
own Performance, do not remove it from the
Performance card after the ‘Performance’
phase.
NOTE: If due to some other effect you have 2 Trick
Markers of this Trick in your Performance, you still remove one of the two.
Easy Setup: When you take the ‘Set Up
Trick’ Action in the Theater, for 1 Action Point, you may place up to two of this Trick’s Markers on the Performance cards.
Wildcard Bonus (Level 3 only): During the
endgame scoring, you may choose and score
the scoring condition of any Level 3 Trick
in the same category as this Trick, unless
the Trick you would choose is also in your
Workshop.

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