Full manual text

INTRODUCTION
Decades ago, it used to be a bustling city, the Capitol of Illusion, but now only the shadow of its former glory remains. The golden age ended
the day that Dahlgaard the Magnificent, the city’s selfless benefactor and the greatest illusionist in history, mysteriously vanished at the finale
of his ultimate performance. No word had been heard of him since.
Until now.
One night, four talented illusionists, masters of different fields of magic, received a mysterious invitation. The great Dahlgaard himself, returning
from the unknown, called for them to reveal the secret he had kept for a lifetime: the truth about the Trickerion Stone, his shining amber relic.
Despite what many believed, it was much more than merely his lucky charm. He revealed that the stone bestows supernatural intellect, speed and
perception to its owner — the qualities of the perfect illusionist.
Dahlgaard’s secret was only a part of his grand design; after his death, he wants Magoria to flourish again as the City of Illusion, under
the guidance of a worthy successor, who will inherit the Stone and his whole legacy. This successor is to be chosen from the four illusionists in
a seven-week contest for fame and fortune.
With so much at stake, the four magicians will stop at nothing to win.
Who has what it takes to become the next Legend of Illusion?
Read more about Dahlgaard and the Trickerion Stone at www.trickerion.com!

GOAL OF THE GAME
In Trickerion: Legends of Illusion, players take on the role of famous stage illusionists in the mystical city of Magoria. Their goal is to
acquire the most fame over the course of seven weeks, thus winning a grand competition for the mighty Trickerion Stone. Players will
learn breathtaking magic tricks, acquire components for them and extend their team to be able to take more actions each turn. Tricks are
stored and prepared in the magicians’ own workshop. At the end of every turn, each magician can perform their own spectacular magic
show for fame, fortune and shards of the mysterious Trickerion Stone. The player who is the most famous after seven weeks wins the game.

THE CITY OF MAGORIA

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MECHANICAL
SPIRITUAL
ESCAPE
OPTICAL

Fame Threshold
(Level)
Endgame
bonus
Yields
Trick marker
slot
Symbol marker
slot
'Prepare' Action
Point cost
Component
requirement
Trick name
Trick category

GAME CONTENTS SUMMARY
1x Main Game Board
4x Player Game Boards
12x Specialist Board Extensions
32x Wooden Character disks (8 in each player’s color)
8x Player markers
6x Downtown dice
48x Trick cards (12 in each category)
40x Permanent Assignment cards (10 for each player)
48x Special Assignment cards (12 for each Location)
40x Performance cards
8x Magician cards (double-sided)
8x Magician Poster cards
64x Trick markers
16x Symbol markers
96x Components (40 Basic, 32 Advanced, 24 Superior)
28x 1 Coin tokens
16x 5 Coin tokens
27x Prophecy tokens
50x Trickerion Shards
1x Trickerion Stone turn marker
90x Magician Power cards
12x Turn Setup cards
4x Magician Workbooks
1x Rulebook

CONTENT BREAKDOWN
Below is a quick outline of the game’s components. This section
can always be referenced later, but the rules here are only a
summary — details can be found in the Game Phases section.

TRICK CARDS
Trick cards come in four different categories:
Magic Tricks are the centerpiece of Trickerion. The core flow of
the game consists of learning these Tricks, obtaining Components
for them, preparing them, and finally combining them to compose
breathtaking Performances in the Theater.

IMPORTANT
Tricks can have three different Fame Thresholds: 1, 16 and 36.
These will be referred to as Level 1, 2 and 3 Tricks throughout the
rulebook, respectively.

NOTE: Detailed rules regarding Trick cards and their Fame
Thresholds can be found in the Learn Trick, Prepare Trick, Set Up Trick and Perform sections.

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Wood
Metal
Saw
Glass
Fabric
Specialists
Magician
Engineer
Manager
Assistant
Apprentice
Permanent Assignment cards
Special Assignment cards

Rope
Padlock
Disguise
Petroleum
Animal
Basic
Advanced
Superior

Mirror
Cog

COMPONENTS
Each Trick needs a certain number of Components to be prepared and performed. There are three categories of Components in Trickerion: Basic, Advanced and Superior, costing 1, 2 and 3 Coins respectively. They can be bought at the Market Row and are kept in the Magician’s Workshop.
NOTE: Detailed rules for Components can be found in the Market Row, Workshop, and Prepare Trick sections.

ASSIGNMENT CARDS
Assignment cards are used to plan a player’s turn in the ‘Assignment’ phase. Each one represents a Location, where a Character will be placed. There are five Locations in the game: the Downtown, the Market Row, the Workshop, the Dark Alley and the Theater. There are two types of Assignment cards: Permanent and Special.
Permanent Assignment cards are part of the players’ starting setup. Special Assignment cards can be obtained at the Dark Alley.
NOTE: See the ‘Assignment’ phase for details on how to use Assignment cards.

WOODEN CHARACTER DISKS
The wooden disks that can be placed during the game are referred to as Characters. They are sent to different Locations using Assignment cards, where they spend their available Action Points (marked with a symbol) to carry out one or more Actions.
There are three types of Characters: Apprentices, Specialists and the Magician, each with a different Action Point value. There are three sub-types of Specialists: Manager, Assistant and Engineer.

MAIN GAME BOARD
Most Locations are on the Main Game Board. All Locations have Character slots (with modifiers), where the Characters can be placed. Fame points gained during the game are tracked on the Fame Track around the Theater.
The Main Game Board is double-sided. The only difference is the artwork — you may use whichever side you prefer.

DOWNTOWN DICE
These dice are rolled at the beginning of each turn to determine the options at the Downtown Location for the turn.
NOTE: See the ‘Roll dice’ phase for details.

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Component slots
Character slots
Assignment card slots
Magician card slot
Workshop slot
Trick slots
Engineer Manager Assistant Trick slot
Apprentice slot
Multi Component slot

PLAYER GAME BOARDS
The Player Game Board is the Magician’s headquarters. This is where the Assignment cards are placed during the ‘Assignment’ phase and where the player’s Components and Tricks are kept. It also serves as the Workshop Location.
The Player Game Board can be extended to the right by hiring Specialists.
The Player Game Boards are double-sided — the side marked with the black cat symbol is only used when playing with the Dark Alley.

SPECIALIST GAME BOARD EXTENSIONS
These mini boards serve as extensions for the Player Game Boards. Each one is associated with a Specialist.
The Engineer’s extension has an additional, special Trick slot. Whenever this Trick is Prepared, the player receives an additional Trick marker on it.
The Manager’s extension has two Multi Component slots. Component piles on these slots count as if they consisted of one more of that Component.
The Assistant’s extension hosts an extra Apprentice who does not have to be paid for in the ‘Pay Wages’ phase.
At the end of the turn in which a Specialist is hired, the player receives their respective board extension together with the wooden Character disk and places it next to their Player Game Board.
NOTE: See the ‘Hire Character’ Action and the ‘End Turn’ phase for detailed rules.

THE MAGICIAN CARDS
These cards represent the player’s chosen Magician. Each has a Favorite Trick category printed above their name, which is relevant when learning Tricks.
The card’s side with the black cat symbol is used only with the Dark Alley.

MAGICIAN POSTER CARDS
Magician Posters are used to Advertise after the ‘Set Initiative Order’ phase (see the ‘Advertise’ phase).

PLAYER MARKERS
The purpose of these colored Player markers is to track the players’ Initiative Order and their progress on the Fame track.

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MAGICIAN WORKBOOK
Active Prophecy
Pending Prophecies
Trick marker Symbol marker
6
TRICK AND SYMBOL MARKERS
Each player has four sets of Trick markers with different symbols. Trick markers of a specific symbol always belong to and identify a Trick card. A Symbol marker belongs to each set of Trick markers and is placed on the Trick card when it is learned, thereby assigning the chosen Symbol to the Trick. During the game, Trick markers can be moved from the Trick card onto Performance cards.
NOTE: See the ‘Prepare Trick’ and ‘Set Up Trick’ Actions for the detailed use of Trick markers.

PERFORMANCE CARDS
These cards are located in the Theater; each one symbolizes a Performance, consisting of one or more Tricks, which are represented by the Trick markers on them. Trick markers can be moved onto these cards by taking the ‘Set Up Trick’ Action in the Theater. The Performances created this way are the main source of Fame points and Coins. As the game progresses, these cards will symbolize more and more prestigious Theaters.
The Magnus Pantheon cards are only used with the Dark Alley.

COINS
Coins are the basic currency in the world of Trickerion, available in denominations of 1 (silver) and 5 (gold).
The main source of Coins is the payment received in the ‘Performance’ phase, but there are various other sources, such as the Bank in the Downtown and Trick Links.
NOTE: Coins are typically spent on buying Components at the Market Row and paying Wages.

TRICKERION SHARDS
These shards are pieces of the legendary Trickerion Stone and serve as the third resource beside Fame and Coins.
They are awarded for performing certain Tricks, creating Trick Links on specific slots on Performance cards, or having your Engineer in the Theater when you perform.
NOTE: Shards can be spent to buy additional Action Points. Excess Shards at the end of the game are worth one Fame point each.

TRICKERION STONE
The Trickerion Stone functions as the Turn Counter. At the end of each turn, it is advanced one step forward on the Turn Counter track.

MAGICIAN WORKBOOK
The Magician’s Workbook contains an image of all available Tricks that can be learned, as well as a description of each Prophecy and a breakdown of the phases of each turn. It helps players plan in advance what Tricks to learn and what Components to buy.

PROPHECIES
Prophecies are an optional addition when playing with the Dark Alley.
The purpose of the Prophecy tokens is to alter certain game rules turn by turn. At all times, the Prophecy next to the Turn Track is the Active one, and it affects the game during the turn, while the other three (inside the crystal ball) are the Pending Prophecies, which will take effect in the three subsequent turns. A detailed explanation of Prophecies can be found in each player’s Magician Workbook.

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4. E
5. Manager disk
6. Apprentice disk
OTHER GAME ELEMENTS
1. D
2. Component
3. Basic Component
4. Advanced Component
5. Superior Component
6. Trick marker
YIELDS
1. F
2. Coin
3. Shard
OTHER SYMBOLS
1. Action Point
2. Fame Threshold
3. Any (Trick category or Action)
4. Now
5. During the ‘End Turn’ phase
6. Receive Now
7. Receive During the ‘End Turn’ phase
8. Spend
9. Active Player
10. Other Player(s)
11. Link
12. Link with Shard
13. Performance/Perform
14. Advertise
15. Game End
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.
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.
KEY TO THE SYMBOLS USED
CARDS
1. T
2. Performance card
3. Permanent Assignment card
4. Special Assignment card
CHARACTERS
1. G
2. Magician disk
3. Assistant disk

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TRICKS
PERFORMANCE CARDS
PERFORMANCE DECK
POSTER

INITIATIVE ORDER (see later)
2 players: 1, 2
3 players: 3, 3, 4
4 players: 6, 7, 7, 5

COIN, SHARD AND COMPONENT SUPPLY

GAME SETUP
GENERAL SETUP
Place the Main Game Board in the middle of the table.
For your first game, we suggest playing without the Dark Alley — in this case, simply ignore that Location during the game.
NOTE: The game is playable without the Dark Alley, but for the full experience, we strongly suggest adding it after your first few games. If you decide to play without the Dark Alley, please follow the specific setup instructions in italics.

1 Separate the Trick cards into four decks by category (Mechanical, Spiritual, Escape and Optical), and place them face up above their corresponding slots in the Dahlgaard Residence part of the Downtown. If you are playing without the Dark Alley, leave all Level 3 Tricks in the box.

2 Fill up the Market Row’s Buy area with a Wood, a Metal, a Glass and a Fabric Component. This will be the Market Row’s initial stock.

3 Create the face-down Performance deck, consisting of two random face-down Performance cards of each type, stacked in the following order from the top to bottom: 2 Riverside Theater, 2 Grand Magorian, 2 Magnus Pantheon. Put this deck face down next to the Theater. Finally, from left to right, fill up the Performance card slots in the Theater with a number of Riverside Theater Performance cards (drawn randomly from the remaining cards, not from the Performance deck) equal to the number of players minus one. If you are playing without the Dark Alley, leave all Magnus Pantheon cards in the box — the Performance deck will only consist of 4 cards.

4 Place all Components, Trickerion Shards and Coins in a pile next to the game board where all players can reach them.

5 Shuffle the four Special Assignment decks (sorted by Location), and place them face down on the respective slots in the Dark Alley. If playing without the Dark Alley, skip this step.

6 Place the Trickerion Stone on the I. slot of the Turn Counter track (below the Fame track).

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PLAYER GAME BOARD
ASSIGNMENT CARDS TRICK & SYMBOL MARKERS 1 SHARD COINS POSTER
ONE CHOSEN SPECIALIST
1 Magician disk + Magician card
1 Apprentice disk
Components (total Coin value of 2)
1 Trick (Level 1)
1 Manager disk
Component(s)
(total Coin value of 2)
1 Engineer disk
1 Trick
(Level 1)
1 Assistant disk
1 Apprentice disk

9
7 Choose the three starting Pending Prophecies at random,
and place them on the respective slots on the Fortune Teller
orb. Put the remaining Prophecies in a face-down pile next
to the Main Game Board. (There is no Active Prophecy in
the first turn.) Do this only after the player setup (on the
next page) is finished. If playing without the Dark Alley, skip
this step.
NOTE: Since the Prophecies add a little more complexity,
even if you are playing with the Dark Alley, you may choose to play without them. If you decide to omit them, exclude the Priestess of Mysticism from the starting Magician choices.
2-3 PLAYER RULES: In a 2- or 3-player game, two or one
+1 Action Point slots respectively are not used at the Downtown, Market Row and Dark Alley Locations. You may use the face-down wooden disks of the leftover player color(s) to cover these slots for the duration of the game.
PLAYER SETUP
Starting with the player who most recently wore a top hat and in a clockwise order, each player chooses a Magician with a
Favorite Trick category not chosen before and then receives
the respective Player Game Board and the following:
• The Magician card. Each Magician has a special ability,
detailed in the Appendix. These abilities are only used with the Dark Alley — If you are playing without the Dark Alley, use the side without the ability icon at the bottom of the card.
• The Magician Poster card.
• All Trick and Symbol markers in the player’s color (4
different symbols with 4+1 markers each).
• Component(s) of the player’s choice for a total Coin value of
2, placed in the Workshop.
• A Level 1 Trick card, chosen from the Magician’s Favorite
Trick category, placed in the Workshop. Mark it with a Symbol marker. This will be your starting Trick.
• A starting hand of 6 Permanent Assignment cards: 2 Theater,
1 Workshop, 1 Market Row, 1 Downtown, 1 Dark Alley. If you are playing without the Dark Alley, the starting hand consists of 9 Permanent Assignment cards instead: 3 Theater, 2 Workshop, 2 Market Row, 2 Downtown.

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10
• All Components of the player’s color. Place the Magician and 1 Apprentice disk on their respective slots on the Player Game Board. Keep the rest next to the Player Game Board as a personal supply.
• A Specialist of the player’s choice, its respective Game Board Extension, and a bonus based on the chosen Specialist:
» Manager: Additional Component(s) for a total Coin value of 2, placed on the Manager’s Board Extension.
» Engineer: A Level 1 Trick card of the player’s choice, chosen after all starting Tricks have been selected, placed on the Engineer’s Board Extension. Mark it with a Symbol marker.
» Assistant: An additional Apprentice placed on the Apprentice slot on the Assistant’s Board Extension.
• 10/12/14/16 Coins, based on the starting Initiative Order (see Starting Fame points and Initiative Order).
• 1 Trickerion Shard.

IMPORTANT
If you meet your chosen starting Trick’s Component requirements with your starting Components (including the ones you received if you chose the Manager as your starting Specialist), you receive the Trick with the number of Trick markers on it equal to the number of overlapping squares on the card’s Trick marker slot. This is essentially a free ‘Prepare’ Action for that Trick at the start of the game. (See ‘Prepare’ Action under the ‘Locations’ section.)

FIRST TIME SETUP FOR BEGINNERS
Instead of choosing starting Tricks, Components and Specialists, we recommend the following starting setup for first-time players:
Based on the Favorite Trick category of the chosen Magician:
Optical: The Enchanted Butterflies Trick with two Trick markers and the respective Symbol marker, 2 Fabric and a Manager with 1 Animal.
Mechanical: The Linking Rings Trick with two Trick markers and the respective Symbol marker, 2 Metal and an Assistant with 1 Apprentice.
Escape: The Barricaded Barrels Trick with two Trick markers and the respective Symbol marker, 2 Wood and an Engineer with the Stocks Escape Trick.
Spiritual: The Mind Reading Trick with three Trick markers and the respective Symbol marker, 2 Glass and a Manager with 1 Rope.

STARTING FAME POINTS AND INITIATIVE ORDER
After having completed the Player Setup, place a wooden Magician meeple in each of the players’ colors on the Initiative Order circles (left edge of the Main Game Board) in a random order. This will be the Initiative Order in the first turn. In the subsequent turns, the Initiative Order will depend on the players’ Fame points. (See ‘Set Initiative Order’ phase.)
2-PLAYER RULES: In two-player games, only the first and the third Initiative Order slots are used. (This influences the cost of Advertise and the starting Coins.)
Then, players on the second/third/fourth slot in the Initiative Order receive 2/4/6 additional Coins (for a total of 10/12/14/16 starting Coins for the first/second/third/fourth player in the Initiative Order, respectively).
Finally, place the wooden cylinder in each of the players’ colors on the 5 Fame slot on the Fame Track. Because it is possible to lose Fame points, the starting Fame score is 5.

GAME PHASES
SUMMARY
ROLL DICE
Roll the six Downtown dice, and place them on the Downtown Location.
SET INITIATIVE ORDER
Rearrange the Initiative Order according to the opposite of the Fame point ranking of each player (so the player with the fewest Fame points takes the first position). This phase is skipped in the first turn.
ADVERTISE
Players may receive 2 Fame points once by paying 1-4 Coins depending on their position in the Initiative Order.
ASSIGNMENT PHASE
Players simultaneously plan the upcoming ‘Place Characters’ phase by placing Assignment cards from their hands face down below their Characters.
PLACE CHARACTERS PHASE
All Assignment cards are revealed. Then, following the Initiative Order, players place their Characters at the Location specified on the Assignment card below them, one at a time. Characters can be placed in any order. Based on the number of Action Points they

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Advertise
(2 Fame)
Most Fame
Least Fame
11
have when they are placed, they immediately take Action(s) at the
Location.
PERFORMANCE PHASE
In a Thursday to Sunday order, each Magician on the Performance
slots can Perform ALL Tricks on a chosen Performance card with
at least one of their own Trick markers. The owner of each Trick
marker receives the respective Trick’s Yields. The Performing
Magician receives additional bonuses.
END TURN PHASE
• Return Characters
• Orders Arrive
• Move Performance cards
• Remove Posters
• Move Turn Counter
• Move Prophecies (with Dark Alley)
• Discard Special Assignment cards (with Dark Alley)
GAME PHASE DETAILS
ROLL DICE
Each turn begins with the starting player rolling the six Downtown
dice. The result of this roll determines:
• which Trick categories will be available for learning,
• which Characters can be hired, and
• how many Coins can be taken at the Bank.
After the roll, the dice are placed on the respective, matching colored slots at the Downtown. An ‘X’ result on a die means no Action is available for that particular die this turn.
SET INITIATIVE ORDER
The players’ Initiative Order is always tracked with the Player markers of their color.
At the beginning of each turn, the starting
positions are rearranged based on each player’s
Fame points. The Initiative Order is always set
to be the opposite of the players’ Fame Point
order (so the player with the fewest Fame
points will act first).
IMPORTANT
If two or more players finish their turns on
the same Fame slot, reverse their Initiative
Order when it is next set.
The ‘Set Initiative Order’ phase is skipped in
the first turn.
ADVERTISE
After the Initiative Order is set, players
have the chance to use their Poster cards to
Advertise once per turn. If they choose to
do so, they pay Coins equal to the number
of their slot in the Initiative Order (1-4), put
their Poster on the slot above their Player
marker, and immediately receive 2 Fame. The
Poster cards are removed during the ‘End Turn’ phase.
ASSIGNMENT PHASE
In the ‘Assignment’ phase, players use their hand of Assignment
cards to plan the placement of their Characters in advance for
the ‘Place Characters’ phase. To plan a Character’s placement,
the player places an Assignment card face down below the
Character disk on the player board. This Character will be placed
at the Location printed on the card during the next phase.

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CHARACTER PLACEMENT

Downtown Example
Trickerion Shards (maximum 1)
Character Action Points
Slot Modifiers
TOTAL

EXAMPLE SPENDING
Special Assignment Cards (Dark Alley only)
Slot Modifier
Base Action Points
12

This is done simultaneously by all players until everyone has either placed a face-down Assignment card below all of their Characters, or chooses not to place any more. Characters with no Assignment cards below them cannot be placed during the ‘Place Characters’ phase and will automatically be Idle (see Idle Characters in the subsequent section).

PLACE CHARACTERS PHASE
At the beginning of this phase, all previously placed Assignment cards are simultaneously revealed.
Starting with the first player in the Initiative Order, each player places one Character on a free Character slot at a Location (either on the Main Game Board or the player’s own Workshop). A Character can only be placed onto the Location printed on the Assignment card below it. Players continue to place one Character at a time in this manner, until all Characters are either placed or Idle.

IDLE CHARACTERS
An Idle Character is not placed on any Location during the ‘Place Characters’ phase and is left on the player’s Game Board. Idle Characters are not paid for during the ‘End Turn’ phase. You may choose to leave a Character Idle by turning its Assignment card face down during the ‘Place Characters’ phase instead of placing it. Then, the phase continues with the next player in the Initiative Order.

The Action(s) a Character can take at any given Location depends on the following:
• Available Action Points when the Character is placed and
• Available Actions at the Location.
The Locations and all their available Actions are discussed in detail in the ‘Locations’ section, while the Action Point system is detailed here.

THE ACTION POINT SYSTEM
When a Character is placed at a Location, it receives Action Points, which are spent on one or more Actions at the Location. The number of Action Points is based on the following:

TYPE OF THE CHARACTER: This determines the base number of Action Points when the Character is placed.
• Apprentices: 1
• Specialists: 2
• Magician: 3

THE SLOT MODIFIER: Character slots at all Locations have Action Point modifiers printed under them. When a Character is placed on a slot, this number is added to or subtracted from its base Action Point value.

ENHANCE CHARACTER
You can always buy +1 Action Point once when placing a Character by paying a Trickerion Shard at any Location except for the Theater. You may not buy more than 1 Action Point per Character placement this way.
When playing with the Dark Alley, other effects can further modify the number of Action Points that Characters have.
The placed Character’s Action Points are immediately spent on one or more available Action(s) at the respective Location — they cannot be saved for later. The Action Point cost of each Action is printed in a circle under its symbol. Once the player has taken all Actions they wanted with a placed Character, proceed with the Character placement of the next player in the Initiative Order.

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LOCATIONS
If the Magicians are not afraid to get their hands dirty to gain an edge in the fierce competition, the Dark Alley is the place to go. Here, the standard Assignments can be spiced up with some dirty tricks, and even the future can be influenced by visiting the mysterious Fortune Teller.

NOTE: Remember; playing with the Dark Alley is optional. You may choose to play without it, especially if you are new to Trickerion.

SPECIAL ASSIGNMENT CARDS
In the Dark Alley, players can acquire Special Assignment cards for each of the other four Locations. When drawn, these cards are added to the player’s hand of Assignment cards and are used during the subsequent ‘Assignment’ phases just like the Permanent ones. (They are placed below Characters, which are later placed on the Location indicated on the card.)

There are two differences between Permanent and Special Assignment cards:
* Special Assignment cards can only be used once. During the ‘End Turn’ phase, used Special Assignment cards are discarded to the bottom of their decks.
* Each Special Assignment card has a powerful bonus printed on it. This bonus typically enhances a specific Action (shown by the framed image above the card text) at the card’s Location and only applies for one such Action, even if the player takes more than one of that Action with the Character, unless the card specifies otherwise. When a Character is placed using a Special Assignment card, any Action can be chosen at the Special Assignment card’s Location, but if it’s not the one enhanced by the card, the bonus is lost. Some cards have the ‘?’ printed in the frame; in that case, the bonus is applicable to any one Action at the Location. When the Character is placed, players may always choose to forfeit the Special Assignment’s printed bonus and use it to gain +1 at that Location instead.

The following Actions can be taken in the Dark Alley:
DRAW FIRST CARD (1): The player draws two cards from any Special Assignment deck in the Dark Alley, chooses one to keep, and puts the other at the bottom of the deck. A player may only take this Action once per Character placement.
DRAW FURTHER CARDS (2): This Action is resolved the same way as the ‘Draw First Card’ Action, except it costs two Action Points.

NOTE: If a player takes multiple card draw Actions during a single Character placement, they may draw all cards they will be choosing from at once. This will usually help them decide quicker.

FORTUNE TELLING (1): The player may move each Pending Prophecy one slot in a clockwise direction.

Players can use the Downtown to add new Tricks to their repertoire by visiting the great Dahlgaard in his Residence, expand their team by hiring Characters from the Inn or obtain additional Coins when needed from the Bank.

The following Actions can be taken at the Downtown:
LEARN TRICK (3): The player chooses a Trick from the Dahlgaard Residence, puts it on an empty Trick slot in their Workshop, and places one of their unused Symbol markers on it.
The category of the newly learned Trick must correspond with the symbol on one of the Dahlgaard Residence dice. The ‘?’ symbol means that any Trick category can be chosen.
After learning the Trick, set the corresponding die to its ‘X’ face.

IMPORTANT
You DO NOT have to meet a Trick’s Component requirements to learn it.
You may return Tricks you no longer need to the Dahlgaard Residence decks at any time. If you do, return all of its Trick markers to your supply (including the ones on the Performance cards).

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TRICK LEVEL AND FAME THRESHOLD
Each Trick has a Fame Threshold value printed in a star in the lower right corner. The player may learn any Trick from the corresponding deck as long as you have Fame equal to or more than its Fame Threshold.
Matching Fame Thresholds: If the player has less Fame than the desired Trick’s Fame Threshold, they may pay the difference in Coins when they use the ‘Learn Trick’ Action to learn it.
Trick Levels: For brevity, Tricks with a Fame Threshold of 1/16/36 respectively are referred to as Level 1/2/3 Tricks throughout the rulebook.

FAVORITE TRICK CATEGORY
The player can always choose to learn a Trick from their Magician’s Favorite Trick category instead of the ones available. A chosen die still has to be set to its ‘X’ face if a Trick is learned this way.

HIRE CHARACTER (3): The player chooses an Inn die and places an unused Character corresponding to the die roll from their supply on the Inn. The chosen die is then set to its ‘X’ face.
During the ‘Return Characters’ phase at the end of the turn, the hired Character is added to the player’s team. If it was a Specialist, its Board Extension is also added to the player’s Game Board. A player may only hire one of each type of Specialist (Assistant, Engineer, Manager).

TAKE COINS (3): The player chooses a Bank die and takes Coins equal to the die roll from the supply. Then, the player sets the chosen die to its ‘X’ face.

REROLL DIE (1): The player may reroll a Dahlgaard Residence, Inn or Bank die. As a result, the Tricks, Characters and Coins available in the Downtown may change.

SET DIE (2): The player may freely change the result of any one die roll (e.g. change an ‘X’ roll to a Manager to hire it later).

Each Trick has a certain Component requirement. Until these Components are collected, the Trick cannot be prepared and, thus, cannot be performed in the Theater. The Market Row is the place where these Components can be obtained — for a price.
The following Actions can be taken in the Market Row:
BUY (1): For 1 Action Point, the player may buy up to three Components of the same type. They also have to pay the price of each Component bought (1/2/3 Coins per Basic/Advanced/Superior Component). Only Components in the Market Row’s Buy area (the current stock) can be bought this way.

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IMPORTANT
Bought Components are taken from the general supply, not from the Buy area itself. The number of Components is not considered limited. In the unlikely case that a Component type runs out, replacements can be used.
Acquired Components are placed on the Component slots on the Player Game Board. Different Components occupy separate slots, but multiples of the same type are piled onto each other. The maximum number a player may have of a Component is 3. Players may return Components to the general supply at any time to make room for new ones.

IMPORTANT
The Manager’s Board Extension contains two Multi Component slots. Component piles on these slots count as if they consisted of one more of that Component. This bonus Component also counts towards the limit of 3.

BARGAIN (1 ): You may only use Bargain together with a ‘Buy’ Action. You may decrease the total price of Components you buy by 1 Coin per Action Point spent on ‘Bargain’. You may never decrease the total price to 0.

ORDER (1 ): If players need a Component which is not currently available in the Market Row, they have to Order it. For 1 Action Point, the player may place a Component from the supply onto an open slot in the Order area (as long as the same Component type is not already there).
These Components will be moved to the corresponding slot in the Buy area during the ‘Orders Arrive’ phase, and will be available for purchase in the following turn. See ‘End Turn’ phase for more details.

QUICK ORDER (2 ): In some situations, players can’t afford to wait a turn for the desired Components. For 2 Action Points, a player may place any Component onto the Quick Order slot in the Market Row (if the slot isn’t empty, return the Component there to the supply first). That Component becomes part of the Market Row’s stock this turn (for all players), and can be acquired with the ‘Buy’ Action. The Coin price of the Component on the Quick Order slot is increased by 1. During the ‘End Turn’ phase, the Component on the Quick Order slot is returned to the supply.

EXAMPLES OF MARKET ROW ACTIONS
A player places his Magician (3 ) on the +2 Market Row slot, so he has 3+2=5 Action Points in total. He desperately needs a Rope, but it is not available this turn. He is also short on cash, so he spends two Action Points to Quick Order a Rope (-2 ), one more to Buy it (-1) and two more to Bargain its price down from 3 Coins to 1 (-2).

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Advanced Example
A player places his Engineer (2) on the +2 Market Row slot. He has 2+2=4 Action Points. He spends two to Order a Petroleum (-1) and a Padlock (-1) and two more to Buy two Ropes (-1) and three Metal (-1). ‘Buy’ Actions also have a Coin cost: the player pays 7 (2*2+3*1) Coins for the bought Components.

The Workshop slightly differs from the other Locations in two ways:
• Each player has their own respective Workshop where only their own Characters can be placed and
• The Action Point cost of the ‘Prepare’ Action varies depending on the Tricks the player has.

The following Actions can be taken in the Workshop:
PREPARE (1-3): The number of Action Points required to Prepare each Trick is printed in a circle in the lower left box (the Trick marker slot). Like at other Locations, players may take multiple ‘Prepare’ Actions with one Character — the only limit is the number of Action Points they have.
When a Trick is Prepared, place a number of Trick markers on it equal to the number of overlapping squares in the lower left box. Use Trick markers with the same symbol as the Symbol marker placed on the Trick when it was learned. The maximum number of Trick markers a player can have in the game of a given symbol is 4.

IMPORTANT:
Players can always Prepare a Trick as long as they meet its Component requirements AND have no Trick markers on the Trick card itself (even if they have some in the Theater).

VERY IMPORTANT
Components are NOT spent when a Trick is prepared! The same Component stack can be used for multiple Tricks requiring it and for multiple ‘Prepare’ Actions.

EXAMPLE OF A ‘PREPARE’ ACTION
The blue player has 2 Glass, 2 Metal and a Rope, so she can use the ‘Prepare’ Action on her Water Tank Escape Trick (1). When she learned the Trick earlier, she marked it with the Spade symbol, so she receives 2 Trick markers with the Spade symbol now.

IMPORTANT
Tricks on the Engineer’s Trick slot receive 1 additional Trick marker when Prepared.

The following Actions become available when the respective Specialist is hired. They can be taken by any Character, not only the Specialist.
Remember: The Specialists’ Trick/Component/Apprentice slots are better than the original ones on the Player Game Board!

MOVE TRICKS (1): The player moves one of their Tricks to the Engineer’s Trick slot or exchanges the Trick there with another of their own Tricks.

MOVE COMPONENTS (1): The player moves one of their Component piles to the Manager’s Multi Component slot or exchanges the pile there with another one of their Component piles.

MOVE APPRENTICE (1): The player permanently reallocates one of their Apprentices and the Assignment card below it (if any) to the Assistant’s Apprentice slot (if it’s empty).

The Theater is the place where the Tricks turn into spectacular Performances, yielding massive amounts of Fame and Coins to the players at the end of each turn.
In terms of Character placement, the Theater slightly differs from other Locations in three ways:
• Weekday Restriction: All Character slots in the Theater are divided into four weekdays: Thursday, Friday, Saturday and Sunday. A player can only place their Character(s) on

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exactly one weekday during a turn, which must not already be occupied by an opponent.
• No ‘Enhance Character’: Players cannot buy additional Action Points for their Characters in the Theater for Trickerion Shards.
• In the bottom line of the Character slots are the Performance slots, where only Magicians can be placed.

The following Actions can be taken in the Theater:

SET UP TRICK (1): The player may move one of their Trick markers from a Trick in the Workshop onto a free slot on a Performance card of their choice – this Trick will be represented by the marker until it is either Performed or the Performance card is discarded at the end of a turn.

RULES OF TRICK MARKER PLACEMENT
• The Trick category must be in a Link circle connecting two slots.
• Two Trick markers of the same color AND the same symbol (e.g. two blue Spades) cannot be in the same Performance.

TRICK LINKS
After setting up a Trick marker, if two of the same Trick category symbols are in the same Link circle (as seen on the picture), those two Tricks are linked. The player who created the Link(s) immediately receives a bonus for each Link, depending on the Level of the Trick they placed to create the Link. Additionally, if there is a Shard symbol in the Link circle where the Link is created, each player with a Trick marker in the Link also immediately receives one Trickerion Shard. If a player creates a Link over a Shard symbol with their own Trick, they only receive a single Shard, not two. It is possible to create multiple Links with a single Trick marker placement. Creating Links is not obligatory.

BONUS FOR LINKING TRICKS
• Level 1: 1 Fame
• Level 2: 2 Fame or 2 Coins
• Level 3: 3 Fame or 3 Coins
• Shard Symbol: 1 additional Shard for each player involved

RESCHEDULE (1): You may move one of your Trick markers from a Performance card to a free slot on the same or any other Performance card. Rules of Trick marker placement apply. You don’t receive Link bonuses for moving a Trick marker this way.

PERFORM (MAGICIAN ONLY): This is a special Action that can only be taken by the Magician in the subsequent ‘Performance’ phase.
During the ‘Place Characters’ phase, the player places their Magician on one of the open Performance slots (only if they have a Theater Assignment card, of course). This does not have any immediate effect in the ‘Place Characters’ phase — the Magician’s three Action Points are lost. The ‘Perform’ Action will be executed during the subsequent ‘Performance’ phase.

NOTE: Magician Characters can also be used to Set Up and Reschedule Tricks (like any other Character), but in this case, they have to be placed on the backstage slots, so they cannot Perform this turn.

A detailed example of a ‘Place Characters’ phase in the Theater can be found in the Appendix.

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THE PERFORMANCE PHASE
Once all players have placed all of the Characters they wanted, the ‘Performance’ phase begins. The players with their Magicians on the Performance slots may now take their ‘Perform’ Actions. The Performances are rewarded with generous amounts of Fame and Coins, and occasionally Trickerion Shards.

PERFORM
In a Thursday to Sunday order (NOT in the Initiative Order), a player with a Magician on the respective Performance slot may choose a Performance card that has at least one of their Trick markers on it, and Performs ALL Tricks on it. The Performance card may have Trick markers from other players on it as well. In this case, those opponents are guest performers in the show, and their Tricks are also Performed.
After a Performance is concluded, all Trick markers from the card are returned to their owner’s unused supply. Then players may move on to the next Performance.
NOTE: The Performance card itself is not discarded at this point.

YIELD PAYMENT (EVERYONE)
All players with at least one Trick marker in the Performance receive the Yields (Fame, Coin and Shard) of ALL of their own Trick cards represented by their Trick markers on the Performance card.

YIELD MODIFIERS
The Yields of Thursday and Sunday are different from those of Friday and Saturday. When having at least one Character on a Thursday slot, the player subtracts 1 from the Fame and Coin Yields of all of their Performed Tricks, while when having one on any Sunday slot, they add 1 to the Fame and Coin Yields of all of their Performed Tricks. This also applies when the player’s Tricks are part of another player’s Performance and when the player’s Magician is not present in the Theater. If the player has no Characters at all in the Theater when their Tricks are Performed, they receive the same Yield modifiers as the performer. A Trick’s Fame or Coin Yield can never be less than 0.
NOTE: If multiple Yield modifiers apply (due to Special Assignment cards or Prophecies in the Dark Alley), the player may choose the order in which to apply them.

PERFORMER BONUSES (PERFORMER ONLY)
On top of the Yields of their Tricks, the Performing Magician also receives the following bonuses:
• Link Bonus: 1 Fame for each Trick Link in the Performance.
• Specialist Bonus: The Performing Magician also receives the following bonuses if they have Specialist(s) behind them in the Theater this turn:
» 2 Fame for an Assistant
» 3 Coins for a Manager
» 1 Trickerion Shard for an Engineer
• Performance card Bonus: The Fame, Coin or Shard value printed in the bottom box of the chosen Performance card.

Once all Performances are concluded and everyone received their Yields and bonuses, the ‘Performance’ phase is over, and the ‘End Turn’ phase begins.

PERFORM (SUMMARY)
In the weekday order, players with a Magician on one of the Performance slots choose ONE Performance card with their own Trick marker(s) on it and Perform ALL Tricks on it. All players receive the Yields after their own Tricks.
• Performer receives 1 bonus Fame per Link in the Performance.
• Performer receives bonus Fame, Coins or Shards based on their Specialist(s) in the Theater.
• Performer receives bonus Fame, Coins or Shards based on the chosen Performance card.

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2 Players
3 Players
4 Players
19
END TURN PHASE
The ‘End Turn’ phase consists of eight quick sub-phases to wrap up the turn and prepare for the new one.

* **Pay Wages:**
* Each player pays 1 Coin for each of their non-Idle Apprentices (except for the one on the Assistant’s Board Extension).
* Each player pays 2 Coins for each of their non-Idle Specialists.
* Players who cannot pay Wages lose 2 Fame for each Coin not paid, to a minimum of 0. Wages must be paid as long as the player has at least 1 Coin.
* **Return Characters:** Return every Character to their owner’s Game Board, including the ones hired during the Place Characters phase. If a new Specialist was hired, add its respective Board Extension to its owner’s Game Board.
* **Orders Arrive:** Move all Components from the Order area to the respective slots in the Buy area. The Components already on those slots are replaced by the ordered Components and returned to the supply. The Component in the Quick Order slot is also returned to the supply.
* Move all Performance cards one slot around the Theater, in a clockwise direction. From the third turn onward, also discard the last Performance card and return all Trick markers still on that card to their owners’ supply of Trick markers (NOT to the Trick cards). Then, place the top card of the Performance deck face up on the leftmost empty slot. This means that 2/3/4 players will have 3/4/5 Performance cards available from the third turn onward.
* Return all Magician Posters to their owners’ hands.
* **Move Turn Counter:** Advance the Trickerion Stone one step forward on the Turn Counter track.
* **Discard the Active Prophecy.** Then, move the leftmost Pending Prophecy into the Active Prophecy slot. This Prophecy will affect the subsequent turn. Move the remaining Pending Prophecies one slot clockwise, then draw a new one from the pile and place it face up on the rightmost Prophecy slot.
If playing without the Dark Alley (or with the Dark Alley but without Prophecies), skip this step.
* **Discard Special Assignment Cards:** Place all used Special Assignment cards face down to the bottom of their respective decks. Return all face-down cards below Idle Characters to their owner’s hand.
If playing without the Dark Alley, skip this step.

This concludes the game turn, and a new one can begin.

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GAME END
The game ends at the end of the seventh turn. At this point, final
scoring occurs, where players can collect further Fame points based
on the assets they acquired throughout the game.
If playing without the Dark Alley, the game ends at the end of the
fifth turn.
• 1 Fame for each unspent Trickerion Shard,
• 1 Fame per 3 leftover Coins,
• 2 Fame for each Apprentice (only if playing without
the Dark Alley),
• 3 Fame for each Magician (only if playing without
the Dark Alley), and
• 2 Fame for each leftover Special Assignment card
in their hand (only if playing with the Dark Alley).
When playing with the Dark Alley, players may potentially also
gain Fame points for their Level 3 Tricks. Each of these Tricks
has a condition printed on the bottom. If the Trick’s Component
requirements are met, their owner scores Fame points based on
their assets at the end of the game, according to the condition. The
Level 3 endgame Trick bonuses are listed in the Appendix.
EXAMPLE
The player has the Assistant’s Revenge Trick in their Workshop,
and they have the necessary Components for it. If they also have
an Assistant at the end of the game, they receive 7 additional
Fame during end game scoring.
IMPORTANT:
The maximum amount of extra Fame a player can score in
each of the above categories and each of their Level 3 Tricks is
limited to 20.
After the final scoring is concluded, the game ends and the player
with the most Fame points wins. If there is a tie, the player who’s
ahead in the Initiative Order wins.

MAGICIAN POWERS
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.
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 player pays the Power’s cost (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.

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Receive Shards
Spend Shards
21
TRICKERION SHARDS
Nesta variante do jogo, os Trickerion Shards são armazenados nos espaços de Poder do Tabuleiro de Jogo do Jogador, colocando cada Shard recebido nos símbolos de Shard ali. Os Shards devem ser adicionados de baixo para cima (começando com o símbolo de 1 Shard) e gastos de cima para baixo. Um espaço de Poder com um Shard em todos os seus símbolos de Shard é considerado aberto, e os Poderes podem ser colocados ali. Quando um Shard é gasto de um espaço de Poder, o Poder ali colocado é imediatamente devolvido à mão do jogador.
Caso o jogador tenha um Shard em todos os símbolos e tenha Shards em excesso, estes são gastos primeiro.

FIM DO JOGO
A pontuação final da variante Magician Powers é quase a mesma do jogo base com o Dark Alley, com uma exceção importante: os Trickerion Shards não concedem pontos de Fama no final do jogo.

VARIANTE DE REGRA OPCIONAL
DUELO DE MAGOS
A variante de jogo Duel of Magicians é um conjunto de regras opcionais projetado para tornar os jogos tradicionais de dois jogadores mais tensos e diversos.
Dois novos elementos de jogo são usados no Duel of Magicians:
• Cartas de Configuração de Turno, e
• Cartas de Performance com marcadores de Truque cinzas impressos nelas.
As seguintes mudanças se aplicam às regras do jogo base:

CONFIGURAÇÃO GERAL
Crie um baralho com sete cartas de Configuração de Turno viradas para cima e coloque-as ao lado do Tabuleiro Principal.
Se estiver jogando sem o Dark Alley, crie este baralho com apenas cinco cartas.
Use as cartas de Performance com marcadores de Truque cinzas impressos nelas para criar o baralho de Performance.

ROLAR DADOS
Depois de rolar os dados de Downtown, coloque a carta superior do baralho de Configuração de Turno ao lado do baralho. Com base no layout impresso na carta, cubra 2 espaços em Downtown, Market Row e Dark Alley, e 2 Dias da Semana no Teatro usando os discos de madeira virados para baixo das cores de jogadores restantes.
Dessa forma, haverá diferentes espaços de Personagem e Dias da Semana disponíveis a cada turno, e, como os jogadores podem sempre ver a próxima carta, eles podem planejar um turno à frente.

LINKS DE TRUQUE
Os jogadores agora podem criar Links com os marcadores de Truque 'neutros' e cinzas impressos nas cartas de Performance por padrão.

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22
APPENDIX
MAGICIAN ABILITIES
THE MECHANIKER
(MECHANICAL ENHANCEMENT):
Once per turn, one of your Apprentices receives an additional
Action Point when placed at any Location except for the Theater.
PRIESTESS OF MYSTICISM (FATE WEAVING):
For 1 Dark Alley Action Point, you may discard the Active
Prophecy, then replace it with any of the Pending Prophecies and
draw a new one in its place.
MASTER OF CHAINS (BREAKING FREE):
Before the ‘Performance’ phase, you may take a special
‘Reschedule’ Action without placing any Characters. Unlike the
normal ‘Reschedule’ Action, you receive the Link bonuses if you
create Link(s) with this placement.
THE GREAT OPTICO (MIMESIS):
Once per turn, you may use one of your Permanent Assignment
cards with an effect of an opponent’s revealed Special Assignment
card of the same Location. You may use either the copied card’s
printed ability or gain its +1 Action Point bonus instead.
THE RED LOTUS (TRICK STEAL):
You may choose to receive the Yield of an opponent’s Trick in the
same Performance instead of your own Trick’s Yield, as long as you
are the Performer and the opponent’s Trick has the same or lower
Fame Threshold as yours. The opponent receives one less Fame for
the Trick stolen this way.
YORUBA SPIRITMASTER (SOUL POSSESSION):
Once per turn, before an opponent chooses a card to Perform,
you may pay one Shard. If you do, you may choose the card to
Perform for that player. The chosen card must have at least one of
the opponent’s Trick markers on it.
ELECTRA (SUPERCHARGE):
You may choose to pile two markers of the same Trick on a Trick slot
when you set up a Trick. It counts as one Trick and Link bonuses are
paid only once. When performed, this Trick Yields 1/2/3 additional
Fame point(s) and Coin(s) depending on its Level (1/2/3).
THE GENTLEMAN (MAGIC FOR THE MASSES):
Whenever the Magician is placed on a Downtown, Market Row
or Dark Alley slot, you receive Fame equal to the number of Trick
cards you have.

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GAME END TRICK BONUSES
Iron Maiden
Receive 4 Fame for each Level 1 Trick you own, even
if you don’t meet their Component requirements.
Automaton
Receive 4 Fame for each Level 2 Trick you own, even
if you don’t meet their Component requirements.
Transported Man
Receive 4 Fame for each Level 3 Trick you own
(including this one), even if you don’t meet the
other Tricks’ Component requirements.
Beast Within
Receive 10 Fame if you own 4 Tricks (regardless of
Fame Threshold).
Hellhound
Receive 2 additional Fame for each unused Special
Assignment card in your hand.
Horror Saws
Receive 1 additional Fame for each unspent Shard.
Metamorphosis
Receive 1 additional Fame for every 3 unspent Coins
you have (rounded down).
Aztec Lady
Receive 2 Fame for each Trick marker on Trick cards
in your Workshop (not in the Theater).
Skeleton Dance
Receive 1 Fame for each Basic Component in your
Workshop (including the Manager’s bonus Components).
Stairs of Water
Receive 2 Fame for each Advanced Component in your
Workshop (including the Manager’s bonus Components).
Balsamo’s Skull
Receive 3 Fame for each Superior Component in your
Workshop (including the Manager’s bonus Components).
Mutilation
Receive 12 Fame if you have an Assistant,
an Engineer and a Manager.
Séance
Receive 3 Fame for each Apprentice you have.
Buried Alive
Receive 7 Fame if you have an Engineer.
Assistant’s Revenge
Receive 7 Fame if you have an Assistant.
Vanishing Elephant
Receive 7 Fame if you have a Manager.

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24
CRÉDITOS
GAME DESIGN
Viktor Peter
Richard Amann
GAME ARTWORK
Villő Farkas
Lacza Fejes
Csilla Biró
Márton Gyula Kiss
Ágnes Staudt
Attila Sáfrány
Gergő Ádám
Tamás Baranya
RULEBOOK EDITORS
Viktor Peter
Villő Farkas
Anna Radnóthy
Emanuela & Robert Pratt
PROOFREADERS
Jesús Sánchez López
Lutz Pietschker
Lars Frauenrath
Fabien Allois
Sherry Tiao
Rachael Mortimer
PLAYTESTERS
Special thanks to Géza Gálos and Dániel Tóth-Szegő for the dedicated playtesting and the excellent ideas!
Ádám Jóna, Ádám Török, Ádám Turczi, Ágnes Viktória Takács, Anna Kokavecz, Anton Bendarjevskiy, Balázs Hámori,
Balázs Lenhardt, Bastian Zug, Bence Krénusz, Benedek Farkas, Benjámin Tompai, Bettina Krénusz, Dániel Turchányi,
Dávid Tóth, Dorka Péter, Eszter Teszárik, Ferenc Somoskői, Gábor Bálint, Katalin Marosy, Kriszta Vészi, Krisztina
Szeder – Szabó, László Rigler, Luca Bonta, Mihály Vincze, Péter Biacsics, Péter Csaba, Péter Péter, Péter Somogyi,
Róbert Ámann, Sándor Tabajdi, Soma Hajnóczy, Szilvi Vincze, Tivadar Farkas, Zoltán Dervadelin, Zoltán Papp,
and many others
© Mindclash Games, 2019. All rights reserved.

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26
EXAMPLE B: PERFORMANCE PHASE
The blue, yellow and green players will be performing this turn.
Having chosen Thursday, the blue player is the first to choose which card to Perform. He chooses the third one, with two of his own and one red Trick marker on it. He receives the Yields printed on the two Trick cards corresponding to the blue markers, but he has to subtract 1 Coin and 1 Fame from each Trick’s Yields (-2/-2 total) for performing on Thursday. Additionally, he receives 2 bonus Fame points for the 2 Links in the Performance, 2 bonus Fame for having the Assistant in the Theater and another 2 bonus Fame for the chosen Performance card.
The red player also receives the Yield on his Trick card corresponding to the red marker. The -1/-1 deduction does not apply to him since he chose Saturday this turn.
The yellow player chooses the second Performance. He receives his Tricks’ Yields, 3 bonus Fame for the 3 Links on the card, 3 bonus Coins for his Manager in the Theater and 1 Fame for the chosen Performance card. The blue and the red players also receive the Yields for their individual Tricks, the blue player with a -1/-1 deduction for having chosen Thursday.
Finally, the green player chooses the first card and receives the Yields of his two Tricks, each with a +1/+1 bonus for performing on Sunday. He also receives +2 Fame for two Links on the card (the green and the yellow Trick markers are not Linked) and 1 Coin for the chosen Performance card. The yellow and the red players also receive the Yields for their single Tricks with no bonus or deduction (for having chosen Friday and Saturday, respectively).
The blue player could also have chosen the second Performance, since he has one marker in it. In this case, he would have received the Yield of only one Trick, but three bonus Fame instead of two, because there are three Links in this Performance. This would leave the first Performance as the yellow player’s only choice, and the third card would not be performed at all, since the red Magician is in the backstage rather than the Performance slot.
This scenario would be the worst for the green player, since he would have nothing to perform. He would still receive the Yields of his two Tricks in the yellow player’s Performance, along with a +1 Fame and +1 Coin Yield bonus for each Trick (for Sunday), but he would have to forfeit the Performer bonuses.

EXAMPLE A: CHARACTER AND TRICK MARKER PLACEMENT IN THE THEATER
The green player placed his Magician on the Sunday Performance slot to be able to Perform in the upcoming phase 1. No other player can place any Character on any Sunday slot for the remainder of the turn. Green could still place other Character(s) on the Sunday backstage slots, but he already has leftover Trick markers to perform from the earlier turns (on the first Performance card).
The yellow player places his Manager on the Friday slot 2. The Friday performance is before Saturday and they have the same Yields, so the yellow player has a better chance to perform the card he likes. He has 2 Action Points, so he chooses to set up 2 Tricks (2a and 2b). This creates a Link, which immediately Yields 1 Fame or 1 Coin to the yellow player.
The blue player places his Assistant on a Thursday slot 3. This gives him +1 Action Point, adding up to a total of three, but a -1 Fame/-1 Coin deduction later for each of his Performed Tricks. For two Action Points, he places 2 Trick markers (3a and 3b), creates a Link, and receives his choice of 2 Coins or 2 Fame (the Spade Trick is Level 2). For his third Action Point, he places a third Trick marker on the second card, creates a Link with the yellow player and receives 2 more Coins or Fame 3c. Again, the Spade Trick is Level 2.
The yellow player places an Apprentice on the remaining Friday slot. For his 1 Action Point, he places a Trick marker on the first card, but since his Trick is of the Mechanical category, he is unable to create a Link 4.
This turn, the red player uses his Magician to set up Tricks instead of Performing 5. His goal is to have his Tricks performed by other players. He forfeits the Performer bonus this way, but it lets him use the 3 Action Points of his Magician. He uses them to set up 3 Tricks, on different Performance cards each, so they are all sure to be performed (5a, 5b and 5c). He is also able to create a Link with each placement.
The blue player places his Magician on the Thursday Performance slot 6. This makes him the first performer in the ‘Performance’ phase.
Finally, the yellow player places his Magician on the Friday Performance slot 7.

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EXAMPLE A
EXAMPLE B
1. 2. 3. 4. 5.
1. 2. 3. 4. 5.
6. 7.
2A 2B
3A 3B 3C
4
5A 5B 5C
27

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PLAYER GAME BOARD
ASSIGNMENT CARDS TRICK & SYMBOL MARKERS 1 SHARD COINS POSTER
ONE CHOSEN SPECIALIST
?
1 Magician disk + Magician card
1 Apprentice disk
Components (total Coin value of 2)
1 Trick (Level 1)
1 Manager disk
Component(s)
(total Coin value of 2)
1 Engineer disk
1 Trick
(Level 1)
1 Assistant disk
1 Apprentice disk

KEY TO THE SYMBOLS USED
PLAYER SETUP
CARDS
1. T
2. Performance card
3. Permanent Assignment card
4. Special Assignment card
CHARACTERS
1. G
2. Magician disk
3. Assistant disk
4. Engineer disk
5. Manager disk
6. Apprentice disk
OTHER GAME ELEMENTS
1. D
2. Component
3. Basic Component
4. Advanced Component
5. Superior Component
6. Trick marker
YIELDS
1. F
2. Coin
3. Shard
OTHER SYMBOLS
1. Action Point
2. Fame Threshold
3. Any (Trick category or Action)
4. Now
5. During the ‘End Turn’ phase
6. Receive Now
7. Receive During the ‘End Turn’ phase
8. Spend
9. Active Player
10. Other Player(s)
11. Link
12. Link with Shard
13. Performance/Perform
14. Advertise
15. Game End

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