Gizmos

CMON Global Limited, ADC Blackfire Entertainment, Arclight Games · Board game · 2018
2–4 · best 3 40–50 min Weight 2.1/5
8.2 rating Ludopedia
7.4 rating BGG
STEP BY STEP

Objective of the Game

Welcome, aspiring inventors! In Gizmos, you're not just building contraptions; you're creating an intricate engine of energy and innovation! Your goal is to become the most brilliant mind by accumulating the most Victory Points (VP). How do you do that? By skillfully collecting Energy Spheres and constructing powerful Gizmos that trigger amazing chain reactions! The race is on to build the most impressive collection of inventions before anyone else.

Setup

Let's get your lab ready for some serious inventing! Here's how to set up Gizmos:

  1. First, give each player a random Dashboard, an Energy Storage Ring, and a Starting Gizmo Card. Place your Starting Gizmo Card below the File symbol on your Dashboard.
  2. The player with the 1st player Dashboard goes first.
  3. Next, sort and shuffle the Level Decks by the level indicated on their back (Level 1, 2, and 3).
  4. From the Level 3 Deck, randomly remove 20 cards and return them to the box – we won't need those this game.
  5. Place the sorted Level Decks on the table, forming three distinct rows.
  6. Now, draw cards to create the Display Area:
    • Draw 4 Level 1 cards.
    • Draw 3 Level 2 cards.
    • Draw 2 Level 3 cards.
    Place each of these cards face-up in the row of its corresponding deck, forming a triangular Display Area.
  7. Finally, place all 52 Energy Spheres into the Energy Dispenser. Six spheres will slide out to form the Energy Row – these are the energies you can pick from!

The Game Turn

Alright, inventor, it's your turn! The starting player begins, and on your turn, you must perform one of the following four actions. But wait, there's more! Many of your Gizmos will trigger cool effects after your main action, leading to exciting chain reactions!

Actions You Can Take:

  • File:
    • Choose 1 face-up Gizmo card from the Display Area and place it into your Archive (the area next to your Dashboard).
    • Immediately refill the empty slot in the Display Area from the same Level Deck.
    • Your Archive has a starting limit of 1 card, but you can increase this with Upgrade Gizmos!
  • Pick:
    • Add 1 Energy Sphere from the 6 available in the Energy Row to your Energy Storage Ring.
    • Your Storage Ring has a starting limit of 5 Energy Spheres, but this can also increase with Upgrade Gizmos.
    • Pro-tip: Some Gizmo abilities might even let you draw random Energy blindly from the top of the dispenser!
  • Build:
    • Select a Gizmo card you want to build, either from the Display Area or from your Archive.
    • Pay the required Energy Spheres from your Storage Ring, matching the Energy Type and cost shown on the card. Don't forget to use any Converters you might have if needed!
    • Once paid, place the new Gizmo card below your Dashboard in the area matching its Gizmo Type. Stack cards under the symbol so all their effects remain visible – you'll want to see those!
  • Research:
    • Draw a number of cards from one chosen Level Deck (Level 1, 2, or 3) equal to your Research #. Your Research # starts at 3, but can increase with Upgrade Gizmos.
    • From the cards you drew, choose 1 card. You can either Build it (if you have enough Energy) or File it (if you have space in your Archive).
    • If you can't or don't want to do either, that's okay too!
    • Return any remaining cards you didn't choose to the bottom of their respective deck in any order you wish.

Triggering and Chain Reactions:

  • After you perform your main action, check your existing Gizmos. Any Gizmos that are triggered by the action you just took will activate their Effects!
  • Each Gizmo can only be used once per turn.
  • You can use the Effect of a Gizmo on the same turn you built it, but it cannot be triggered by the same action that built it.
  • There's no limit to the number of Gizmos that can be activated by an action (remember, once per turn each). The order in which you execute these triggered Effects is entirely up to you – plan your combos wisely!

End Game & Scoring

The game doesn't just stop; it builds to a grand finale! Here's how it ends and how we crown the ultimate inventor:

  • The end game is triggered when a player builds their 4th Level 3 Gizmo (those with the brown top) OR when a player builds a total of 16 Gizmos (including their starting Gizmo).
  • Once the end game is triggered, play continues to the player to the right of the start player, ensuring everyone gets an equal number of turns.
  • After everyone has had an equal number of turns, it's time for scoring!
    • You'll gain Victory Points for all the Gizmos you've built.
    • You'll also gain Victory Points for any Tokens you've collected.
  • The player with the most VP wins!
  • In case of a tie, here's the tie-breaker order:
    1. The player with the most Gizmos in their Active Gizmo Area (below their Dashboard).
    2. Then, the player with the most Energy in their Energy Storage Ring.
    3. Finally, if still tied, the player furthest from the start player in clockwise order.

Tips for Winning

Ready to dominate the invention world? Here are a couple of pointers to get you started:

  • Focus on Synergies: Don't just build any Gizmo; look for cards that trigger off actions you frequently take or that chain into other Gizmos you already have. A well-oiled machine of triggered effects will generate far more resources and points than individual actions.
  • Balance Your Engine: While building Gizmos is key, don't neglect your ability to acquire resources. Upgrading your "Pick" and "Research" limits can be incredibly powerful, allowing you to gather more energy or dig deeper for the perfect card, fueling your building spree.
Rules videos

In English

OFFICIAL RULEBOOK
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