Trickerion: Collector's Edition

Mindclash Games, Corax Games, CrowD Games · Board game · 2019
1–4 · best 3 Solo 60–180 min Weight 4.5/5
rating Ludopedia
8.7 rating BGG
STEP BY STEP

Game Objective

In Trickerion: Collector's Edition, players take on the role of magicians competing to gain the most Fame. You will manage your characters, prepare complex Tricks, and perform them at the Theater to build your reputation. The goal is to accumulate the highest amount of Fame through performances, Special Assignments, and other achievements by the end of the game.

Setup

Follow these steps to prepare the game board and components:

  • Main Board & Tracks: Place the Main Game Board in the center. Place the Trickerion Stone on the I slot of the Turn Counter track.
  • Trick Decks: Separate Trick cards into four categories (Mechanical, Spiritual, Escape, and Optical) and place them face up in the Dahlgaard Residence area.
  • Market Row: Fill the Buy area with one Wood, one Metal, one Glass, and one Fabric Component.
  • Theater: Create the Performance deck with two random cards of each type in this order: 2 Riverside Theater, 2 Grand Magorian, and 2 Magnus Pantheon. Fill the Theater slots with Riverside Theater Performance cards equal to the number of players minus one.
  • General Supplies: Place all Components, Trickerion Shards, and Coins in a shared pile.
  • Dark Alley: Shuffle the four Special Assignment decks (sorted by Location) and place them face down in their slots.
  • Prophecies: Randomly choose three Pending Prophecies and place them face down on the Fortune Teller orb.
  • Academy Setup: Place the Academy board (10 slots for 4 players, 8 slots for 2-3 players). Place Closed Room tiles over Classroom and Practice Room slots based on player count. Place Open Room tokens on the Turn Counter track (IV and VI for 2/4 players; V for 3 players).
  • Academy Components: Create six face-down stacks of Practice Room and Classroom tiles sorted by type and Fame Threshold (1, 16, and 36). Shuffle Secret tiles and place two on the Academy board.
  • Arcane Arts (Expansion): Place the Arcanist board. Place the Wagon marker at a randomly selected Location. Draw 3 Enchantments for the offer. Place Arcane Workers, Arcane Shards, and two Arcane dice near the board.

Player Setup

Each player chooses a Magician (with a unique Favorite Trick category) and receives:

  • The Magician card, Magician Poster card, and Player Game Board.
  • Trick and Symbol markers in their color.
  • Components with a total Coin value of 2 in the Workshop.
  • A Level 1 Trick card from their Favorite Trick category (marked with a Symbol marker) in the Workshop.
  • A starting hand of 6 Permanent Assignment cards (2 Theater, 1 Workshop, 1 Market Row, 1 Downtown, 1 Dark Alley).
  • Character disks: Place the Magician and 1 Apprentice on the board.
  • 10 Coins and 1 Trickerion Shard.
  • A wooden cylinder on the 5 Fame slot of the Fame Track.

Specialist Choice: Players choose one Specialist and their Board Extension:

  • Manager: Additional Components (value of 2 Coins).
  • Engineer: An additional Level 1 Trick card of their choice.
  • Assistant: An additional Apprentice.

Game Flow

The game progresses through a series of turns, each consisting of the following sequence:

  1. Roll Dice: Roll the six Downtown dice. If using Arcane Arts, roll the two Arcane dice and spawn an Arcane Worker.
  2. Set Initiative Order: Rearrange the Initiative Order based on the opposite of the Fame ranking (lowest Fame goes first). This is skipped in the first turn.
  3. Advertise: Players may pay 1-4 Coins (depending on Initiative Order) to receive 2 Fame.
  4. Assignment Phase: Players simultaneously place Assignment cards face down to plan where their Characters will go.
  5. Place Characters Phase: Assignment cards are revealed. Following the Initiative Order, players place Characters at their assigned Locations and immediately take Actions based on the Character's Action Points.
  6. Performance Phase: From Thursday to Sunday, magicians in Performance slots perform Tricks on a Performance card. The owner of the Trick marker receives Yields.
  7. Classroom Phase: Trick markers are removed from the Theater/Workshop if the Trick is in a Classroom, and players receive Yields.
  8. End Turn Phase: This includes paying Wages, returning Characters, moving Performance cards, removing Posters, moving the Turn Counter, and moving Prophecies.

Actions and How to Play

Players use Assignment cards to send Characters to Locations to perform specific actions. While the full list of location actions is not detailed in the provided text, the following mechanics are specified:

  • Prepare Action: If starting Components meet a Trick's requirements, the Trick starts with Trick markers on it (a free Prepare action).
  • Arcane Arts Actions: In the Location where the Wagon marker is, new Arcane Arts actions are available.
  • Enchantments: Used as Component substitutions to Prepare a Trick, permanently enhancing them and providing rewards during the Performance phase.
  • Arcane Workers: Special Characters that can be summoned at the Arcanist board.

End of Game and Scoring

Consulte o manual para detalhes sobre a condição de gatilho do fim de jogo.

Final Scoring Criteria:

  • Shards: 1 Fame per collected Shard.
  • Special Assignments: 2 Fame per collected Special Assignment card (maximum 20 Fame per category).
  • Arcane Shards: Count as normal Shards (1 Fame) and count toward Level 3 Trick Bonus completion. In Dahlgaard's Heir, they score 2 Fame each.
  • The Heir's Scoring: The Heir receives Yield from Tricks left on Performance cards (minus 1 Coin and 1 Fame), a fixed amount of Fame for each Level 3 Trick, and bonus Fame for Characters above the first 6.
  • Exclusions: Enchantments do not count toward scoring.

Tips for Winning

  • Manage your Initiative: Since the Initiative Order is based on the opposite of Fame ranking, players with less Fame get priority, which is crucial for placing Characters before Locations become contested.
  • Utilize the Academy: Building Practice Rooms can improve your Tricks, while Classrooms provide passive sources of Fame, Coins, or Shards.
  • Leverage Arcane Arts: Use Enchantments to permanently enhance Tricks and aim for matches with the Arcane Enchantment die to receive benefits from the Arcane Reward die.
Rules videos

In English

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