How to Play Trickerion: Dawn of Technology
Welcome, aspiring illusionists, to Trickerion: Dawn of Technology! This expansion injects a fresh dose of innovation into the world of Magoria, allowing you to harness the power of cutting-edge machinery, known as Contraptions, to elevate your magical prowess. Prepare to build, innovate, and perhaps even redefine the very nature of magic itself!
Game Objective
In Trickerion: Dawn of Technology, players take on the roles of ambitious magicians seeking to enhance their workshops with state-of-the-art machinery called Contraptions. These technological marvels, powered by Trickerion Shards, offer specific, reusable benefits and allow each magician to develop their very own Signature Trick – a more potent, personalized version of an original Trick. By mastering these advancements, you aim to become the most renowned magician in Magoria.
Game Setup
To begin your journey into technological magic, follow these setup steps:
- Shuffle each new Special Assignment card (Downtown, Market Row, Workshop, Theater) into their respective decks before placing them onto the Dark Alley slots.
- Give each player the Contraption Board corresponding to their chosen Favorite Trick category. Place it to the left of their Player Game Board so that the Contraption slots are aligned with the Shard slots.
- Give each player the 4 Contraptions corresponding to their chosen Favorite Trick category. Set them aside for now.
- 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.
- 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.
Game Flow
The game progresses through a series of turns. Each turn consists of several phases. The Dawn of Technology expansion introduces 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.
Actions and How to Play
The Dawn of Technology expansion introduces new ways to interact with your workshop and enhance your magical performances:
Contraptions
Contraptions are intricate inventions that enhance your Workshop in various ways. They have two states: Active and Inactive, represented by the two sides of the token. Contraptions can be built on the four Contraption slots on your Contraption Board. 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.
Build Contraption Action
BUILD CONTRAPTION (1 Coin): Place one of your Contraption tokens on the bottommost empty slot on your Contraption Board with its Active side facing up.
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.
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.
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:
- 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.
End of Game and Scoring
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).
Consulte o manual para detalhes sobre as condições de vitória e derrota.
Tips for Winning
- Leverage Contraptions for Efficiency: Use the ‘Build Contraption’ action strategically to gain access to powerful, reusable benefits that can significantly boost your actions and resource generation throughout the game.
- Master Your Signature Trick: Developing and preparing your Signature Trick is crucial. Its enhanced abilities and potentially lower preparation costs can give you a significant edge, especially when combined with the required number of built Contraptions.
- Plan for Contraption Reactivation: Pay close attention to the Shard symbols next to your Contraption slots. Ensuring you have the necessary Shards will allow your Inactive Contraptions to flip back to their Active side during the Reactivate Contraptions subphase, making them available for use in the next turn and potentially granting you Fame bonuses.