Trickerion: Dawn of Technology
Dawn of Technology contains two modules for Trickerion: the Contraptions and the Signature Tricks.
Thanks to Magoria's recent technological achievements Magicians can now enhance their Workshops with up to four Contraptions unique to their magic school. Contraptions can be assembled as a Workshop Action for the cost of 1 Coin per Contraption already in place. They can be used any time during a player's turn by turning them to their inactive side and receiving a bonus based on the player's Magic school - in the above example the Mechanical Contraption the Generator supplies the city with electricity netting its owner a steady income of Coins.
Each Contraption has a more powerful effect than the one below it. At the end of a round each Contraption with enough Shards next to it can be reactivated and used again next turn - this follows the similar principle as the Magician Powers module (which is playable with Contraptions). The highest-level Contraptions are so breathtaking that simply reactivating them will earn you some Fame!
The Contraptions module includes 16 Contraptions with 4 unique illustrations printed on 3mm blackcore cardboard and 4 board extensions.
When you learn a Trick from your own school you may choose to learn your Signature Trick instead (if you meet its Fame threshold). Each Signature Trick “upgrades” a Trick from the original set: for example Professor Bernard can learn his Legendary Shark Tank signature trick instead of the “ordinary” Water Tank Escape. If a Signature Trick is learned the standard version is removed from the deck. And if an opponent already learned its standard version your Signature Trick no longer has a Fame Threshold!
Signature Tricks have the same component requirements as their standard version but they also require Contraptions to function: the higher their Fame threshold the more Contraptions you have to use when you prepare them. However in return not only do these Tricks have better numbers (higher Yield more Trick Markers etc.) but they also have a special power: for example The Legendary Shark Tank’s Trick markers can be aligned freely in the Theater meaning that you’ll always be able to create Links with it.
This expansion is contained in the Collector's edition and will also be available by itself at least from the publisher's website.
—description from designer
- Deze editie is in het Engels.
- Geschikt voor 1 - 4 spelers.
- Je bent ongeveer 240 min. aan het spelen.
- Vanaf 14 jaar is dit spel te spelen.
Trickerion: Dawn of Technology aanbiedingen:
-
- Bezorgkosten: € 6,00
- Levertijd: Voor 16:00 besteld, volgende werkdag in huis.
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€ 22,00Naar deal
- Bezorgkosten: € 5,50
- Levertijd: Voor 17:00 besteld, volgende werkdag in huis.
Op basis van 379 ervaringen op het toonaangevende Boardgamegeek.com
Dit spel wordt aangeraden voor (in %):
Dawn of Technology contains two modules for Trickerion: the Contraptions and the Signature Tricks.
Thanks to Magoria's recent technological achievements Magicians can now enhance their Workshops with up to four Contraptions unique to their magic school. Contraptions can be assembled as a Workshop Action for the cost of 1 Coin per Contraption already in place. They can be used any time during a player's turn by turning them to their inactive side and receiving a bonus based on the player's Magic school - in the above example the Mechanical Contraption the Generator supplies the city with electricity netting its owner a steady income of Coins.
Each Contraption has a more powerful effect than the one below it. At the end of a round each Contraption with enough Shards next to it can be reactivated and used again next turn - this follows the similar principle as the Magician Powers module (which is playable with Contraptions). The highest-level Contraptions are so breathtaking that simply reactivating them will earn you some Fame!
The Contraptions module includes 16 Contraptions with 4 unique illustrations printed on 3mm blackcore cardboard and 4 board extensions.
When you learn a Trick from your own school you may choose to learn your Signature Trick instead (if you meet its Fame threshold). Each Signature Trick “upgrades” a Trick from the original set: for example Professor Bernard can learn his Legendary Shark Tank signature trick instead of the “ordinary” Water Tank Escape. If a Signature Trick is learned the standard version is removed from the deck. And if an opponent already learned its standard version your Signature Trick no longer has a Fame Threshold!
Signature Tricks have the same component requirements as their standard version but they also require Contraptions to function: the higher their Fame threshold the more Contraptions you have to use when you prepare them. However in return not only do these Tricks have better numbers (higher Yield more Trick Markers etc.) but they also have a special power: for example The Legendary Shark Tank’s Trick markers can be aligned freely in the Theater meaning that you’ll always be able to create Links with it.
This expansion is contained in the Collector's edition and will also be available by itself at least from the publisher's website.
—description from designer
Naam | Trickerion: Dawn of Technology |
---|---|
EAN | 752830415287 |
Taal | Engels |
Aantal spelers | 1 - 4 |
Speeltijd | 240 min. |
Minimale leeftijd | 14 jaar |
Uitgever | Mindclash Games |