Trickerion: Dawn of Technology
BGG rating
8.3

Expansion for Trickerion: Dahlgaard's Academy

Trickerion: Dawn of Technology

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Rules assistance for Trickerion: Dawn of Technology

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 60–240 min
  • 14+
  • Complexity 4.2/5

Rules assistant for Trickerion: Dawn of Technology

What would you like to know?

Answers come from the official rulebook, with the page to check.

Trickerion: Dawn of Technology is an expansion for Trickerion: Dahlgaard's Academy released in 2019 for 1–4 players, 60–240 minutes per game, and ages 14 and up. It was designed by Viktor Péter, Richard Ámann, and Dávid Turczi and its main mechanics are Tile Placement, Simultaneous Action Selection, and Action Points.

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About the game

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

Editions

  • Trickerion: Dawn of TechnologyenMindclash Games2019
  • Trickerion: Aube de la technologiefrMindclash Games, Super Meeple2021
  • Trickerion: Erwachen der TechnikdeCorax Games2019

Questions and answers

Trickerion: Dawn of Technology supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.