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Box art for Trickerion: Legends of Illusion

Player aid

Trickerion: Legends of Illusion

In a Victorian steampunk world, magicians perform dazzling tricks for money and fame.

Credits: Keith Rudolph

Source documentBoardGameGeek

Contents

  • Separate the Trick cards by the type and arrange them based on their Fame Thresholds.
  • Place 1 Wood, 1 Metal, 1 Glass, and 1 Fabric in the Market Row's stock.
  • Create the Performance deck with 2 Magnus Pantheon, 2 Grand Magorian, and 2 Riverside Theater cards in that order.
    • 2P: Use the cards with the grey Trick Markers printed on the back.
  • Place # of players – 1 Riverside cards from the supply (not the deck) onto the Performance spaces.
  • Shuffle the Special Assignment cards and place them face down in stacks beneath their Dark Alley spaces.
  • Place the Trickerion Stone on space I of the Turn Counter track.
  • Place the Academy board to the left of the main board with the 8 Room side face up. (4P: 10 Rooms)
  • Place Closed Room tiles over Classroom and Practice Room slots marked A and B.
    • 3P: Cover A only.
  • Place an Open Room token on spaces IV and VI of the Turn Counter track. (3P: place 1 on space V only).
  • Separate the Practice Room and Classrom tiles by their Fame Threshold to create 6 face down stacks.
  • Shuffle the Secret tiles to form a face down stack. Place 2 face up on the indicated spots of the Academy board.
  • 2P: Shuffle the Turn Setup cards and place them in a stack next to the board.
  • Choose a starting player and place turn order markers. 2P: Only first and third positions are used.
  • Get starting Coins based on player order. 12 / 14 / 16 / 18.
  • In player order, each player chooses a Magician whose Favourite Trick category has not yet been chosen, their cards, and all components of their colour.
    • A player that chooses Professor Bernard gets his 2 special Symbol and Academy markers.
  • Each player gets the Contraption board for their Favourite Trick category and takes their 4 matching Contraptions.
  • Each player gets their Magician disc, 1 Assistant disc, and 3 Trickerion Shards which are placed on the lowest 2 slots of your Contraption board.
  • In player order, each player gets the following items:
    • A total Coin value of 2 goods and places them in their Workshop.
    • A Fame 1 Trick card from their Magician's Favourite Trick category and places a symbol marker on it. If the player has all of the components for their chosen Trick, they may immediately prepare it for free.
    • A starting hand of 3 Theater, 2 Workshop, 2 Market Row, 2 Downtown, and 1 Academy cards.
    • A Specialist, taking their board and bonus discs.
    • A Protégé, taking their board and bonus discs.
  • Each player gets their Signature Trick and sets it next to the player board.
    • Players who chose the Mechaniker, Lumenia the Radiant, Priestess of Mysticism, or Professor Bernard may pay 1 Shard to place their Signature Trick into their Workshop instead of a standard Trick.
    • Players may not choose their Signature Trick as their bonus starting Trick if they chose the Engineer Specialist.
  • If you meet your chosen starting Trick's Component requirements, receive the Trick with the number of Trick markers on it equal to the number of overlapping squares on the card's Trick marker slot; essentially a free Prepare Action.
  • Each player places their wooden Magian meeple on their spot of the Initiative Order track.
  • Each player places their wooden cylinder on the 3 Fame slot of the Fame Track.
  • 3P: Cover 1 +1 Action Point slots in Downtown, Market Row, Dark Alley, and Academy locations with neutral markers.
  • Shuffle the Prophecy tokens, remove 7 at random and place the 7 blue Prophecies into the bag. Place 3 Prophecies on the board. No active Prophecy on the first turn.

  • When you acquire a Shard, it is placed on your Contraption board, filling it from bottom to top.
  • When you spend a Shard, it must come from the topmost spot on your Contraption board.
  • May discard any unwanted Trick from your Magician at any time, returning it to its deck, along with any of its Components.
  • Effects that would affect all of Downtown, Market Row, and Dark Alley also affect the Academy.

  • 2 Fame / 3 Trickerion Shards, round up (max 20 Fame).
  • 1 Fame / 3 leftover Coins (max 20 Fame).
  • 2 Fame / unspent Special Assignment card (max 20 Fame).
  • Points from Fame Threshold 36 tricks whose conditions have been met (max 20 Fame) and have either their Component requirements met or have at least 1 Trick marker on them.
  • 2P: Player with the most Banners on the Academy scores 8 Fame. 0 Fame if tied. Must have played at least 1 Banner.
  • 3P: Player with the most Banners on the Academy scores 12 Fame, second most scores 6 Fame. Tied players score lower amount for the positions. Must have placed at least 1 Banner to score.
  • 4P: Player with the most Banners on the Academy scores 15 Fame, second most scores 10 Fame, third most scores 5 Fame. Tied players score the lower amount for the positions. Must have placed at least 1 Banner to score.
  • Break ties in Initiative Order.