Professional Documents
Culture Documents
Each time an opponent takes a At the beginning of the ‘Place Characters’ Before you take the ‘Hire Character’, At the beginning of the ‘Assignment’
Downtown Action, you may put 1 on phase, after all Assignments cards have ‘Take Coins’ or ‘Learn Trick’ Actions at phase, you may pay 2 once to place a
this Power card from the supply (2 in been revealed, you may exchange two the Downtown, you may pay 3 to roll from the supply on this Power card.
a two-player game). of your placed cards, or replace one with a Bank die, and receive equal to the Return it to the supply during the
another one in your hand. result of the roll. ‘Orders Arrive’ phase.
If you take the ‘Take Coins’ Action, you
Return the Bank die to the Bank with the The on this card is considered part of
also receive all on this card. If you don’t, you receive 1 .
original result afterwards. the Market Row’s stock for you.
PnP PnP PnP PnP
Magoria’s Benefactor Fortune Favors the Bold Late Adopter Hired Cutpurses
At the beginning of the ‘Place Characters’ When you take the ‘Fortune Telling’ If you are the last in Initiative Order, Whenever an opponent places a
phase, you may pay 2 . If you do, you Action, instead of moving the Pending your Magician receives +1 this turn. on the +2 Slot at the Dark Alley,
may set any one to a result of your Prophecies, you may choose to return Market Row or Downtown, they have to
choice. one to the supply. If you do, look at pay you 1 .
three random unused Prophecies, choose
one, and replace the removed Pending
Prophecy with it.
PnP PnP PnP PnP
Front
Once per turn, whenever an opponent Once per turn, you may pay 1/2/3 Whenever you spend , you may put If you haven’t used any Special
takes the ‘Buy’ Action in the Market to receive 1 Basic/Advanced/Superior one of the spent on this Power card Assignment cards during the turn,
Row, you may also buy any number of that’s already in your Workshop. instead of returning it to the supply. You you receive 1 and 1 at the end
the purchased for their original can have a maximum of 1 on this card. of the ‘Place Characters’ phase.
price.
Whenever you , you may take the
from this card.
PnP PnP PnP PnP
Any time you end the turn with 1 or You may spend 1 additional when you You may ignore the when you learn You may substitute up to 3 with 1
less, you receive 4 . take the ‘Learn Trick’ Action. If you do, Magician Powers. in the ‘Pay Wages’ phase.
you immediately receive the Yield of
the Trick you learned.
Whenever you receive 2 or more , you Any time you receive 1 or more , you Once per turn, when an opponent draws When you would pay any amount of
may take +1 from the supply. may lose 2 to receive +1 . 2 or more Special Assignment cards to match a , you pay half of that
from the Dark Alley, you may also draw amount, rounded up.
a Special Assignment card.
When you take the ‘Learn Trick’ Action, If you do not , nor participate in a Each time a new Performance card is Whenever any of your remains Idle,
you may choose any Trick from the Performance this turn, you receive revealed, if at least one player has more you immediately receive from the
Dahlgaard Residence regardless of the 2 and 3 . than you, you immediately receive supply equal to twice its Wage.
die rolls (as long as it is not an X). the Performer Bonus of the revealed
card.
The ‘Learn Trick’ Action costs 1 less
for you.
PnP PnP PnP PnP
Front
This Power card When you take the ‘Take Coins’ Action, Once per turn, when you take Whenever you place a on the +0
counts as a Multi you may choose to forfeit any amount of the ‘Prepare’ Action on a Trick with Slot at the Downtown, Market Row or
Slot. When the received . 1/16/36, you may pay 1/3/5 Dark Alley, you receive 2 .
learned, you may to place an additional on it.
You receive a for each 2 forfeited
move 1 pile
this way, to a maximum of 3 .
from the Workshop
to this card.
PnP PnP PnP PnP
You may spend 1 additional when you You may ignore Slot restrictions when The Active Prophecy doesn’t affect you. If a Specialist you control remains Idle,
take the ‘Learn Trick’ Action. If you do, learning Magician Powers. The upcoming Pending Prophecy affects you may choose up to 2 of the following:
lower the of the Trick you learn by you at all times.
You may not remove this Power card 2 /2 / Draw a Special Assignment
4/8 if it has a of 16/36. You may not remove this Power card
from this Slot for the remainder of card / ‘Buy’ one type of / ‘Order’ a
the game unless you spend the from this Slot for the remainder of the / Receive 1 on one of your Tricks (if
that unlocked this Slot. game unless you spend the that you meet the requirements).
PnP PnP unlocked this Slot. PnP PnP
PnP PnP PnP PnP
PnP PnP PnP PnP
BACK
Whenever you learn this Power card, Once per turn, when an opponent draws Whenever an opponent pays to , You may pay 2 and 1 before you
you immediately lose 4 . a Special Assignment card from the Dark those are paid to you. with your Magician. If you do, you
Alley, you may pay 3 to that player receive +1 / +1 for each Trick in
: You receive 10 . In a two-player game, you receive 1
to buy the drawn card. Your opponent your Performance. Yield modifiers still
additional from the supply.
may not refuse this. apply.
After revealing the Assignment cards, Any in the Market Row’s Order area Once per turn, you may place one of Whenever you place a on a Location,
you may pay 2 once to choose one of are considered part of the Market Row’s your on any Location, not just the you may forfeit any number of the
your Permanent Assignment cards, and stock for you. one printed on the Assignment card received before taking Action(s).
use it with an effect of a Special below it. If you do, you gain or equal to
Assignment card of the same Location the number of forfeited this way.
played by another player.
PnP PnP PnP PnP
Front
If you have the most after the ‘Pay When you take the ‘Buy’ Action at the Whenever you spend on , place Once per turn, when you take the ‘Set
Wages’ phase, you receive equal to Market Row, you may also take up to 3 the spent on this card instead of the Up Trick’ Action, you may put another
the number of players. ‘Bargain’ Actions without spending . supply. one of the same Trick’s on another
Performance card.
: You receive equal to the number
of on this card. You do not receive Bonus for any
created this way.
PnP PnP PnP PnP
In the ‘Discard Special Assignment cards’ Any time you receive one or more , At the beginning of the ‘Assignment’ Once per turn, when placing a in the
phase, you may lose 2 once to put you may learn a Magician Power. phase, you may pay 1 . If you do, draw Theater, you may buy 1 additional for
one of your used Special Assignment a Special Assignment card at random 3 or 1 .
cards back into your hand instead of from the Discard pile.
discarding it.
After the ‘Set Initiative Order’ phase, you Whenever you receive 5 or more , you When you , you receive equal When you , you receive 2 bonus
may pay 1 to move up one position in receive 2 additional . to the number of printed on this for each in your Performance instead
the Initiative Order. Power card’s Slot (1-4). of the usual 1 .
Whenever you receive a Special Whenever an opponent creates a If you this turn, after the You may choose not to use the effect
Assignment card during the ‘Place with your , you also receive the ‘Performance’ phase, you may remove (text or +1 ) of one of your played
Characters’ phase, you may immediately Bonus based on your own . a from one of your Trick cards and Special Assignment cards. If you do, you
exchange an Assignment card below one receive its Yields. may keep that card instead of discarding
of your unplaced to the received card. You may only do this if that Trick was part it in the ‘Discard Special Assignment
of your Performance. cards’ phase and gain 2 .
PnP PnP PnP PnP
Front
Whenever you hire an Apprentice, you Whenever you would pay any amount of Once per turn, when you use the Whenever you , you receive
receive 2 and 2 . , you may lose 1 to pay up to 2 ‘Prepare’ Action in the Workshop, you 2 additional .
less. may immediately move one of the
received onto a Performance card
with no player-controlled on it.
: You receive 3/6/12 if you have You may place a first at the beginning When you , only your own are : You receive 3/5/10 if you have
a Trick of 2/3/4 different Trick categories of the ‘Place Characters’ phase, before Performed. Your opponents’ stay on 2/3/4 Mechanical Tricks and meet their
and meet their requirements. anyone places theirs. Then proceed with the Performance card, and they receive requirements.
the placement normally. no Yields for them.
: You receive 3/5/10 if you have When you , choose an opponent’s When you use the ‘Prepare’ Action on Once during the ‘Place Characters’ phase,
2/3/4 Spiritual Tricks and meet their in your Performance. That Trick’s a Trick, you may choose to spend 1 you may pay 1 to exchange the Active
requirements. Yields are paid to you as well as to additional . If you do, you receive all Prophecy with any of the three Pending
its owner. of your available for this Trick. Prophecies.
You may only choose a Trick with
16 or lower.
PnP PnP PnP PnP
Once per turn, you may exchange 1 for The +0 Slots in the Downtown, Market : You gain 2 for each remaining : You gain 4 for each Trick in your
4 or 5 at any time. Row and Dark Alley count as +2 Slots in your Workshop. Workshop with 1.
for you.
The +0 Slots in the Workshop count as
+1 Slots for you.
Whenever a you control remains Idle, The Yield of your Tricks with : You receive 3/5/10 if you have When you take the ‘Prepare’ Action in the
you receive 3 . 16/36 is increased by 2/3. 2/3/4 Escape Tricks and meet their Workshop, you gain equal to the total
requirements. number of Advanced and Superior
required for the prepared Trick.
During the ‘Return Characters’ phase, you If you this turn, you may an Each Apprentice you control has 2 : You receive 1/3/5 for each learned
receive 2 for each placed Specialist additional Performance card at the end of instead of 1 . Magician Power with 1/16/36.
and 1 for each placed Apprentice. the ‘Performance’ phase.
: This card also counts as either 6 or : Each you have is worth 1 . During each of your turns in the ‘Place : You receive 2 for each of your
12 . Characters’ phase, you may place 2 piles with at least 3 . This includes the
instead of 1. Manager’s bonus .
During the ‘Place Characters’ phase, you
may return this card to the unused Power
deck and receive 2 or 6 .
During the ‘Place Characters’ phase, When you , you may also one At the beginning of the ‘Place Characters’ : You receive 3/5/10 if you have
you may place each of your on any of your on another Performance card. phase, you may take one Downtown, Dark 2/3/4 Optical Tricks and meet their
Location, regardless of your placed Alley or Market Row Action, without requirements.
Front
Whenever you place a in the When you learn this Magician Power,
Downtown, you receive equal to immediately advance on the Fame Track
the number of non-X die rolls in the until you are 6 steps behind the player
Downtown after you have taken your directly ahead of you. You may only learn
Action(s). this Magician Power once per game, and
you have to pay 5 to learn it.
PnP PnP
PnP PnP PnP PnP
BACK
2 3 2
0 1 2
1 3 4
1 2 2
5 3 6
3 4 5
5 7 9
4 3 4
0 2 2
0 3 1
3 5 4
2 2 1
4 3 4
5 3 3
7 6 10
5 4 4
1 0 2
1 1 2
1 3 2
2 3 3
3 3 4
2 3 4
6 5 5
6 5 3
0 1 1
2 1 2
2 4 1
3 3 5
2 3 5
3 4 5
4 7 6
8 7 5
PnP PnP
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Front
1 PnP 1 PnP
1 PnP 1 PnP
BACK
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Front
1 PnP 1 PnP
3 PnP 3 PnP
BACK
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Front
2 PnP 3 PnP
5 PnP 2 PnP
BACK
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Front
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BACK
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Front
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BACK
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Front
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1 PnP 1 PnP
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Front
1 PnP 1 PnP
1 PnP 1 1 PnP
BACK
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Front
1 PnP 2 PnP
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2 PnP 2 PnP
3 PnP 3 PnP
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Front
2 1 PnP 2 1 PnP
1 PnP 3 PnP
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3 PnP 3 PnP
5 PnP 5 PnP
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2 2 PnP 2 PnP
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Base GAME Board — 01
PnP
Dark Alley GAME Board — 03
PnP
Base GAME Board — 02
PnP
Dark Alley GAME Board — 02
PnP
Base GAME Board — 03
PnP
Dark Alley GAME Board — 01
PnP
Base GAME Board — 04
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Dark Alley GAME Board — 06
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Base GAME Board — 05
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Dark Alley GAME Board — 05
PnP
Base GAME Board — 06
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Dark Alley GAME Board — 04
PnP
Magician BoarD (Escape ) — BASE game 01
PnP
Magician BoarD (Escape ) — Dark alley game 02
PnP
Magician BoarD (Escape ) — Base game 02
PnP
Magician BoarD (Escape ) — Dark alley game 01
PnP
Magician BoarD (Mechanical ) — BASE game 01
PnP
Magician BoarD (Mechanical ) — Dark alley game 02
PnP
Magician BoarD (Mechanical ) — Base game 02
PnP
Magician BoarD (Mechanical ) — Dark alley game 01
PnP
Magician BoarD (optical ) — BASE game 01
PnP
Magician Board (optical ) — Dark alley game 02
PnP
Magician BoarD (optical ) — Base game 02
PnP
Magician BoarD (optical ) — Dark alley game 01
PnP
Magician BoarD (SPIRITUAL) — BASE game 01
PnP
Magician Board (SPIRITUAL) — Dark alley game 02
PnP
Magician BoarD (SPIRITUAL) — Base game 02
PnP
Magician BoarD (SPIRITUAL) — Dark alley game 01
PnP
Specialist Board (maneger) — front (female) Specialist Board (ENGINEER) — front (female)
PnP PnP
Specialist Board (engineer) — back (male) Specialist Board (manAger) — back (male)
PnP PnP
Specialist Board (maneger) — front (female) Specialist Board (ENGINEER) — front (female)
PnP PnP
Specialist Board (engineer) — back (male) Specialist Board (manAger) — back (male)
PnP PnP
Specialist Board (maneger) — front (female) Specialist Board (ENGINEER) — front (female)
PnP PnP
Specialist Board (engineer) — back (male) Specialist Board (manAger) — back (male)
PnP PnP
Specialist Board (maneger) — front (female) Specialist Board (ENGINEER) — front (female)
PnP PnP
Specialist Board (engineer) — back (male) Specialist Board (manAger) — back (male)
PnP PnP
Specialist Board (ASSISTANT) — front (female)
PnP
Specialist Board (ASSISTANT) — back (male)
PnP
Specialist Board (ASSISTANT) — front (female)
PnP
Specialist Board (ASSISTANT) — back (male)
PnP
Specialist Board (ASSISTANT) — front (female)
PnP
Specialist Board (ASSISTANT) — back (male)
PnP
Specialist Board (ASSISTANT) — front (female)
PnP
Specialist Board (ASSISTANT) — back (male)
PnP
MAGICIAN WORKBOOK (FRONT)
PnP
Linking Rings Living Piano
The ’Hire Character’ Action The ’Learn Trick’ Action The ‘Draw Further Cards’
costs 1 Action Point. costs 1 Action Point. Action costs 1 Action
Point.
0 1
2 1
Lacza Fejes Csilla Biró You immediately receive Saturday has a Yield Friday has a Yield modifier:
2 Fame when you set up an modifier: +1 Fame and +1 -1 Fame and -1 Coin
Optical Trick. Coin (similar to Sunday). (similar to Thursday).
During the ‘Performance’ You may use ‘Enhance You receive 2 Action Points
phase, all Coin Yields are Character’ in the Theater. instead of 1 when you use
4 1 received as Fame. ‘Enhance Character’.
3 5
You may place two You must place your Assignment cards are not
Characters on each of your Characters on the Slot revealed after the
Aztec Lady Horror Saws
turns during the ‘Place with the lowest available ‘Assignment’ phase.
Characters’ phase. Action Point modifier. Players reveal them one
by one right before placing
the Character above them.
5 4
5 8
n o t e : You can combine the power of Prophecies and Special Assignment
cards for massive bonuses.
1. RoLL DiCe
2 . S e t i n i t i At i V e o R D e R
3. ADVeRtiSe
4. ASSiGnMent PHASe
6. PeRFoRMAnCe PHASe
W I T H D A R K A L L E Y E X PA N S I O N
Move Prophecies
Discard Special Assignment cards
MAGICIAN
GAME END WORKBOOK
BASE GAME DARK ALLEY
MAGICIAN WORKBOOK (FRONT)
PnP
Mind Reading Breath of Life
0 2 DARK ALLEY
0 3
5 4
2 1 ENHANCE CHARACTER
PnP
Chinese Sticks Levitation
If you Advertised this turn, Double the amount of The ’Take Coins’ Action
your Apprentices gain +1 Coins on the chosen die costs 1 Action Point.
base Action Point. when you take the ‘Take
Coins’ Action.
1 2
2 3
You immediately receive You immediately receive You immediately receive Lacza Fejes Csilla Biró
2 Fame when you set up 2 Fame when you set up 2 Fame when you set up a
a Mechanical Trick. an Escape Trick. Spiritual Trick.
Thursday and Sunday have All Performer Bonuses are During the ‘Performance’
no Yield modifiers. doubled this turn. phase, the performing
player’s Yield modifier 2 3
applies to all other players 3 4
in the Performance
(instead of their own).
Any time you receive Any time you receive one You have to pay 3 Coins
one or more Shards, you or more Shards, you also to use the +2 Action Point
Automaton Hellhound
receive an additional one. receive 2 Fame. Slots at the Downtown,
Market Row and
Dark Alley.
7 6
7 5
Each Character has only Component types in the All Components cost 2
1 base Action Point. Market Row’s Order area Coins when you buy them.
can be bought with ’Buy’
Actions.
Lacza Fejes Lacza Fejes
MAGICIAN WORKBOOK (FRONT)
PnP H i n t 2 : If you have enough Coins, it’s a good idea to buy all the Components
you’ll ever need of the chosen type – this can save you Action Points later.
H i n t 3 : Pay attention to other players’ plans! You can cause them some
headache if your ’Order’ Action removes a Component they would need next turn.
Barricaded Barrels Stocks Escape
1 0
1 1
WORKSHOP
3 2
3 3
H i n t 1 : You may ‘Prepare’ multiple Tricks with the same Character if it has
enough Action Points.
Gyula Márton Kiss Csilla Biró H i n t 2: The Specialist Board Extensions are also part of your Workshop.
Each Specialist comes with an Action that allows you to move or exchange
resources between your Player Game Board slots and Specialist Board slots –
the latter are always better.
PnP
Spirit Hand Window to the Otherworld
H i n t 1 : Setting up Tricks on Thursday is a good way to prepare for a possibly Csilla Biró Ágnes Staudt
better-paying Performance next turn. In this case, try to avoid setting up Tricks
on cards that are likely to be Performed by your opponents this turn.
H i n t 2 : Consider your choice of Performance carefully when you Perform.
In addition to getting the most Fame for yourself, also consider how much Pepper’s Ghost Ghost Trap
Fame are you “taking” from your opponents with your choice.
H i n t 3 : You can occupy a weekday to Perform on simply by placing your
Magician on the Stage. This allows you to set up Tricks later, when you might
have a better chance to create Links with them. If you already have several
Trick Markers in the Theater at the start of a turn, occupying the Sunday Stage
slot with your Magician can be a good opening move.
4 3
H i n t 4 : You can assign a Character to the Theater only to reserve a day for 5 3
its Yield modifier, even without taking any Actions.
n o t e 1 : You cannot place your Characters on multiple days, nor enhance Lacza Fejes Gyula Márton Kiss
your Characters with Shards in the Theater unless a card or Prophecy allows you.
n o t e 2 : Only your Magician is allowed to Perform, which is the only
Action a Magician placed on the Stage can take. The Perform Action can only
be taken in the ’Performance’ phase, in a Thursday to Sunday order. Skeleton Dance Metamorphosis
6 10
4 4
PnP
Enchanted Butterflies Rabbit from the Top Hat Pub-In-A-Bottle Card Manipulation
2 3 2 1
0 1 2 1
3 4 5 3
2 2 3 4
6 5 7 9
5 4 3 4
PnP
SET DIE REROLL DIE
Burning Mummy Water Tank Escape
DOWNTOWN 2 1
2 2
H i n t 1 : Not satisfied with the die rolls? Try rerolling or resetting a die for
1 or 2 Action Points! If you are aiming to hire Characters, you always have
a better chance to roll an Apprentice than a Specialist. Lacza Fejes Csilla Biró
H i n t 2 : If you enhance your Magician with a Shard on the +2 slot, you may
take two 3 Action Point Actions in one turn.
H i n t 3: Make sure you are not the last to go to the Downtown if you as-
Walled Wolf Cage
signed an Apprentice there, unless you have a way to give him +2 Action Points
(this is only possible when playing with the Dark Alley expansion).
n o t e : You may always learn a Trick from your favorite Trick category
instead of the category on the chosen die, unless it’s an X.
3 3
2 3
MARKET ROW
H i n t 1 : If you took a ’Buy’ Action, you may spend your remaining Action 5 5
Points on ’Bargain’ Actions. Each Action Point you spend on it gives you 1 Coin 5 3
discount from the total price of your ’Buy’ Action. Remember: you may never
decrease the total price to 0.