You are on page 1of 23

DARK ALLEY

1) Dark Alley - Special Assignment cards for each Location can be used for the action text or grant +1 Action Point (+1~
~) at that Location.

2) Prophecies – Each round a new mechanic that changes the base rules is introduced to all players for that round.

DAHLGAARD'S GIFTS

1) Magician Powers (MP) Additional cards to give each magicians special powers and make them unique ; can only be used with Dark Alley

2) Duel of Magicians (DM) Alternative performance cards dedicated to the 2-player games

DAHLGAARD’S ACADEMY

1) Academy: Renovate the Academy! Each Renovation action awards Fame proportionately to the Coins spent on it, and opens up new Classrooms and
Practice Rooms. Academy Trick markers (ATM) in Practice Rooms give the performed Tricks increased Yield or other special placement abilities, while the
Tricks taught in the Classrooms can no longer be performed, but grant a useful passive yield each turn. The Academy is also a place to train up a Protégé.

2) Protégé: Each Magician will now start with the Protégé, a new type of specialist. By Visiting the Academy, Protégés can acquire powerful new abilities that
also increase their Action Points - and their salary as well! A fully developed Protégé will have 3 Actions points, just like the Magician, with some very
powerful abilities to boot!

3) Dahlgaard’s Heir - Solo mode (2-player set-up) with AI Player

DAWN OF TECHNOLOGY

1) Contraptions - 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

2) Signature Tricks - Player may choose to learn a Signature Trick (if you meet its Fame threshold). Each Signature Trick “upgrades” a Trick from the original
set. 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.

Compatibility Modes DkA MP (2P) DAc DH DT

Base Game -- -- ○ -- -- ○
Dark Alley -- ○
○ ○ ○ ○
Dahlgaard’s Academy ○ ●○ ○ -- ○ ○
Dahlgaard’s Heir ○ --
● ○ ○ ○
Player Components Setup (See next page)

+
1 Protégé disk

+1 SHARD
X4

3 SHARDS

Use 5th
Trick Markers
2 Player Set-up
7 Cards / 5 w
7. Lower Trick Component
requirement

Lower this Trick’s Component


requirement by up to 2 Basic,
Advanced or Superior
Components of your choice.

7. Protégé disk
Thursday and Sunday ’Take Coins’ Action ’Hire Character’ Action ’Learn Trick’ Action ‘Draw Further Cards’ All Components cost
have no Yield modifiers. costs 1 Action Point. costs 1 Action Point. costs 1 Action Point. Action costs 1 Action Point. 2 Coins when bought

Immediately receive Pay 3 Coins to use the +2 Action ‘Enhance Character’ may be You receive 2 Action Points Saturday has a Yield Friday has a Yield modifier: Component types in the
2 Fame when you set up Point Slots at the Downtown, used at the Theatre. instead of 1 when you use modifier: +1 Fame and +1 -1 Fame and -1 Coin Market Row’s Order area can
a Mechanical Trick. Market Row and Dark Alley. ‘Enhance Character’. Coin (similar to Sunday). (similar to Thursday). be bought with ’Buy’ Actions.

All Performer Bonuses During the ‘Performance’ Immediately receive 2 Immediately receive 2 Any time you receive one Any time you receive one or Each Character has only
are doubled this turn. phase, all Coin Yields are Fame when you set up Fame when you set up or more Shards, you more Shards, you also receive 1 base Action Point.
received as Fame. a Spiritual Trick. an Optical Trick. receive an additional one. 2 Fame.

If you Advertised this turn, Immediately receive 2 Double the Coin amount You may place two You must place your Assignment cards are not During the ‘Performance’
your Apprentices gain +1 Fame when you set up on the chosen die when Characters on each of Characters on the Slot revealed after the phase, the performing
base Action Point. an Escape Trick. you take the ‘Take Coins’ your turns during the with the lowest available ‘Assignment’ phase. player’s Yield modifier
Action. ‘Place Characters’ phase. Action Point modifier. Players reveal them one applies to all other players
by one right before in the Performance
placing the Character (instead of their own).
above them.

‘Teach’ Action immediately Gain 1 Coin, 1 Fame and 1 ‘Practice’ Action immediately May double the ‘Classroom’ ‘Renovate’ Action gains 2/4/6
receives the Classroom’s Yield. Shard if the Protégé is on a gains 2/4/6 Coins, respective phase Yield this turn for additional Fame, respective to the
backstage slot during the to the Fame Threshold of the one of your Tricks. Fame Threshold of the renovated
‘Performance’ phase. Trick placed. room. Remove
Prophesy if
‘Learn Secret’ Action, instead of choosing a If you Advertised, skip the ‘Assignment’ playing with Heir
Secret from the lots, you may draw 3 Secrets phase. Instead, during the ‘Place Characters’
from the pile, learn one and return the other phase, place Characters immediately on the Heir ignores
two to the bottom of the stack. Assignment card’s Location. effect
Visit Dahlgaard’s Residence to add new Tricks LEARN TRICK (3~ ~): Player
Visit the Inn to hire new Characters chooses a Trick from the
Dahlgaard Residence, puts it
Visit the Bank to get Coins on an empty Trick slot in
their Workshop, and places
May buy +1 Action Point once one of their unused Symbol
when placing a Character by markers on it.
paying a Trickerion Shard
The category of the newly learned Trick must
correspond with the symbol on one of the Dahlgaard’s
Residence dice. The ‘?’ symbol means that any Trick
category can be chosen. After learning the Trick, set the
corresponding die to its ‘X’ face.
A player does NOT have to meet a Trick’s component
Dahlgaard’s requirements to learn it.
Residence If the player has less Fame than the desired Trick’s
Fame Threshold, they may pay the Fame difference
in Coins.
Discarded Tricks are returned to Dahlgaard’s
HIRE CHARACTER (3~ ~):
The player chooses an Inn
F Inn Bank Residence. This can be done at any time, but also
return all of its Trick markers to supply (including the
ones on the Performance cards).
die and places an unused
Character corresponding
to the die roll from their
supply on the Inn. The TAKE COINS (3~ ~): The player
chosen die is then set to chooses a Bank die and takes
its ‘X’ face. Coins equal to the die roll from
the supply. Then, the player sets
During the ‘Return the chosen die to its ‘X’ face.
Characters’ phase at the
end of the turn, the hired
REROLL DIE (1~ ~): The player
Character is added to the
may reroll a Dahlgaard
player’s team.
Residence, Inn or Bank die.
If it was a Specialist, its Change As a result, the Tricks,
Board Extension is also Die Characters and Coins available
added to the player’s in the Downtown may change.
Game Board.
CHOOSE DIE RESULT (2~ ~):
A player may only hire
The player may freely change
one of each type of
the result of any one die roll
Specialist (Assistant,
(e.g. change an ‘X’ roll to a
Engineer, Manager).
Manager to hire it later).
The Market Row is the place where these
Components can be obtained — for a price.

May buy +1 Action Point once ORDER


when placing a Character by
paying a Trickerion Shard
QUICK ORDER

BUY BARGAIN
BUY (1~~): For 1 Action Point, the player may buy up to
three Components of the same type. They also have to pay
the price of each Component bought (1/2/3 Coins per
•Basic/ ••Advanced/ •••Superior Component). Only
Components in the Market Row’s Buy area (the current
stock) can be bought this way.
BARGAIN (1~ ~): Use Bargain together with a ‘Buy’
Action. You may decrease the total price of
Components bought by 1 Coin per Action Point spent on
‘Bargain’. You may never decrease the total price to 0.

Bought Components are taken from the general supply, not from the
Display area. The number of Components is not considered limited.
QUICK ORDER (2~ ~): For 2 Action Points, a player may
Acquired Components are placed on the Component slots on the place any Component onto the Quick Order slot in the
Player Game Board to a limit of 3 per slot. Different Components Market Row (if the slot isn’t empty, return the Component
occupy separate slots. there to the supply first). That Component becomes part
of the Market Row’s stock this turn (for all players), and
Note: Manager’s Board Extension contains two can be acquired with the ‘Buy’ Action. The Coin price of
Multi Component slots. Component piles on the Component on the Quick Order slot is increased by 1.
these slots count as if they consisted of one more During the ‘End Turn’ phase, the Component on the Quick
of that Component. Bonus Components on this Order slot is returned to the supply.
board count towards the limit of 3 of that type.
Players may return Components to the general ORDER (1~~): Order Components not currently available in
supply at any time to make room for new ones. the Market Row to be available for the next round. For 1
Action Point, the player may place a Component from the
supply onto an open slot in the Order area (as long as the
same Component type is not already there).
Players may put newly acquired Tricks,
• Each player has their own respective Workshop
Components and Apprentices directly
where only their own Characters can be placed
on the empty Specialist slots - only
• The Action Point cost of the ‘Prepare’ Action
existing ones need to be moved by any
varies depending on the Tricks the player has. Character taking a Workshop Action.

May buy +1 Action Point once when placing


a Character by paying a Trickerion Shard

PREPARE (?~ ~): The number of Action Points required to Prepare each Trick is ENGINEER - MOVE TRICKS (1~ ~) :
printed in a circle in the lower left box (the Trick marker slot). The player moves one of their
A trick can be prepared as long as the preparation symbol is visible (that is, as Tricks to the Engineer’s Trick slot
long as there is no existing trick(s) on the trick card.) or exchanges the Trick there with
another of their own Tricks.
Players may take multiple ‘Prepare’ Actions with one Character — the only
limit is the number of Action Points they have.
When a Trick is Prepared, place a number of Trick markers on it equal to the
number of overlapping squares in the lower left box. Use Trick markers with
the same symbol as the Symbol marker placed on the Trick when it was
learned. The maximum number of Trick markers a player can have in the game MANAGER - MOVE COMPONENTS
of a given symbol is 4 (Dahlgaard’s Academy: 5). (1~
~): The player moves one of their
Component piles to the Manager’s
Multi Component slot or exchanges
the pile there with another one of
their Component piles.

ASSISTANT - MOVE APPRENTICE


(1~~): The player permanently
reallocates one of their Apprentices
and the Assignment card below it
(if any) to the Assistant’s Apprentice
slot (if it’s empty).
Standard Assignments can be spiced up
with some dirty tricks, and even the
future can be influenced by visiting the
mysterious Fortune Teller.

May buy +1 Action Point once


when placing a Character by
paying a Trickerion Shard

DRAW FIRST PAIR (1~ ~): The player picks any one Special
Assignment deck and then draws two cards from it, choosing
one to keep, and putting the other at the bottom of the deck. A
player may only take this Action once per Character placement.

DRAW FURTHER PAIRS (2~ ~): Same as ‘Draw First Card’ but
costs two Action Points. Draw 2 cards from same deck and
keep 1. Each pair drawn is considered independently from
any other pairs drawn.

FORTUNE TELLING (1~~ ): The player may rotate each


Pending Prophecy one slot in a clockwise direction.

SPECIAL ASSIGNMENT CARDS - When drawn, these cards are


added to the player’s hand of Assignment cards and are used
during the subsequent ‘Assignment’ phases.
• Special Assignment cards can only be used once. At ‘End Turn’ phase, used cards are discarded to the bottom of their decks.
• Each card has a bonus printed on it that typically enhances a specific Action (shown by the framed image above the card text) at
the card’s Location and only applies for one such Action, even if the player takes more than one of that Action with the Character,
unless the card specifies otherwise.
When a Character is placed using a Special Assignment card, any Action can be chosen at the Special Assignment card’s Location,
but if it’s not the one enhanced by the card, the bonus is lost.
• Some cards have a ‘?’ printed in the frame; in that case, the bonus is applicable to any one Action at the Location.
• Players may choose to ignore the printed bonus and instead use it to gain +1~ at that Location for the placed Character. +1
Tricks become spectacular Performances, yielding
Fame and Coins each round.
• Day of Week Restriction: All Character slots in
the Theater are divided into four columns:
Thursday, Friday, Saturday and Sunday.
Only one player can occupy the slots for any one day
• Performance Slots: In the bottom row of the
Character placement slots are the Performance
slots, where only Magicians can be placed.
May not buy
+1 Action Point
at this Location

SET UP TRICK (1~ ~): The player may move one


of their Trick markers from a Trick in the
Workshop onto a free slot on a Performance
card of their choice. The Trick marker’s corner
that corresponds with the Trick’s category
(top of Trick card) must be in a Link circle
connecting two slots.

After setting up a Trick and placing the Trick marker, if two


of the same Trick category symbols are in the same Link
circle (as seen on the picture), those two Tricks are linked.
The player who created the Link(s) immediately receives a
Fame or Coin bonus for each Link, equal to the Level of the PERFORM (MAGICIAN ONLY): This is a special Action that can only be
Trick they placed to create the Link. taken by the Magician in the subsequent ‘Performance’ phase.
NOTE: Magician Characters can also be used to Set Up and Reschedule
Additionally, if there is a Shard symbol in the Link circle Tricks (like any other Character), but in those cases, they have to be
where the Link is created, each player with a Trick marker placed on the backstage slots, so they cannot Perform the same turn.
in the Link also immediately receives one Trickerion Shard.
If a player creates a Link over a Shard symbol with their TRICKS YIELD: In weekday order, players with a Magician on one of the
own Trick, they only receive a single Shard, not two. Performance slots choose ONE Performance card with their own Trick
marker(s) on it and Perform ALL Tricks on the card.
It is possible to create multiple Links with a single Trick All players receive their own Tricks Yield and then adjust for Modifiers.
marker placement. Creating Links is not obligatory. LINK
NOTE: If multiple Yield modifiers apply (due to Thu/Sun, Special Assignment
cards or Prophecies in the Dark Alley), the player may choose the order in
SPECIALISTS

RESCHEDULE (1~ ~): You may move one of your Trick which to apply them.
markers from a Performance card to a free slot on the
PERFORMER BONUS: (Only the Performer receives)
same or any other Performance card. Rules of Trick
marker placement apply. You don’t receive Link CARD • 1 bonus Fame per Link in the Performance.
• Fame, Coins or Shards based on their Specialist(s) in the Theater.
bonuses for moving a Trick marker this way.
• Fame, Coins or Shards based on the chosen Performance card.
The Magician Powers variant can only be
played together with the Dark Alley.

GENERAL SETUP
Shuffle each of the three Power decks (yellow, orange and red) and place them face down next to the Main Game Board where players
can conveniently reach them. Similarly to Trick cards, Magician Powers of different colors also have Fame Thresholds of 1, 16 or 36
(printed in a star on each side of the card).

PLAYER SETUP
In addition to the basic starting setup, each player receives 4 Magician Powers of each color (12 in total).
Players then evaluate these cards and discard any 4, so they have 8 to use throughout the game.
Each player receives 3 Trickerion Shards instead of 1.

ASSIGNMENT PHASE
At the beginning of the ‘Assignment’ phase, each player may learn up to one Power card.
Powers are learned by placing them face up next to the Power slots on the left edge of the Player Game Board.
A Power can only be placed next to a Power slot if:
• It is printed on the Power card as a valid slot
(valid slots are highlighted with an arrow on the right edge of each Power card),
• The slot is opened with Trickerion Shards, and
• The player meets the Power’s Fame Threshold (1 / 16 / 36)
(or pays the difference between the Fame Threshold and their actual Fame with Coins).
If a slot already has a Power placed next to it, the player must return it to their hand before placing a new Power there.

TRICKERION SHARDS
Trickerion Shards are stored on the Power slots of the Player Game Board by putting each received Shard on the Shard symbols there.
Shards must be added from the bottom up (starting with the 1 Shard symbol) and spent from the top down.
A Power slot with a Shard on all of its Shard symbols is considered open, and Powers can be placed there. When a Shard is spent from
a Power slot, the Power placed there is immediately returned to the player’s hand.
In case the player has a Shard on all symbols, and has excess ones, those are spent first.

GAME END
• Trickerion Shards do not grant Fame points at the end of the game.
• Unless otherwise specified, the maximum number of Fame Points that can be scored from game end cards is 20
The Duel of Magicians game variant is an optional rule set designed to
make the traditional two-player games more tense and diverse.

Two new game elements are used in the Duel of Magicians:


• Turn Setup cards, and
• Performance cards with gray Trick markers printed on them.

GENERAL SETUP
Create a deck with seven (7) face up Turn Setup cards and place them next to the Main Game Board.
If playing without the Dark Alley, create this deck with only five (5) cards.
Use the Performance cards with gray Trick markers printed on them to create the Performance deck.

ROLL DICE
• After rolling the Downtown dice, place the top card of the Turn Setup deck next to the deck.
• Based on the layout printed on the card, cover 2 slots in the Downtown, Market Row and Dark Alley, and 2
Weekdays in the Theater using the face-down wooden disks of leftover player colors.
This way, there will be different Character slots and Weekdays available each turn, and, since
players can always see the upcoming card, they can plan one turn ahead.

TRICK LINKS
Players may now create Links with the ‘neutral’, gray Trick markers printed on the Performance cards by default.
The Academy has a number of run-down wings
that can be renovated to have Classrooms or
Practice Rooms built in them.
• the earlier you renovate, the more you can
contribute to the overall look of the Academy, this is
represented by the ability to place more Banners. Secrets
May buy +1 Action Point once when placing a
Character by paying a Trickerion Shard

RENOVATE (2~ ~): Select one LEARN SECRET (2~ ~): This action
empty wing and pick a level on can only be taken once per
that tile that equal to or less worker assigned, and only while
than your current Fame . there is at least one available
Secret tile.
As with learning tricks, you may • The Protégé has immediate access to
pay extra to cover the difference these abilities once placed on the Protégé
of your fame and the threshold of board extension.
the renovation – this is in addition DISCOVER SECRET (1~ ~):
to the price of the renovation itself. • The Protégé can have up to 3 Secrets, and Draw a face-down Secret and
unlocking new Secrets increases its place on empty Secret slot.
1. Pay the price of the renovation in Coins to Action Point value (and salary).
score the corresponding Fame. • Can discard a Secret to take another once
2. Place tile (Classroom or Practice Room) that the Protégé's board extension is full.
PRACTICE (?~ ~): Select a
matches level paid for, and place it face up in
trick, and place its ATM in an
its place in the Academy.
empty slot on a renovated
3. Place Banners next to the newly placed tile. Reno Space Practice Room tile.
(Note: if you have fewer Banners in supply than
you need to place, place as many as you can.) Available • The trick placed does not have to meet its
Banner component requirements.

TEACH (?~~): Place an • May free up a slot for a different trick, by


ATM in an empty slot on returning the marker to player supply.
a face-up Classroom tile. There are 4 kinds of upgrades available:
Academy Trick Marker • Freely ignore up to 3 Coins worth of
• Must meet component requirements when placed. • May move an ATM from a Practice components of the trick’s requirement.
• Tricks on a Classroom tile may not be prepared in the Workshop. Room to a Classroom. • ATM can face any direction when setting
• Tricks on a Classroom tile may not be Set Up in the Theater - but tricks already set ATM • May move an ATM from one up or moving onto a Performance card.
up can stay until the next Classroom Phase. Classroom to another.
• Gain an additional ATM when preparing
• If a trick that is present on a Classroom tile no longer meets its component • May NOT return ATM from a this trick. (This is cumulative with the
requirements its ATM is NOT returned from the Classroom tile. (This usually Classroom slot to free the slot up for Engineer’s effect.)
happens if a component is moved away from the Manager’s component slots.) a different trick.
• The trick’s yield is increased by 1 Coin and
• If a Trick is returned to Dahlgaard’s Residence its ATM is also returned from the • A Practice Room ATM, may NOT be 1 Fame. (This is cumulative with Sunday
Classroom tile. (This is the only way an ATM is ever removed from the Classrooms.) moved to a Classroom if the and other bonuses.)
component requirements are not met.
GENERAL RULE CHANGES
1. End game scoring: The maximum Fame that can
be scored from leftover Shards, Coins, Special
Assignment cards, and from each trick with a Fame
Threshold of 36 are individually capped at 20
Fame. That is you can score a maximum of 20
Fame for each card, and a maximum of 20 Fame
each for leftover Shards, Coins, and Special
Assignment cards respectively. This is a basic rule
change, and suggested to be used even when
playing Dark Alley without Academy.
2. Trick Marker limit: When playing with Academy,
the maximum number of Trick Markers a player
can have per Trick is increased to 5.
3. All effects that would affect all of Downtown,
Marketplace and Dark Alley now also affect the
Academy. The rules for Trickerion: Dahlgaard’s
Academy assumes that you are playing with the
Dark Alley rules. Trickerion: Dahlgaard’s Academy
may be combined with Dahlgaard’s Gift expansion
(Magician’s Powers, Duel of Magicians)
Contraptions

BUILD CONTRAPTION (1~ ~ ): Place one of your


Contraption tokens on the bottommost empty slot on
your Contraption Board with its Active side facing up.
Contraptions can only be built from the bottom up —
you may not “skip” empty Contraption slots.

Contraptions can be built on the four Contraption slots. 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 Active side to Inactive.
Signature Tricks

LEARN SIGNATURE TRICK (3 ) 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 (printed on the back of the card, see example):
• 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 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.
PLAYING DAHLGAARD’ S HEIR WITHOUT
ACADEMY EXPANSION - SETUP CHANGES
• Use the other side of the Heir’s board.
• Do not include the Protégé character disk when giving
the Heir its workers;
• Do not include the Academy assignment card when giving
the Heir its assignment cards.
• Use Heir’s Plan deck in the following composition:
• Randomly select one Perform card, put it on the bottom
of the deck.
• Then shuffle 1 Set up and 2 Perform cards together and
put two of them on top. Remove the other one without
looking at it.
• Then shuffle 2 Set up and 1 Perform cards together and
put them on top.
• Then put the remaining Set up card on top.

ROLL DICE PHASE


You will only use 4 Turn Setup dice, instead of 5. Do not use
the blue die belonging to the Academy.
PLACE CHARACTER PHASE
DOWNTOWN
If deciding whether to take an Apprentice if the Apprentice
die is available, the Heir checks whether it has a total of 5
(not 6) or less character disks before deciding to take a new
Apprentice.
CLASSROOM PHASE
Skip this phase.
END GAME SCORING
Score bonus characters above the first 5 (instead of 6).
1. Determine how
many dice the
Heir will take (and 2. HIRE SPECIALIST: If the Specialist die is showing a
set to X) based on
Specialist the Heir doesn’t have the new Character will
the AP (~~) :
join the available ones during the End of Round Phase.
If there are fewer non-X dice showing than the number the
Heir is allowed to collect, reroll one X die
(Die reroll priority: Trick, >Specialist, >Coins, >Apprentice).
If it comes up X again, the Heir collects one less dice.
3. HIRE APPRENTICE: If the Apprentice die is available,
and the Heir doesn’t have all 4 Apprentices yet, and
the Heir has a total of 6 or less character disks: Set the
?` Apprentice die to X, then add an Apprentice character
disk to the Heir’s “Additional Characters” box.

1. LEARN TRICK: If the Heir has only 1 or none of the highest Level
(1/16/36) Trick it qualifies for, OR if the Heir has at least 36:
i. If both dice available, choose the left one and set to ‘X’
ii. Randomly select one available Trick matching the chosen die 4. TAKE COINS: Set the higher valued die to X, and gain
icon Trick Category for the highest qualifying Level (1/16/36) amount of Coin to the Heir’s “Coin Purse”.
(if “?” choose the Heir’s Favorite category)
5. TAKE MORE COINS: Repeat if other Bank die available.
Exception: if choosing Level 1 tricks, do not include the trick
that only has 1 type of Basic Component as its requirement.
iii. If the Heir has no empty Trick slots, discard the Trick with the
lowest yield value along with its Symbol and Trick markers.
iv. Prepare the new Trick immediately.
6. HIRE 2nd APPRENTICE:
v. Place one of each component required for the Trick into the
If a second Apprentice
Heir’s “Shopping List” box unless it is already present.
die is available and the
F Heir doesn’t have all 4
Apprentices.
1
3/6 2 4 5 7. DO NOTHING:
No action taken.
The Market Row is the place where
Components can be obtained — for a price.

1. Discard every component from the Heir’s “Shopping List” box that is currently present in the Market (including any Quick Orders).
2. Randomly select a remaining component from the Shopping List box. Place a copy of that component from the supply in the first empty Order slot
(left to right, top to bottom).
3. Repeat step 2 until:
i. all four Order slots are filled, or
ii. everything in the Heir’s Shopping List is on Order, or
~) it arrived with at Market Row.
iii. it has ordered a number of components equal to the AP (~
2. Add
Shopping List
items one at a
time to ORDER
1. Delete Market duplicates
from Shopping List

1 2

3 4

(3~
~) = Max number of items that
can be added to the Market Order
slots for that assigned character
Standard Assignments can be spiced up
with some dirty tricks, and even the
1
future can be influenced by visiting the
mysterious Fortune Teller.
2
When placing in the Dark Alley, do both:
1. Flip a coin to decide whether to rotate the Prophecies by one or not.

~) and the difficulty level.


2. Then draw cards according to the AP (~

2 3 4 1

When presented with multiple options, the priority is


Theater > Downtown > Market Row > Workshop.

• The Heir will always gather Special Assignment cards of color it has less of than the others (that aren’t currently assigned).
• Special Assignment cards can only be used once. At ‘End Turn’ phase, used cards are discarded to the bottom of their decks.

When a worker is assigned to the


Workshop it does nothing. No action is taken.
• Day of Week Restriction: All Character slots in
the Theater are divided into four columns:
Thursday, Friday, Saturday and Sunday.
Only one player can occupy the slots for any one day
• Performance Slots: In the bottom row of the
Character placement slots are the Performance
slots, where only Magicians can be placed.

• When a Magician is sent to the theater it is always placed in the Performance spot.
• When a non-Magician character is sent to the theater ignore the +/-1 AP (~
~)
? modifier on the Theater spots.
~)
First, determine how many tricks the Heir will place, based on the character’s AP (~
and the difficulty level:

♣ ♠
♣ ♠ PERFORM (MAGICIAN ONLY): The Heir’s picks the card that
• has at least one trick marker on it,
• If multiple options, it picks the one where the bonus for links +
Performance card bonus is higher.
Collect Trick markers from cards, in descending order of yield value until the target (Most Fame, > Shard, > Money, then left to right.)
number is met. The Heir picks Performance cards to place these Trick markers It receives the bonuses for links and Performance card, but it
(maximizing yield value and link bonuses) according to the following priorities: does not receive the usual Specialist bonus.
1. Performance cards that already have (other) Heir Trick markers on them
Instead it receives some bonus for each non-Magician assigned to the
2. Performance cards that already have your Trick markers on them theater (only if performing), based on the difficulty level:
3. The left-most available Performance card.
It receives yields for all performed tricks (whether selected by you or
itself) as normal (Fame, Coins, Shard), including the “Yield Increase”
LINK Practice Room ability.
The Heir’s performed Trick markers are NOT removed, they are
HEIR PERFORMER BONUS: (the Heir receives)
immediately returned to the Trick, keeping it “perpetually prepared”.
SPECIALISTS

• 1 bonus Fame per Link in the Performance.


• Fame, Coins or Shards based on the chosen Performance card.
CARD

You might also like