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Trickerion: Dawn of Technology

Trickerion: Dawn of Technology

Expansion

2019·Richard Ámann, Viktor Péter, Dávid Turczi

1 - 4 players
60 - 240 min
Very heavy weight: Rules-dense, long sessions

From BoardGameGeek

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

Trickerion: Dawn of Technology

Watch first

Learn to play

Trickerion Rules Refresher: Dawn of Technology28:07

Trickerion Rules Refresher: Dawn of Technology

Table For One

Table For One

Watch it played

Trickerion Solo Playthrough: Mechaniker v Gentleman2:16:47

Trickerion Solo Playthrough: Mechaniker v Gentleman

Table For One

Table For One

Which Trickerion: Dawn of Technology video should I watch?

Trickerion: Dawn of Technology has 2 videos from 1 creator: 1 how-to-play guide and 1 playthrough. They date from May 2026.

To learn the rules, start with "Trickerion Rules Refresher: Dawn of Technology" by Table For One, which runs 28 min.

To see it played, watch "Trickerion Solo Playthrough: Mechaniker v Gentleman" by Table For One.

If you like it, try Imperium: Classics, Voidfall, Nucleum and Star Trek: Captain's Chair, also by Dávid Turczi.

All videos

Trickerion Solo Playthrough: Mechaniker v GentlemanPlaythrough2:16:47

Trickerion Solo Playthrough: Mechaniker v Gentleman

Table For One

Table For One

Trickerion Rules Refresher: Dawn of TechnologyHow to play28:07

Trickerion Rules Refresher: Dawn of Technology

Table For One

Table For One

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All channels
Table For One
Table For One
2 videos of this game

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About Trickerion: Dawn of Technology

From BoardGameGeek:

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

Designers

Richard Ámann, Viktor Péter, Dávid Turczi

Artists

Tamás Baranya, Villő Farkas, Márton Gyula Kiss, Levente Rückert

Publisher

Mindclash Games

Mechanics

Action PointsProgrammed ActionsSimultaneous Action SelectionTile Placement
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