Arcane Arts
The Arcanist, Wagon, Enchantments, Arcane Workers, Arcane Shards and bonus dice.
Overview
Arcane Arts adds the Arcanist. The Arcanist’s Wagon travels to a new location each turn; when you use an Assignment card matching that location, you may take one of the new Arcanist actions instead of the usual actions there. Enchantments substitute for missing components and can permanently enhance prepared Tricks. Four unique Arcane Workers can join a player’s crew, while Arcane Shards and two dice add effects to performances.
This module requires the Dark Alley. Its rulebook states that the revised Collector’s Edition core rules apply unless it says otherwise. Use the 2026 official rules booklet.
Setup
Place the Arcanist board beside the main board, using its Academy side if the Academy is in play. Choose a starting Wagon location from those listed in the rulebook. Shuffle the twelve Enchantments and set up their offer row; with two players, leave the middle space empty. Place the four Arcane Workers with their unique cards beside the board, and provide 4/6/8 Arcane Shards for 2/3/4 players. Put the two Arcane dice beside the board. The rules also replace Prophecies with Arcane Prophecies before setting up the Dark Alley.
Enchantments and Arcane Shards
An Enchantment can substitute for missing components when preparing a Trick, following the value limits and placement rules on the card. This binds the Enchantment to that Trick and can trigger a reward when its type matches the Arcane Enchantment die during a performance. Enchantments do not count toward component requirements outside the Prepare action, including final scoring, Academy teaching and the Secret Workshop promo.
Arcane Shards can stand in for regular Shards where the expansion allows, and leftover Arcane Shards count as ordinary Shards for scoring and Trick bonuses. Dawn of Technology and Magician Powers have additional compatibility rules; consult those pages before combining modules.
Arcane Workers
The Golem, Shapeshifter, Trickster and Specter are special characters summoned through Arcanist actions. Each has a unique assignment or reminder card and a specific ability. Their rules can change how a worker is assigned, what Actions it may take or how it counts for final scoring. Check each character’s individual card while playing; Arcane Workers count as Apprentices for final scoring, except the Shapeshifter, which can count as one character type of your choice.
Performance
Roll the Arcane dice with the Downtown dice at the start of a turn. During a performance, a Trick with an Enchantment matching the Enchantment die receives the result shown by the Reward die.