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Ludexv2026.11.01-65114139Trickerion: Anniversary EditionOfficial rulebook ↗

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Dawn of Technology

Contraptions, Signature Tricks and changed Shard scoring.

Overview

Dawn of Technology adds four Contraptions per player, a Contraption board matched to the player’s Favorite Trick category, and a Signature Trick for each Magician. Contraptions use Trickerion Shards to power repeatable effects. Signature Tricks are stronger versions of familiar tricks.

Compatibility and setup

Dawn of Technology requires the Dark Alley. During setup, shuffle its new Special Assignment card into the matching deck, give each player the Contraption board and four matching Contraptions, provide one additional starting Shard, and set aside the chosen Magician’s Signature Trick. The expansion rules include extra setup rules for specific Magicians, Academy, solo and other modules. The largest combo with Dahlgaard’s Academy is recommended for experienced players.

Contraptions

Build Contraption costs 1 AP plus the Coin cost printed on the next empty board slot. Build from bottom to top; you may build even without the Shards shown beside that slot. A new Contraption enters Active. Before placing a Character each turn, you may use each eligible Active Contraption once by flipping it Inactive; its printed effect and any slot benefit then apply. At the end of the turn, an Inactive Contraption with a Shard on each symbol beside its slot becomes Active again. If its slot grants Fame, gain it when it flips to Active, not when it is used.

Signature Tricks

Each Magician has a Signature Trick with the same component requirements as its standard counterpart and a stronger effect. Learn it through the normal Downtown action. Remove the standard counterpart from its deck; if another player already has it, it remains with them, while your copy is replaced by the Signature version. To prepare a Signature Trick at Level 1, 2 or 3, you must have at least 1, 2 or 3 Contraptions built. They need not be active, and do not need to be used for that preparation. Some Magicians have a Level 1 Signature Trick and may choose it as their starting trick under the specific setup conditions in the rulebook.

Scoring and combinations

After turn seven, score 2 Fame for every 3 Shards, rounded up, including Shards on Contraption slots. This replaces the base game’s 1 Fame per Shard. When combined with Magician Powers, the publisher strongly recommends against the mix. Arcane Arts can be mixed but the Arcane rules warn that this can produce swingier development and a looser economy.

Source

Dawn of Technology official rulebook.

Rules

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