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Ludexv2026.11.01-65114139Trickerion: Anniversary EditionOfficial rulebook ↗

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Teach the Game

A table-ready introduction to Trickerion: Anniversary Edition, its weekly planning puzzle, performances and scoring.

How you win

“You are illusionists competing to become Magoria’s most famous performer. Over seven weeks, learn increasingly grand tricks, assemble the components and crew to prepare them, and build shows that earn Fame, Coins and Trickerion Shards. The most famous magician after final scoring wins.”

You score Fame by advertising, performing tricks and building links between tricks on performance cards. At the end, leftover resources, special assignments, Level 3 tricks and the Academy renovation can add more. The Anniversary Edition combines the revised core game with all released gameplay expansions and the Secret Workshop promo; each optional module has its own page.

The boards

A round

The game lasts seven turns with the Dark Alley. Each turn follows seven phases:

  1. Roll dice to set the available tricks, hires and bank amounts.
  2. Set initiative from least Fame to most; skip this in turn one.
  3. Advertise: each player may spend Coins equal to their initiative position for 2 Fame.
  4. Assign: secretly place location cards under the characters you want to use.
  5. Place characters: reveal assignments, then place one character at a time in initiative order. Their Action Points come from their character type plus the slot modifier. Spend them immediately.
  6. Perform: in weekday order, each magician on a Theater slot chooses one performance card containing their marker and performs every trick on it. Owners of the tricks collect their yields; the performing magician receives links, specialist and card bonuses.
  7. End turn: pay wages, return characters, deliver orders, move performance cards, return posters, advance the turn marker, move prophecies and discard used special assignments.

Actions in brief

How the game ends

After the seventh turn, score unspent Shards, Coins, Special Assignment cards and eligible Level 3 trick bonuses. The Academy module adds renovation scoring; Dawn of Technology changes Shard scoring. The most Fame wins; initiative order breaks a tie. See Game End and Scoring and the module pages for their adjustments.

Ways to score

SourceWhen it scores
AdvertisingFame 2 when you pay the turn’s initiative-position cost.
Trick yieldsWhen a performance card is performed; each trick owner receives its printed Fame, Coin or Trickerion Shard yield.
LinksCreating one immediately pays 1/2/3 Fame or Coin by the placed Trick’s level; a shard link also awards a Trickerion Shard to each connected owner. The performer later gains Fame 1 per link on the card.
Theater specialistsAn Assistant, Manager or Engineer behind your magician adds its printed end-of-performance bonus.
Performance cardThe magician who performs receives the card’s bonus.
Final scoringUnspent Shards, leftover Coins, Special Assignment cards and eligible Level 3 trick conditions.
AcademyEnd-game bonus for contribution banners, with player-count rankings.

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Fame FameRaises your score and unlocks higher-level tricks.Advertising, trick yields, links and bonuses.Learn tricks at your Fame threshold; Coins can cover a shortfall.
Coin CoinsPay for components, wages and some actions.Performances, Bank, links and actions.Buy components, advertise, pay wages and cover trick-level shortfalls.
Trickerion Shard Trickerion ShardsBuy one extra Action Point at most once per character placement; some effects spend them.Trick yields, links and Theater Engineers.Buy an Action Point; leftover Shards score at game end unless a module changes this.
Basic Component ComponentsMeet each trick’s requirement.Buy, order or receive them through effects.Prepare tricks; each type has a limit of three, including Manager extension bonuses.
Action Point Action PointsPay for actions at a location.Character base value plus slot modifier; one Shard may add one.Spend immediately on that character’s location actions.
CharactersCarry out actions.Start with a team and hire from the Inn.Assign one location card, then use their available Action Points.

Teaching tips

Rules

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