Gizmos
#3842018 · 2-4 players · 50min · weight 2.06
Core loop (v2)
Grab a colored marble from the gravity dispenser, build a card whose triggers fire chains off your future actions.
Mechanics (v3 deep)
On your turn you take exactly one of four single-action verbs: pluck a colored energy marble from a 3D gravity-fed dispenser, File a face-up gizmo card from the display into your private archive, Build a gizmo by paying its colored-marble cost, or Research by drawing the top 1-3 cards from a level deck and choosing one to file or build. The marble dispenser is the signature physical moment — six marbles are visible in a chute and a satisfying click-and-roll replenishes the queue when one is taken. The cadence is short: a beginner's first turn is one click, but late-game turns cascade through a half-dozen triggered effects.
Each turn you choose one of File / Pick / Build / Research. The interesting part is that every gizmo you build is slotted under one of those four action types and triggers when you take that action — so building a yellow-trigger card means every future Pick of yellow will fire that gizmo, which itself may grant another marble or another build, chaining further triggers. You spend marbles from a personal storage track (capped at 5, upgradable to 10/20) to buy from a three-tier display: tier-I gizmos are cheap engine parts, tier-III are big point-scorers gated behind big costs. The game ends the round after any player builds their 4th tier-III gizmo or 16th total gizmo; victory points come from cards plus an Energy-symbol majority bonus. Total length is about 40 minutes.
The central decision is which engine shape to commit to: a Pick-heavy chain that stockpiles energy fast, a Build-heavy chain that scales mid-to-late, a Research-heavy chain that pulls from the unseen decks, or a File-heavy archive strategy. At any given turn you typically have 3-6 reasonable plays — which color to pick, whether to file a card now to deny it, whether to spend the action on Research and gamble. Tradeoffs are color-economy (do my owned gizmos actually convert this marble into VP?) versus tempo (am I getting my engine online before the leader's tier-III rush ends the game?). Good moves are hard to identify because what looks like a small marble pick can fire a 4-step chain that effectively gives you four turns at once.
The dominant skill is combinatorial pattern-matching: reading the display and your own tableau to see which color-pick will detonate the longest cascade. Secondary is tempo and game-end forecasting — strong players cut their engine-building short and pivot to closing once they can see the 4-tier-III trigger arriving. Opponent-reading and denial play exist (filing a card the leader needs) but are weak compared to the solitaire engine puzzle; this is the most-cited critique. Almost no memory load, simple arithmetic, no spatial planning beyond a small column tableau. Players who think one chain ahead get crushed by players who think three chains ahead.
Theme
You're a young inventor at a Great Science Fair, slamming together a Rube Goldberg contraption of marbles and gadgets that snowballs from one click into a dozen.
Bright pop-cartoon illustration with chunky retro-futurist gadgets, primary-color marbles as the visual hero, clean iconography over deep art. Art by Hannah Cardoso, Júlia Ferrari, Giovanna BC Guimarães, Mathieu Harlaut, and Saeed Jalabi for CMON. Reads as 'Saturday-morning cartoon inventor' rather than period-romance steampunk.
Translation potential
- Roguelite gauntlet: a 5-fair season where each fair seeds a different starting tableau and offers between-fair relic drafts that warp marble economy (e.g. 'all reds count as wilds for one round'); run ends if you fail to hit the tier-III threshold twice
- Daily puzzle mode: fixed marble dispenser seed plus fixed display, optimize chain length on a scoreboard — perfect for 60-second sessions and a leaderboard
- Async PvP duel ladder with simultaneous turn submission, since Gizmos has minimal interaction the lack-of-interaction problem is actually a feature in async
- Idle-incremental hybrid: chain-reactions resolve in real time with a number-go-up payoff, prestige resets on each new 'fair' giving permanent dispenser upgrades