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2015 · 2-4 players · 180min · weight 4.26 · 12,586 ratings
Rules card
Synthesized from sources below. Readiness: ready. Confidence: 0.80.
Readiness
ready (confidence=0.80, rules=0.75, fun=0.90). BGG rank: 121; year: 2015; weight: 4.26; playtime: 180 min
| Source | Quality | Role | Note |
|---|---|---|---|
bgg_comments | 0.75 | player voice | positive/player-voice sample |
youtube_transcript | 0.70 | teach-flow | how-to-play transcript |
tabletopia_overview | 0.30 | availability/context | Tabletopia overview; not a rules authority |
wikipedia | 0.15 | context/reception | possible-title-mismatch: Board game |
llm_memory | 0.10 | draft synthesis | sonnet-self-rated-4-unknown |
Core Loop
Trickerion is a competitive Euro-style strategy game set in a fictional world inspired by the late 19th century urban life and culture, spiced with a pinch of supernatural. Players take on the roles of rival stage illusionists, each with their own strengths and characteristics. They are striving for fortune and fame in a competition hosted by a legendary magician, looking for a successor worthy of the mighty Trickerion Stone, which is fabled to grant supernatural power to its owner. Using worker placement and simultaneous action selection mechanisms, the Illusionists and their teams of helpers — the Engineer, the Assistant, the Manager, and a handful of Apprentices – obtain blueprints and components for increasingly complex magic tricks, expand the team and set up performances by visiting the Downtown, Dark Alley, Market Row and Theater locations on the main game board depicting a late 19th century cityscape. The tricks are stored and prepared on the Magician's own Workshop game board, while the performances themselves take place at the Theater in the form of a tile placement mini-game with lots of player interaction. The performances yield Fame points and Coins to their owners based on the tricks they consist of. Fame points have multiple uses, but they also serve as a win condition - After turn 7, when the last Performance card is revealed, the game ends and the illusionist with the most Fame points wins. The game offers 48 different Tricks to be learned from the Optical, Spiritual, Mechanical and Escape categories, over 90 character abilities, and 40 Special Assignment cards that influence the actions taken at the various game locations. The base game can be expanded with two optional rule modules to add further strategic depth to the game. The "Dark...
Turn Structure and State
- How-to-play transcript is present; useful for teach order and confusing steps.
- BGG description anchor: Trickerion is a competitive Euro-style strategy game set in a fictional world inspired by the late 19th century urban life and culture, spiced with a pinch of supernatural. Players take on the roles of rival stage illusionists, each with their own strengths and characteristics. They are striving for fortune and fame in a competition hosted by a legendary magician, looking for a successor worthy of the mighty [...]
Win Condition and Arc
Win/scoring arc needs verification from a rules authority.
Decision Primitives
BGG mechanisms: Action Points, Action Queue, Catch the Leader, Dice Rolling, Simultaneous Action Selection, Tile Placement, Turn Order: Stat-Based, Worker Placement, Worker Placement, Different Worker Types
Why It Is Fun
Fun read needs player-voice synthesis.
Player-voice evidence:
- This is tough one, sometimes playtime takes all the day. Impressive, but I still like this game.
- 20231209基础(暗巷)三人局,时长、体验和节奏感比我想象得好很多,set+讲规一个半小时,游玩三个半小时。整体的游玩思路很明确,因为有魔幻石来加行动点,所以工位卡得也不是特别死。最大的优点是主题 感和节奏感,这个模拟魔术的流程可以说比复杂哥更好,而且各个工位非常独特,给游戏很强的思考感。节奏感很强,既体现在表演一场魔术的各个流程,也体现在前中后期的进展上,不会让人乏味。缺点可能是重开性不足。想 多开几局。 典藏大盒版。
- Thematic enough Euro. Challenging to learn at first, but smooth once you have the iconography down.
- I've only played Trickerion at 2-player--always with the Duel of Magicians (2-player) module. I would not recommend this game if you plan on playing only 2-player, unless you find the theme tremendously appealing. And I certainly don't...
- Heavy worker placement is definitely my thing and I liked that most of the slots seemed to have less luck and higher interaction than Anachrony. However, those availability dice in the all important Downtown to get new workers, tricks,...
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
- Wikipedia source is flagged as a possible title mismatch; do not use it as evidence.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
No verified edge-rule section yet.
Sources Used
[
{
"kind": "bgg_comments",
"path": "data/bgg_comments/163068.txt",
"quality": 0.75,
"note": "positive/player-voice sample"
},
{
"kind": "youtube_transcript",
"path": "data/youtube_transcripts/163068.txt",
"quality": 0.7,
"note": "how-to-play transcript"
},
{
"kind": "tabletopia_overview",
"path": "data/tabletopia_overviews/163068.md",
"quality": 0.3,
"note": "Tabletopia overview; not a rules authority"
},
{
"kind": "wikipedia",
"path": "data/wikipedia/163068.md",
"quality": 0.15,
"note": "possible-title-mismatch: Board game"
},
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/163068.md",
"quality": 0.1,
"note": "sonnet-self-rated-4-unknown"
}
]
Sources (5)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG tags
Legacy — v2 primitives
Pre-v4 terse primitives. Will be superseded once this game enters the v4 wide pass.
Plan workers in secret with initiative dials, claim action spots, then perform tricks for fame.