Trickerion: Dahlgaard's Academy

2019 · Expansion for Base-game

Trickerion: Dahlgaard's Academy

Restore a grand manor into a working Academy and compete to become the most renowned contributor to Magoria. Players fund renovations, open Classrooms and Practice Rooms, and place Academy markers to boost performed tricks or teach passive abilities to future generations. Each player also develops a protégé who trains at the Academy, gains action points and special abilities, and can grow into a full-fledged specialist with its own salary. New magician characters and a solo scenario provide additional opponents and narratives while maintaining the core worker-placement, trick-preparation and performance-driven gameplay.

Players
1–4 best 3
Playing time
60–180 min
Age
14+
Complexity
4.7 / 5
8.9 on Ludoyafrom $36.00Action QueueSimultaneous Action SelectionWorker Placement

On Ludoya's tables

Full stats in Ludoya
4
Plays logged
11
Players
32
In collections
6
On wishlists

8.9/10

from 6 Ludoya reviews

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Do I have to meet a Fame threshold to renovate a room?

You can choose a renovation ratio whose Fame threshold you meet, or pay Coins to make up the difference to the threshold. You must be able to pay the full Coin cost; you also need at least one available Banner to renovate (p. 7–8).

When I put a Trick in a Practice Room, does it need all its components?

No. A Trick placed in a Practice Room does not have to meet its Component requirements, and its Practice Room bonus applies while its Academy marker remains there (p. 8).

Can I take my Academy marker back out of a Classroom?

No, not normally: you cannot return a marker from a Classroom to free the space. It is removed only if that Trick is discarded from the Workshop and returned to the Dahlgaard Residence (p. 9).

If I teach a Trick, can I still perform it?

A Trick in a Classroom can no longer be Prepared in the Workshop, but if it has Trick markers on it, you may still perform it during the turn you place it there. In the Classroom phase after Performance, those markers are removed and you receive the Classroom yield (pp. 9, 11).

What do Secrets do for my Protégé?

Each Secret grants the Protégé an ability; the second and third Secrets also raise its base Action Points to 2 and 3, while the first and second raise its wage by 1 Coin each. You may learn a Secret from one of the Academy’s two available tiles or replace one already on your Protégé board (p. 10).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.