Pampero is a hand management, card driven action selection game. Every player has a identical starting hand of 8 cards, to be played on an action board on their tableau, which contains two rows of spaces to activate actions on the different sectors of the board. On your turn you will have the option to play one card to the leftmost empty space of any row, pay the cost for that space (depending which zone on the board the action will take place ? A, B, or C), and take the action. After three turns, all players return only the rightmost card from one of the two rows back into their hand. Players also collect income.
Actions become less expensive as cards fill your action board. Eventually, you will run low on cards and need to take a turn to retrieve all cards from your tableau and move your turn marker to the next space.
Knowing when and where to play cards, and when to retrieve them all to your hand is a crucial skill for success. Add wind farms to the board to collect energy that can be used to power other actions, such as placing power lines. Move power lines to the main board from your grid board, opening your grid board up and allowing you to collect different contract types and achieve higher income.
Collect contracts from the board in areas where you've added power lines. Move these contracts to the grid board on your tableau, and put the transformer from that space on the grid board onto the main board to show ownership of that contract.
Multiple scoring tiles, bonus action card, bonus tiles, etc. provide multiple avenues to victory and make every game a very different experience!
The installation of wind farms can have an impact on the natural habitat of the surrounding fauna and flora. The government has programs that reward the protection of this habitat. A new action lets players score points for nature reserves near their transformers.
The Clear Skies expansion is a collection of stretch goals from the Pampero game.
Included are additional components that can be used with the existing base game rules, as well as three new game concepts:
This expansion includes components and rules for Nature and the Cardal Transmission Project.
The Nature expansion includes components and rules for improving the energy grid infrastructure.
Nature Components:
The Cardal Transmission Project included with the expansion lets players improve the resilience and reliability of Uruguay's electricity transmission network.
Cardal Transmissions Project Components:
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 more capable the worker, the more actions you may complete at each board location.
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 "Dark Alley" expansion included in the base game adds a new location to the game. It also comes with 48 new Special Assignment cards, a new tier of Tricks, and 27 Prophecy tokens that can alter certain game rules turn by turn, giving the game additional variety.
Dahlgaard's Gifts is an expansion that adds 2 optional modules to Trickerion: Legends of Illusion Board Game, including variant rules for 2 player games, as well as a large Trickerion Stone component, extra Trickerion shards and 4 Magician Meeples.
The Magicians Powers Expansion allows Magicians to benefit from keeping Trickerion Shards instead of spending them. Each Magician has 4 slots on their player board that can be unlocked once a certain number of Trickerion Shards have been amassed. At the beginning of each turn a Magician with an empty unlocked slot can choose a Power that they meet the fame requirement for from a deck of cards, and place it in the empty slot. These powers grant the Magicians new actions or abilities they can utilise, but only while they have enough Trickerion Shards to power the slot.
The Duel of Magicians Variant adds a deck of cards that functions as an AI. Each turn, a new card is drawn which will determine what slots are available to players to place their workers on during the round, with the others being blocked out by Neutral players. The performance cards are also altered, with certain spaces on the cars being blocked out by neutral grey trick markers. These can be linked with as normal.
Finally, the expansion comes with 4 Magician Meeples in player colours that can replace players' turn order tokens or point tokens. It also comes with extra Trickerion Shards and the Trickerion Stone, a large version of the Trickerion Shards that replaces the turn marker.
This product is an expansion and requires the Trickerion: Legends of Illusion base game to be used.