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Trickerion - L’Académie de Dahlgaard

JDPSMP049

L’Académie de Dahlgaard expands the magical world and gameplay of Trickerion with a slew of exciting new features.
  • French
  • From 15 years old
  • 1 to 2h
  • 1 to 4 player(s)

Les avis ludiques sur ce jeu

  • Note globale
    4.4/5*
    *Moyenne pondérée calculée sur base de la moyenne générale de la boutique
  • Clients (1)
    4/5

39,90 €

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L’Académie de Dahlgaard expands the magical world and gameplay of Trickerion with a slew of exciting new features

The Great Dahlgaard’s spectacular contest for his legacy, the Trickerion Stone, has set Magoria off to a new Golden Age. Under the wise guidance of Dahlgaard’s Heir, the city has once again become a bustling, flourishing center of magic and illusion, with a new generation of aspiring young Magicians on the rise.

But now, without the power of the Trickerion Stone, the Great Dahlgaard is dying. In his last will, he entrusted his Heir with a grandiose task: he donated his old manor to be restored as the Academy of Magoria, a center of the education and perfection of magic tricks and illusion.

The Heir issues a public call for contributors among Magoria’s aspiring Magicians: the Academy shall be restored as a common effort, but the most successful contributor’s name will be remembered forever as the Patron of Magoria.

A new Location - the Academy: Join the common effort to renovate the Academy! Each Renovation action awards Fame proportionately to the Coins spent on it, and opens up new Classrooms and Practice Rooms, where Academy markers can be placed. Academy markers in Practice Rooms give the performed Tricks increased Yield or other special placement abilities, while the Tricks taught in the Classrooms will be passed on to the new generations - they can no longer be performed, but grant a useful passive yield each turn. The Academy is also a place to train your Protegé, a new member of your team.

A new Specialist - the Protegé: Each Magician will now start with the Protegé, a new type of specialist. The Protegé is more than just a worker - they will accompany your Magician on their path to greatness, constantly developing in the process. By Visiting the Academy, Protegés can acquire powerful new abilities that also increase their Action Points - and their salary as well! A fully developed Protegé will have 3 Actions points, just like the Magician, with some very powerful abilities to boot!

A new quartet of Magicians: Magoria’s new Golden Age attracts aspiring young Magicians from all over the world, eager to prove themselves, and maybe one day become the Patron of Magoria. Each school of illusion (Mechanical, Optical, Escape, Spiritual) will receive a new, charismatic Magician, with their own personal backstory, powerful special ability.

Solo Mode: Dalhgaard's Heir: This expansion will also feature a solo mode, with an elaborate story setting. Take a journey to a possible future of Magoria, where Dahlgaard’s Heir couldn’t resist the immense power of the Trickerion Stone, and dabbing into the supernatural has eclipsed their sanity. Magoria’s Golden Age is over - now the Heir controls it with an iron grip, and it falls to you to prove your superiority and remove him from power the only way the city knows - through magic and illusion. This solo mode features Dahlgaard’s Heir as a fully automated, intricate opponent with variable difficulty levels - a worthy foe to even the most seasoned Trickerion veterans!
Language(s) French
Mechanism(s) Action PointsWorkersTiles
Expansion for Trickerion
Author(s) Viktor PeterRichard Amann
Artist Pedro A. AlbertoVillő FarkasTamás Baranya
Overall score 4.4
Editor Super Meeple

Ce jeu est conseillé par 1 de nos Clients

Les Clients ont donné une note de 4/5 sur ce produit
4/5
  • le 01/10/22

    4/5

    Je ne parlerais que du mode solo qui n'est autre que le plus parfait des joueurs, celui qui maîtrise le jeu à fond.
    Pourquoi ne pas parler de l'extension apportée par la boîte ? Tout simplement parce que je n'ai pu tester le jeu qu'en solo sans inclure cette extension et que toutes les parties que j'ai pu faire n'ont pas été satisfaisantes en terme de maîtrise des règles. Il y en a partout, c'est velu, complexe dans sa profondeur. Les mécaniques, elles, sont relativement simples. C'est ce que l'on en fait qui est extrêmement compliqué à appréhender. C'est peut-être le jeu le plus difficile à maîtriser que j'ai pu avoir jusque là. Ce n'est pas comme dans certains jeux où l'on peut oublier un point de règles sans que ça dérange vraiment. Ici, le moindre oubli va forcément biaiser la session, que ce soit pour le joueur ou l'automa.
    Très compliqué donc, on ne peut pas mettre ce jeu entre toutes les mains. Il va falloir réussir à dépasser cette frustration de la découverte, ce paradoxe où l'on sent bien que l'on a un jeu hors paire mais très difficilement abordable.

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