The Classic Expansion Pack combines three popular gameplay modules from earlier editions and expansions of Anachrony.
This module features six independent, high-tech Exosuits owned by the World Council. Players may earn the Council?s favour to obtain these Exosuits and improve their arsenal. The Guardian Exosuits do not need Workers to operate, and have a placement slot at the Council reserved just for them. The game box comes with six highly detailed, 55 mm tall Guardian miniatures.
In the Pioneers of New Earth module, players can spend resources to improve their Exosuit technology, equipping them with powerful augments and sensors. On a new Action spot, players can push their luck and use their Exosuits to take on risky but rewarding adventures in the wastelands of New Earth, with various ways to mitigate the luck of the draw.
The Doomsday module features Experiment cards that allow players to change the time of the cataclysm, to the point of avoiding it completely. It adds a semi-cooperative element to the game: two of the Paths would like to see the Capital fall in the wake of the cataclysm, while the other two are striving to avoid it ? but the game is still won individually, so be careful with the cooperation!
Anachrony is a medium-heavy strategy game of worker placement, engine building and time travel, set in a dystopian science-fiction world with a rich backstory.
The Essential Edition does NOT include the Doomsday Expansion previously included with core game. All previously sold expansions, modules and miniatures are still available separately.
In the wake of a devastating cataclysm threatening to repeat itself, players are rival leaders uniting the surviving humans in four ideological Paths struggling for survival and supremacy. Thanks to the recently discovered time travel technology, players may borrow resources and workforce from the future to improve their Path stronghold, construct Buildings and Superprojects, muster Exosuits, and prepare for the impending cataclysm. When it eventually happens, the well ? prepared Paths can evacuate the collapsing World Capital ? and when the dust settles, they may rise to take its place.
Languages: The game itself is language independent with printed English rules and available digital rules in various languages.
TWO-TIERED WORKER PLACEMENT SYSTEM: Anachrony features four unique types of workers (each with their own strengths and weaknesses), and two different ways to place them. Your workers can operate freely within your Path?s stronghold, but to venture out to the valuable World Capital slots they have to pilot your Exosuits, which are in a short supply.
TIME TRAVEL AS A GAME MECHANISM: Thanks to the time travel technology, you know about the coming cataclysm, and you can borrow resources from the future to prepare for it. As the game progresses, traveling back to earlier eras and returning these resources can earn you points, while neglecting it can result in Anomalies ravaging your base!
MID-GAME TWIST: The cataclysm occurring mid-game devastates the World Capital. This makes its worker placement slots single-use but more powerful, and opens up the Evacuation action as a potential reward for your long-term strategy. The competition for these new slots adds even more excitement to the endgame.
THEMATIC FACTIONS, GREAT REPLAYABILITY: Each Path has a rich backstory and features two different Leaders, two Evacuation conditions (your long-term goal), and two different player board configurations. These can be mixed and matched at will to ensure that the game always feels fresh and different.
This product features 24 highly detailed, 55 mm tall Exosuit miniatures, 6 for each Path, with player-colored base snaps and a plastic tray. These miniatures can be used to replace the hexagonal Exosuit tokens in the Essential Edition for the ultimate Anachrony experience. Each Exosuit miniature has a slot where you can place your piloting Worker, with its icon remaining visible while it?s on the board.
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.
Dahlgaard?s Academy expands the magical world and gameplay of Trickerion with a slew of exciting new features:
Dawn of Technology contains two modules for Trickerion: the Contraptions, and the Signature Tricks.
Thanks to Magoria's recent technological achievements, Magicians can now enhance their Workshops with up to four Contraptions, unique to their magic school. Contraptions can be assembled as a Workshop Action, for the cost of 1 Coin per Contraption already in place. They can be used any time during a player's turn by turning them to their inactive side, and receiving a bonus based on the player's Magic school - in the above example, the Mechanical Contraption, the Generator, supplies the city with electricity, netting its owner a steady income of Coins.
Each Contraption has a more powerful effect than the one below it. At the end of a round, each Contraption with enough Shards next to it can be reactivated and used again next turn - this follows the similar principle as the Magician Powers module (which is playable with Contraptions). The highest-level Contraptions are so breathtaking that simply reactivating them will earn you some Fame!
The Contraptions module includes 16 Contraptions with 4 unique illustrations, printed on 3mm blackcore cardboard, and 4 board extensions.
When you learn a Trick from your own school, you may choose to learn your Signature Trick instead (if you meet its Fame threshold). Each Signature Trick ?upgrades? a Trick from the original set: for example, Professor Bernard can learn his Legendary Shark Tank signature trick instead of the ?ordinary? Water Tank Escape. If a Signature Trick is learned, the standard version is removed from the deck. And if an opponent already learned its standard version, your Signature Trick no longer has a Fame Threshold!
Signature Tricks have the same component requirements as their standard version, but they also require Contraptions to function: the higher their Fame threshold, the more Contraptions you have to use when you prepare them. However, in return, not only do these Tricks have better numbers (higher Yield, more Trick Markers, etc.), but they also have a special power: for example, The Legendary Shark Tank?s Trick markers can be aligned freely in the Theater, meaning that you?ll always be able to create Links with it.