Review

Trickerion: Dahlgaard's Academy

With Dawn of Technology, Trickerion: Dahlgaard's Academy sheds much of the randomness and uneven feel of the variable player powers that had put me off at first. It remains a huge game I have no desire to teach from scratch, but with an experienced group it is one of the most satisfying euros I played this year.

Trickerion: Dahlgaard's Academy

Trickerion: Dahlgaard's Academy

Published
2019
Designer
Dávid Turczi
Publisher
Mindclash Games, Corax Games, Super Meeple
Players
1–4
Playing time
180 min

Thanks to the valiant efforts of an influencer trying to explain this little monster to me, I managed to play it again, this time with all the expansions. Thankfully, the second encounter was much better than the first.

Dawn of Technology fixes exactly what had bothered me: the randomness and the large gap between the variable player powers. I found it a very good addition and, more importantly, properly balanced; the choices no longer feel as if they are starting from completely different places.

The Academy feels a little odd, but it works. It helps players who lose their place in the theatre in the final rounds, opens up alternative strategies, and puts money much more firmly at the centre. So the interaction does not remain limited to the fight for the theatre: there is now more room to adapt when someone shuts a door in your face.

It is one of the most satisfying euros I played this year, and I would absolutely play it more often with a group that already knows it. Sitting down to explain it simply to new players, though? Well, no. With these changes, however, it is a 9/10 for me.

Source: BoardGameGeek

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