Review

Trickerion: Legends of Illusion

Trickerion returned to the table with all of its additions and delivered another strong, chaotic game. It remains a joy once it gets moving, but its teach and the Academy can do real damage to it.

Trickerion: Legends of Illusion

Trickerion: Legends of Illusion

Published
2015
Designer
Richard Ámann, Viktor Péter
Publisher
Mindclash Games, Corax Games, Super Meeple
Players
2–4
Playing time
180 min

The “victims” agreed to do me the favour of bringing Trickerion back to the table. After a dip in the pool, some relaxation, meditation, setup, and ordering food, we were ready for magic and complexes. This time we played with everything: Academy, Dark Alley, and Dawn of Technology—and, as usual, all hell broke loose.

Once the game finally gets going, it flows quickly and offers difficulties and reversals. With so much on the table, though, even I, having played it more recently, had to consult the rules several times. It is one of those games you should not leave untouched for too long if you want it to keep getting played: its flow is much easier than its teach.

The interaction here did not come so much from a sudden confrontation as from who could seize the available opportunities first. The game more or less locked up from the fifth round, when I managed to get a signature spell taught at the Academy that gave 11/10 in money and prestige, then claimed the next 36-point one in the following round. From that point on, a comeback became a much harder proposition.

Although I had loved the Academy in the previous game, I now tend to agree with our favourite influencer: it is probably a bad addition to the game. The session was very strong, but that lockout made me reconsider it. Next time I will keep Dark Alley and Dawn of Technology, and leave the Academy off the schedule.

Source: BoardGameGeek

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