The Steampunk User’s Manual: An Exclusive Astonishing Game From Storium’s Will Hindmarch

SUM

The Steam­punk User’s Man­u­al by myself and Desi­ri­na Boskovich is the just-released fol­low-up to The Steam­punk Bible. As a spe­cial perk for read­ers, as not­ed in the Sto­ry­telling chap­ter of the user’s man­ual, we’re proud to present a char­ac­ter-dri­ven card game for your enjoy­ment, cour­tesy of Will Hind­march.

Hind­march is a free­lance writer and design­er whose cred­its include the ENnie Award-win­ning Eter­nal Lies for Pel­grane Press and design work on the online sto­ry­telling game, Sto­ri­um. In the gam­ing indus­try, he has worked for White Wolf Game Stu­dio, serv­ing as the devel­oper of the flag­ship World of Dark­ness Sto­ry­telling Game, Vam­pire: The Requiem, and he has writ­ten or designed works for Wiz­ards of the Coast, Fan­tasy Flight Games, and Atlas Games. He also co-pro­duces the live-lit sto­ry­telling show, Sto­ry Club South Side. Hind­march serves as the Assis­tant Direc­tor of Shared Worlds, a teen SF/F writ­ing camp.

cards_final
(Image by Jere­my Zer­foss, from The Steam­punk User’s Man­u­al)

Aston­ish­ing!

A game of steam­punk con­trap­tions designed and exhib­it­ed, for 2 – 4 play­ers.

Ver­sion 1.9.12 — 2014 by Will Hind­march

The year is 1899. The World’s Design & Inven­tion Fair draws near. Across the globe, inven­tors and artists lead design hous­es in the craft­ing of new tech­nolo­gies to exhib­it at the fair. Soon, you shall debut your con­trap­tion, hop­ing it oper­ates cor­rect­ly on the fair’s dais, and see which inven­tion elic­its the most mar­velous recep­tion from peers and pub­lic alike. A grant from Queen Vic­to­ria and the ado­ra­tion of the audi­ence await the inven­tion deemed most aston­ish­ing!

Overview

Each play­er con­trols one of four inven­tors in charge of a fab­ri­ca­tion work­shop some­where on the Earth at the end of the nine­teenth cen­tu­ry. By draw­ing, trad­ing, and play­ing num­bered cards, each play­er shall con­struct a pro­to­type steam­punk con­trap­tion for exhi­bi­tion at the World’s Design & Inven­tion Fair in Lon­don.

This is a cut­throat affair. The dif­fer­ent work­shops squab­ble and scheme in pur­suit of the final prize: a com­mis­sion from Queen Vic­to­ria to pro­duce a final, ful­ly func­tion­al ver­sion of the win­ning pro­to­type.

Depend­ing on the contraption’s qual­i­ty of con­struc­tion — and a bit of luck — the device may have a good show­ing at the fair … or it may mal­func­tion on stage. It may earn acclaim … or it may fail spark the audience’s imag­i­na­tion.

The more the audi­ence mar­vels — and the more peo­ple that are aston­ished! — the more Acclaim play­ers earn. The inven­tor with the most Acclaim wins.

Com­po­nents

You need a few game com­po­nents to play Aston­ish­ing!:

  • A deck of reg­u­lar play­ing cards (includ­ing Jok­ers)
  • Three reg­u­lar, six-sided dice
  • A dif­fer­ent Inven­tor sheet for each play­er

NOTE: Play sheets also avail­able via the attached PDF: SUM-play-sheets-9 – 23-14

Each Inven­tor sheet rep­re­sents the vision, guid­ance, and work­shop of a dif­fer­ent Inven­tor. A dif­fer­ent play­ing-card suit — Clubs, Dia­monds, Hearts, Spades — rep­re­sents each Inventor’s unique purview:

SUM-clubs

Lady Calibrette Merchant (Clubs)

Born to a fam­i­ly of weapon-smiths and mil­i­tary offi­cers of some repute in the British Raj, Lady Cal­i­brette has proven her­self the true heir to the genius of her father, a Knight Com­man­der of the Indi­an Empire (KCIE), and the spir­it of lead­er­ship pos­sessed by her moth­er, a head­mistress from Bom­bay. After sur­viv­ing the Bom­bay plague out­break of 1896, Lady Mer­chant took over unof­fi­cial man­age­ment of her family’s muni­tions fac­to­ry, where some of her designs are now enter­ing pro­duc­tion.

SUM-diamonds

Abimbola Kayin (Diamonds)

This inven­tor and entre­pre­neur made his for­tune facil­i­tat­ing tele­phon­ic oper­a­tions in the vicin­i­ty of Lagos Island and help­ing to design rail­way sta­tions and mech­a­nized farm imple­ments for the gov­ern­ment. Since solid­i­fy­ing his rep­u­ta­tion as an inven­tor, Mr. Kayin has turned his atten­tion toward beau­ti­ful designs with prac­ti­cal appli­ca­tions to “push mun­dane life beyond Mun­dan­i­ty.” He often pro­motes a some­times unpop­u­lar move­ment towards minia­tur­iza­tion and “incor­po­re­al tech­nolo­gies” that would “take Song and Sto­ry beyond the Page.”

SUM-hearts

Marisol Chang (Hearts)

Marisol Chang first made a name for her­self among the poets and literati of Lima before expand­ing her art into per­for­mance and instal­la­tion works in Mex­i­co City, Chica­go, and Paris. Now she is known world-wide as a sto­ry­teller, singer, and design­er of what Harp­ers Bazaar called “impos­si­ble art.” Her vision brings provoca­tive, mul­ti­cul­tur­al tales to life via music and tech­nol­o­gy in pub­lic plazas and city squares. “All art speaks in a voice inher­it­ed,” Chang said, “and thus the old forms flow into the new.”

SUM-spades

Albert “Albie” Smithering (Spades)

Albie” Smither­ing is the adven­tur­ous youngest son of the Smither­ings of Welling­ton, New Zealand — known explor­ers and pio­neers. Albie him­self has some­thing of a noto­ri­ous past, hav­ing been arrest­ed for tres­pass­ing and grave-rob­bing in his youth. He lat­er devel­oped a rep­u­ta­tion as a rac­ing afi­ciona­do, hav­ing won races by sail and cycle as far away as Lake Michi­gan and France. His self-described “fond­ness for veloc­i­ty” has led him to pur­sue efforts to fund and design the next gen­er­a­tion of vehic­u­lar inven­tions.

Set­up

Pre­pare for play with the fol­low­ing steps:

  1. Sep­a­rate the face cards from the rest of the deck and stack them by suit in four sep­a­rate piles.
  2. Shuf­fle the remain­ing cards (Ace through 10 of each suit, plus Jok­ers) and set the deck in the cen­ter of the table where every­one can reach it. Dur­ing play, form a dis­card pile face-up next to the deck.
  3. Each play­er selects a dif­fer­ent Inven­tor sheet and sets it in front of them. Fold the sheet along the dot­ted line so it stands up on the table with the lists fac­ing the Inventor’s play­er and the biog­ra­phy fac­ing out at the oth­er play­ers.
  4. Each play­er col­lects the three face cards cor­re­spond­ing to their Inventor’s suit. Set them face-down on the table near your Inven­tor sheet.
  5. Deal a start­ing hand of 4 cards to each play­er.

Play­ing the Game

Aston­ish­ing! play unfolds in two phas­es: Inven­tion and Exhi­bi­tion. First you play a series of turns in the Inven­tion phase, using cards to build your con­trap­tion. When con­di­tions are right and the dead­line for the fair has arrived, play pro­ceeds to the Exhi­bi­tion phase, where you test your con­trap­tions and earn Acclaim.

Take note of the dif­fer­ences between Inven­tion actions and Exhi­bi­tion actions, even though both phas­es use the same face cards. Each phase uses the face cards in dis­tinct ways. Like­wise, each of the Inven­tors has unique abil­i­ties in each phase and thus each Inven­tor “han­dles” a bit dif­fer­ent­ly in play.

Note, too, the dif­fer­ence between your ros­ter of action cards and your hand of resource cards:

Each play­er gets a ros­ter of three action cards made up of the face cards from the Inventor’s cor­re­spond­ing suit.

Each play­er also holds a hand of num­bered resource cards rep­re­sent­ing the resources and mate­ri­als used to build con­trap­tions. You’ll find these referred to as “num­bered cards,” “resource cards,” and sim­ply “resources” through­out these rules. Most cards are worth a num­ber of build points equal to their val­ue, regard­less of suit. Treat the Ace that cor­re­sponds to your Inventor’s suit as an 11-point resource card. All oth­er Aces are worth just 1 point for you.

Though you may occa­sion­al­ly hold more than six cards in your hand at once, you should nev­er start a turn with more than six cards in your hand.

PHASE 1: INVENTION

In this phase, play­ers trade, gath­er, and play cards that inter­act to describe the tech­no­log­i­cal won­ders being built in each work­shop. Each turn con­sists of the same few steps played out in this order:

  1. Choose An Inven­tion Action
  2. Reveal Inven­tion Actions
  3. Trade
  4. Resolve Spe­cial Effects
  5. Build
  6. Dis­card Resources (If Nec­es­sary)

1. Choose An Invention Action

First, each play­er secret­ly selects an Inven­tion action to take on the cur­rent turn. Each play­er sets the face card cor­re­spond­ing to her cho­sen action face down in front of her Inven­tor sheet.

A play­er nor­mal­ly can­not take the same action two turns in a row. Track this by leav­ing each player’s pre­vi­ous action card face up on the table until the next turn’s action card is set face-down to replace it.

(Note that on the first and final turns of the Inven­tion phase, each play­er choos­es from all three cards in her ros­ter. On every oth­er turn, the play­er choos­es from just the two cards she didn’t play on the pre­vi­ous turn.)

A dif­fer­ent face card rep­re­sents each of the three actions avail­able to the play­ers:

Jacks — Trade Cards: Use this card to ini­ti­ate trade with oth­er play­ers, exchang­ing one or more cards between you. See the rules for “Trad­ing.”

Queens — Spe­cial Effects: Each Queen trig­gers a dif­fer­ent effect unique to the Inven­tor in ques­tion (sum­ma­rized on the Inven­tor sheet). See the descrip­tions under “Card Abil­i­ties by Suit” for a full expla­na­tion of each Queen’s effect.

Kings — Build Your Con­trap­tion: Use this card to indi­cate that you’re build­ing a part of your con­trap­tion this turn. See the rules for “Build­ing.”

2. Reveal Invention Actions

After all play­ers have set down their action cards, and thus cho­sen an action to under­take, all play­ers simul­ta­ne­ous­ly reveal their actions for the turn.

Though actions are revealed simul­ta­ne­ous­ly, take care to resolve Inven­tion actions in order: First resolve all trades (Jacks), then enact all spe­cial effects (Queens), and final­ly car­ry out actions to build (Kings).

3. Trade (Jacks)

Play­ing the Jack from your ros­ter sig­nals that you want to trade resources this turn. Only play­ers who chose Jacks for their Inven­tion action may ini­ti­ate a trade, how­ev­er a play­er does not have to play a Jack to par­tic­i­pate in a trade dur­ing the turn.

If more than one play­er has cho­sen to trade this turn, ini­ti­ate and resolve the trade of the youngest play­er first; play then pro­ceeds clock­wise.

To ini­ti­ate trade, set one or two num­bered cards from your hand face up on the table in front of you. This is your offer.

All oth­er play­ers may respond by offer­ing one or two cards in exchange, set­ting the offered cards face up or face down or any com­bi­na­tion there­of in front of them.

Play­ers are now free to nego­ti­ate, revise their offers, reveal cards, make promis­es, break promis­es, and bluff dur­ing this process.

Jok­ers may be includ­ed in any trade offer. A Jok­er rep­re­sents a faulty com­po­nent or flawed resource, use­ful for slow­ing down a rival’s pro­duc­tion — or for mis­di­rect­ing rivals. Jok­ers can nev­er be dis­card­ed or used to build a con­trap­tion. Only theft or trade moves Jok­ers from work­shop to work­shop.

Let the buy­er beware.

A play­er who offers no cards in trade can­not receive cards from the play­er who made the ini­tial trade offer — you can­not get some­thing for noth­ing here.

If the ini­tia­tor does not get an offer he likes, he may with­draw his own offer. Play pro­ceeds clock­wise to the next trad­ing play­er, if any. Every play­er who revealed a Jack this turn may ini­ti­ate a sep­a­rate offer of trade with the rest of the table but is not required to do so. (Thus the Jack is the only way to pass on your turn.)

4. Special Effects (Queens)

Every Inven­tor has a dif­fer­ent spe­cial effect at their dis­pos­al, rep­re­sent­ed by the Queen of the appro­pri­ate suit. Spe­cial effects enable a play­er to obtain resources for build­ing con­trap­tions. See the descrip­tions under “Card Abil­i­ties by Suit” for a full expla­na­tion of each Queen’s effect.

The youngest play­er goes first dur­ing this step, after which play pro­ceeds clock­wise to the sub­se­quent Queens played.

If a play­er has cho­sen a Queen for the turn, that play­er must take that action this turn. She may not pass on her turn.

5. Build (Kings)

Play­ing the King from your ros­ter engages your work­shop in the con­struc­tion of your con­trap­tion. Play this step simul­ta­ne­ous­ly for all play­ers — no one has to wait on any­one else.

If you play your King and you have cards in your hand, you must build part of your con­trap­tion on your turn. (Work must con­tin­ue! The dead­line looms!)

When it’s time to build, place one or two num­bered cards from your hand face down into any one of the three posi­tions marked on your Inven­tor sheet. This installs the card or cards in that posi­tion. No posi­tion can hold more than two cards. You may dis­card one or both cards already installed in a posi­tion to make room for new instal­la­tions. You may peek at the cards you have installed at any time.

Pay atten­tion to the val­ue of the cards installed in each posi­tion. Each position’s point total deter­mines its reli­a­bil­i­ty. The high­er the total, the more like­ly your con­trap­tion is to per­form as designed when test­ed dur­ing the Exhi­bi­tion phase. A reli­a­bil­i­ty of 18 points or more is guar­an­teed to func­tion and aston­ish dur­ing Exhi­bi­tion.

The cards installed in each posi­tion also con­tribute to your over­all design. From each list, secret­ly select a descrip­tor cor­re­spond­ing to one card installed in that posi­tion. The descrip­tor from each list com­bines with the oth­ers to describe the con­trap­tion you’re build­ing. (An Ace always cor­re­sponds to the first item on your list but when it’s worth 11 points it means you have rev­o­lu­tion­ized the design of some­thing com­mon or mun­dane or cre­at­ed a new stan­dard for excel­lence in that area.)

You may change your mind about what descrip­tor you’re using all the way up until you describe your device to the oth­er play­ers dur­ing the Exhi­bi­tion phase.

As you com­bine descrip­tors from your lists, pic­ture your device in your mind. Imag­ine what your con­trap­tion looks like, sounds like, and how it oper­ates. What does it do? How does it aston­ish? How will you describe it to your fel­low play­ers dur­ing the Exhi­bi­tion phase?

For exam­ple, if you installed a 3-point card and a 9-point card in first posi­tion, you could choose either the third or ninth descrip­tor from that list to begin describ­ing your con­trap­tion. Either way, the reli­a­bil­i­ty of that por­tion of your con­trap­tion is 12 (because 9 + 3 = 12).

Note that resource cards that cor­re­spond to your Inventor’s suit earn Acclaim only for you. Resources cards from oth­er suits rep­re­sent com­po­nents, parts, or mate­ri­als man­u­fac­tured or inspired by your rivals. Depend­ing on the actions they take dur­ing play, rivals may earn some Acclaim from your con­trap­tion. (Like­wise, you may earn Acclaim for cards of your suit that turn up in oth­er play­ers’ con­trap­tions.)

6. See To Your Resources

Space in the work­shop is at a pre­mi­um. At the end of the turn, each play­er hold­ing more than six resource cards in hand must dis­card down to a max­i­mum of six resource cards. Play­ers may dis­card extra cards if they wish, but remem­ber that Jok­ers can nev­er be dis­card­ed. Each play­er that ends the turn with no resource cards in hand may draw one resource card off the top of the deck.

If even one card remains in the deck, the Inven­tion phase con­tin­ues with a new turn. Return to step one to begin the next turn.

End­ing the Inven­tion Phase: One Last Turn

Draw­ing the last card from the deck means the dead­line is nigh — the Inven­tors must set out for Lon­don and are almost out of time to per­fect their con­trap­tions. Com­plete the turn in which the deck is exhaust­ed (skip­ping any actions that are impos­si­ble with­out the deck). Each play­er then col­lects all of their action cards for one last Inven­tion turn.

Option: If all play­ers have at least one card installed in each posi­tion for their inven­tion at the end of a turn — and if all play­ers agree to it — the play­ers may call the Inven­tion phase to an end. Each play­er col­lects all three action cards of their suit and the final Inven­tion turn begins…

Choose Your Final Invention Action

On the final Inven­tion turn, each play­er may select any one action to under­take in the heat of the final hours of con­struc­tion, even if they just took that action on the pre­vi­ous turn. This final turn of the Inven­tion phase fol­lows the usu­al steps of play, though the lack of a deck to draw from may ren­der some actions use­less.

When the final Inven­tion turn is com­plete, the Inven­tors reach Lon­don and the Exhi­bi­tion phase begins. The process of build­ing each con­trap­tion is offi­cial­ly over, but some play­ers may yet find a use for the cards in their hands.

PHASE 2: EXHIBITION

In the Exhi­bi­tion phase, play­ers reveal and demon­strate their con­trap­tions and com­pete to aston­ish the pub­lic gath­ered at the fair. This phase con­sists of a sin­gle turn made up the fol­low­ing few steps:

  1. Choose Exhi­bi­tion Actions
  2. Describe Your Inven­tion
  3. Cast Your Vote
  4. Exhib­it Inven­tions for the Crowd

Step One: Choose Exhibition Actions

First, play­ers secret­ly choose one of two Exhi­bi­tion actions — Queen or King — rep­re­sent­ing each Inventor’s final efforts to tin­ker with the con­trap­tions or sway the crowd. Place the cho­sen action card face down in front of the Inven­tor sheet. Play­ers reveal these cards dur­ing the fourth step of the phase.

Jacks aren’t used dur­ing this step.

Step Two: Describe Your Invention

Describe your con­trap­tion to your fel­low play­ers with­out turn­ing over your installed cards. Announce what your con­trap­tion does, describe what it looks and sounds like, tell every­one how it oper­ates, and men­tion how your Inven­tor reveals the inven­tion to the crowd.

Use only one eli­gi­ble descrip­tor from each of your three lists, even if you have two cards installed in the rel­e­vant posi­tion. A posi­tion with­out installed cards does not con­tribute a descrip­tor to your device at all.

A lit­tle mod­esty might secure a play­er votes from rivals who under­es­ti­mate the mag­ni­tude of a design based on its descrip­tors, but a more grandiose, impres­sive descrip­tion can be its own reward — or attract votes from aston­ished play­ers.

Step Three: Cast Your Vote

Queen Victoria’s cus­toms for the exhi­bi­tion call for each par­tic­i­pant to serve on the judg­ing pan­el and cast a pub­lic vote in the com­pe­ti­tion. No one may vote for their own inven­tion. Play­ers vote simul­ta­ne­ous­ly by hand­ing their Jack to a com­peti­tor of their choice. Play­ers may cast their vote using any cri­te­ria they like.

Play­ers whose inven­tions receive votes may use those votes in the next step to per­suade the crowd.

Step Four: Exhibit Inventions for the Crowd

Once the com­peti­tors have vot­ed, the pub­lic demon­stra­tions begin. As each Inven­tor per­forms his or her spiel for the world, the crowd moves about, form­ing its own opin­ions. The crowd may mar­vel or balk. The crowd may gig­gle or guf­faw at mal­func­tion­ing devices or it may applaud and cel­e­brate aston­ish­ing new designs. The crowd may cheer in delight or recoil in ter­ror. The crowd is fick­le.

To rep­re­sent the crowd, roll three reg­u­lar, six-sided dice and add them togeth­er to get the demon­stra­tion num­ber. The ide­al demon­stra­tion num­ber is less than your invention’s reli­a­bil­i­ty num­ber for each posi­tion but more than your com­peti­tors’ reli­a­bil­i­ty num­bers.

The demon­stra­tion total indi­cates what, if any, installed com­po­nents fail to per­form or impress. Any invention’s posi­tion that is less reli­able than the demon­stra­tion total fails to work as planned. In oth­er words, if the demon­stra­tion total is high­er than the reli­a­bil­i­ty point total installed in any posi­tion, that posi­tion fails. A failed posi­tion may indi­cate an actu­al fault in the com­po­nen­try or it may mean that some part of the inven­tion mere­ly fails to aston­ish the audi­ence at the fair and so doesn’t earn the Acclaim that it might have.

Any num­ber of posi­tions may suc­ceed or fail when com­pared to the tastes of the crowd (rep­re­sent­ed by the demon­stra­tion num­ber). A posi­tion with no cards installed auto­mat­i­cal­ly fails, regard­less of the demon­stra­tion total.

Once the demon­stra­tion num­ber has been rolled, play­ers simul­ta­ne­ous­ly reveal Exhi­bi­tion actions. Resolve all Jacks, then Queens, and then Kings, in that order. Begin with the youngest play­er play­ing each card type and then pro­ceed clock­wise around the table, as nec­es­sary.

Jacks: Play­ers that received Jacks as votes from com­peti­tors may dis­card a Jack to re-roll one of the demon­stra­tion dice. A play­er with mul­ti­ple Jacks may dis­card more than one to re-roll mul­ti­ple dice (or re-roll a sin­gle die mul­ti­ple times). A play­er may opt not to use their Jack(s) — each held Jack is worth 1 Acclaim — but once play has pro­ceed­ed to resolv­ing Queens or Kings, Jacks may no longer be dis­card­ed.

Queens: These effects tin­ker with inven­tions or sway the crowd to change the way the cards inter­act with the demon­stra­tion. Each Queen rep­re­sents a dif­fer­ent effect. A Queen, once played, must take effect.

Kings: These effects pro­mote the Inventor’s indi­vid­ual resources and exploit deriv­a­tive tech­nolo­gies to earn extra Acclaim from the pub­lic. A King, once played, must take effect.

Final Scor­ing

Each play­er scores Acclaim depend­ing on the suc­cess of her inven­tion.

  • Earn 2 Acclaim for each posi­tion with­in your inven­tion that func­tions as planned dur­ing the demon­stra­tion.
  • Earn 1 Acclaim for each Jack you still hold.

Card Abil­i­ties by Suit

Queens and Kings have dif­fer­ent abil­i­ties depend­ing on their suits and if they are played dur­ing the Inven­tion or Exhi­bi­tion phas­es. These card effects are also sum­ma­rized on the Inven­tor sheets.

Clubs Invention Ability

Queen — Cap­ture Resources: Draw two cards from the top of the deck or draw one card from the top of the deck and one resource card at ran­dom from anoth­er player’s hand.

Clubs Exhibition Abilities

Queen — Intim­i­date: Treat any one posi­tion on your inven­tion as if its reli­a­bil­i­ty was 2 points high­er (to a max­i­mum of 15 points).

King — Impress: Select one competitor’s inven­tion. Earn 1 Acclaim for each Club card in a posi­tion that didn’t fail dur­ing exhi­bi­tion.

Diamonds Invention Ability

Queen — Buy Resources: Dis­card zero, one, or two cards; draw one more card from the deck than you dis­card­ed.

Diamonds Exhibition Abilities

Queen — Replace­ment Part: You may exchange any one Dia­mond card cur­rent­ly installed on any inven­tion for one resource card from your hand. This does not alter the descrip­tor used but it does alter the reli­a­bil­i­ty for that posi­tion and thus poten­tial­ly change the Acclaim earned.

King — Show­man: Select one competitor’s inven­tion. Earn 1 Acclaim for each Dia­mond card in a posi­tion that didn’t fail dur­ing demon­stra­tions.

Hearts Invention Ability

Queen — Fina­gle Resources: Draw one card at ran­dom from anoth­er player’s hand and two from the deck. Keep any two of those cards and give the remain­ing card to the rival whose card you drew. You may use this abil­i­ty to give a rival a Jok­er.

Hearts Exhibition Abilities

Queen — Sway the Crowd: You can change the val­ue on any one of the demon­stra­tion dice by 1 or 2 points. Pick up and turn the die to a num­ber that is with­in two points of the num­ber rolled. (Thus a 6 may become a 5 or a 4 but can­not be made any high­er.)

King — Charm: Select one competitor’s inven­tion. Earn 1 Acclaim for each Heart card in a posi­tion that didn’t fail dur­ing demon­stra­tions.

Spades Invention Ability

Queen — Beg, Bor­row, and Steal: Draw one card from the deck and then either one card at ran­dom from the top five cards of the dis­card pile or one at ran­dom from anoth­er player’s hand.

Spades Exhibition Abilities

Queen — Saboteur’s Gambit: Turn over one installed Spade card worth 7 or fewer points on any invention, leaving it face-down. That resource fails on the demonstration floor, reducing that position’s reliability.

King — Exploit: Select one competitor’s inven­tion. Earn 1 Acclaim for each Spade card in a posi­tion that didn’t fail dur­ing demon­stra­tions.

“The Steampunk User’s Manual: An Exclusive Astonishing Game From Storium’s Will Hindmarch” was published in Giveaway, Literature.

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