Manufacturer: Cool Mini or Not
Estimate Arrival : November 2018
The Great Science Fair Approaches!
The Great Science Fair is drawing together the sharpest minds of our generation. However, only one can be crowned champion. They will have to prove they’re the best, by thinking on the fly and building their machines quickly and efficiently. Whose project will rise to the top?
In Gizmos, players look to create the most magnificent of machines, taking on the role of inventors at the Great Science Fair. By utilizing four different types of energy marbles, taken from the innovative 3D marble dispenser, they will purchase and construct new additions to their Gizmos. The best Gizmos will be able to chain-reaction off of new additions as they’re made, giving players multiple results from taking a single action. The player that builds the greatest machine and collects the most victory points is declared the winner.
Pick — On your turn, you’ll be able to choose one of a few actions: file, pick, build, or research. Picking is the simplest—just take one of the six available energy spheres from the energy dispenser. The color’s important, so make sure to pick one that you’ll want to use to pay for a gizmo later! Whenever a sphere is picked, the remaining ones will roll down, allowing a new one to replace it from inside the dispenser.
There are three decks of gizmo cards, broken down by power and cost, with the cheapest gizmos coming from the Level I deck, which always has four cards face up and available. The Level II deck has three available, and the Level III deck only has two available. Whenever a player takes one of these face-up gizmo cards, another is drawn from the corresponding deck to replace it.
File — If you choose to file as your action, you’ll take one of those available gizmos and put it above your player board to indicate that you’ve claimed it but not yet built it. In addition, each player begins the game with a basic gizmo card that triggers whenever you take the file action. Its ability lets you pull one energy sphere from inside the dispenser, meaning you don’t know what color you’ll get.
Build — If you choose the build action, you can take one gizmo from those available, or one you’ve previously filed, and pay its cost in energy spheres. A red gizmo that costs 3, for example, would require you to spend three red spheres, returning them to the inside of the dispenser. Once you’ve paid, put the gizmo card below your player board in the column that matches the gizmo’s symbols. This will help you spot when you can trigger the gizmo’s power on future turns. After you take any action, you’ll be able to use the triggered abilities of your gizmos that correspond to the action.
For example, you may have a gizmo that lets you pick a sphere from the dispenser whenever you build a red gizmo. You may also have a gizmo that lets you pull a sphere from inside the dispenser whenever you pick a blue sphere. These abilities can chain together: If you build a red gizmo and then choose to pick a blue sphere from the first ability, you could then also pull from inside the dispenser.
Research — The final choice of actions is to research. This means to look at some of the cards from the top of any of the three gizmo decks and choose one to either file or build immediately. Some gizmos will modify this action by increasing the base “research value” of 3. These gizmos go in the leftmost column of your player board and can also affect your energy capacity (normally 5) and the number of gizmos you can have filed at once (normally just 1). Gizmos in the conversion column also don’t trigger off any actions; they instead modify the way you spend energy spheres by allowing them to function as wilds or by increasing their potency.
Scoring — Players will take turns taking a single action at a time (and chaining all their gizmo abilities!) until a player has sixteen gizmos or four Level III gizmos; then, the round completes and the game ends. Players can collect point tokens with some gizmo abilities throughout the game, which are then added to the point value of each gizmo the player has built. The player with the most points wins!
Conclusion — Gizmos has a very satisfying progression, as players begin by taking simple actions and increasing the potency of those actions over the course of the game. It feels very rewarding to chain a single action into a series of gizmo powers, such as spending all your energy for a big purchase only to have your energy storage replenished to capacity because of all your build and pick triggers. Some Level III gizmos even offer scoring bonuses, giving players even more focused scoring objectives.
Anyone in the market for a game with tactile, satisfying components and light engine-building should give Gizmos a try!
52 Energy spheres
1 Energy dispenser
4 Energy-storage rings
20 Victory-point tokens
4 Player dashboards
1 List of effects
1 Dispenser assembly guide
Game Length: 40-50 minutes