9 Gear Tokens 4 Reference Cards

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2 Two steps forward, one step back. It seems your machines never work the way they are supposed to, or for very long, before they break. The workshop owner has given you one more chance to prove your worth. Will the other tinkerers sabotage your efforts or will you earn the workshop owner s favor and become the master tinkerer? Components E 45 Gear Cards (1-9 of 5 suits) front 1 16 Contraption Cards back 9 Gear Tokens 4 Reference Cards 27 Parts (3 of 9 types) 30 Spark Tokens Overview In Gearworks, you play as tinkerers in a workshop fixing a mysterious clockwork machine. You position gear cards to fix various components of the machine, although only some gears may be placed in certain areas. At the end of the round, if you are the last player to fix a component, you earn a part created by the machine. If you have the right parts, you can create awesome contraptions! The game plays across three rounds. At the end of the game, you score points for your parts and contraptions - the player with the most points wins! 2

3 Contraption s Throughout the game you will be able to build contraptions if you earn one or both of the necessary parts tokens during a round of play. For the contraption card to the right, you would need to earn a wheel (the letter A part), an air canister (the number 3 part) or both during a round to be able to build this contraption at the end of the round. You earn bonus points by building your contraptions so it is wise to earn the needed parts! A 3 Credits Game Design: Kirk Dennison Development: Kirk Dennison Illustration: Sheryl Chieng, Yorgo Tsalamanis Graphic Design: Yorgo Tsalamanis, Kirk Dennison, Dan Cunningham, Jason Flack Art Direction: Kirk Dennison, Kane Klenko, Keith Matejka Rulebook Layout: Kirk Dennison Rulebook Editing: Dustin Schwartz Playtesters: Emily Dennison, Dan Cunningham, Keith Matejka, Peter Schumacher, John Buglass, Ben Rosset, JB Howell, Aaron Folk, Bryan Metrish, Steve Kaftanski, Grant Dennison, Chelsea Carpenter, Nat Betts, Robert & Merry Dennison, Chris & Grace Litton, Madison Game Design Cabal, Tim Harmon, Courtney Falk, Jonathan Wright, Amy Hacker-Ott, Maria Olga Raimondo, Stephen Watkins, Jacqueline Watkins, Stefan Basic, Jonathan Greeson, Melissa Millar, Daniel Magalhães, Jason Fischbach, Rosey Walter, Donna Evans, Geoff Kemp, Derek Evans, Wil Kludy, Bill Martin, Marco van Barneveld, Howard Ratner, Kris Drummond, Mike Alexander, Carol Miller, Kerry, Tim Miller, Brendan House, David Nadj, George Bracy, Christian Scully, Shelly McToal, Karina Barreto, Alessandro Raimondo, Loukas Marmaras, Georgia Sarantopoulou, Tasos Eleftheriadis For more information, visit: PieceKeeper Games LLC. All Rights Reserved. 3

4 S etup NOTE: The rules assume you are playing with 3 or 4 players. For 2 players, see the bottom of this page before following the setup steps. 1. Place the 9 gear tokens (back side up) to form a 5 column by 4 row grid as the play area. Leave enough room for one card to be placed in each space on grid. 2. Shuffle the gear cards and place them to the side of the play area. 3. Place the top 4 gear cards face up in the play area next to the top left and bottom right spaces - the first card in A2, the second card in B1, the third card in D4 and the fourth card in E3 - as shown in Example A on the following page. 4. Place the parts next to their corresponding gear tokens outside of the play area. 5. Give each player one spark token (player 4 gets two in a 4 player game) and place the rest outside of the play area. y 6. Shuffle the contraption cards and place them to the side of the play area. 7. Give each player the following: One reference card with the player color of their choice. { { Five gear cards, face down. One contraption card, face down. D 2 { For the first round, the player who most recently fixed something broken plays first. Play then proceeds clockwise. 2 Player Rule s When playing with 2 players, follow the setup steps above with the following changes. The remainder of the rulebook is the same for all player counts. 1. Prior to setup step #1, return the following components to the game box: Gear cards #8 and #9 (five cards of each number). Contraption cards E (three cards). Look for the magnifying glass symbol on the bottom left of the cards. Gear token E You will form a 4 column by 4 row grid as the play area instead of a 5 column by 4 row grid. 2. Replace setup step #3 with the following: Place the top 4 gear cards face up in the play area next to the top left and bottom right spaces the first card in A2, the second card in B1, the third card in C4 and the fourth card in D3. 4

5 Example A: Setup for 3-4 players. x u x w w w u w v z y 5

6 Gameplay On your turn, take the following actions, in any order: Play a Gear Card OR Pass (Required, see below) Gain Sparks (Optional, see page 7) Spend Sparks (Optional, see page 7) Play a Gear Card On your turn, either play one gear card face up in the play area OR pass. PLAY You may play a gear card in any open space (or on top of another gear card if you spend two sparks, see SCORING on pg 8). Each gear card must follow two placement rules: Column Color: In each column (A through E), there may only be one card of each color. Row Rank: In each row (1 through 4), cards must all be in ascending numeric order (or equal to each other) or all be in descending numeric order (or equal to each other). Example B: In the row below, the gear cards are in descending numeric order, from left to right. The only numbers that may be played in the open space are #7, #8, or #9. After playing a gear card, flip over the gear tokens for the corresponding column and row to the front side (if not already done). Rotate the gear to point your player color towards the column or row where you placed your card; you currently control this column and row. Then rotate any cards in the row, as needed, so the arrows point from low to high as a visual reference of numeric order. Example C: You are the purple player. You play the gray #3 gear card in A1. Flip over gear tokens A and 1 and rotate them until the purple color points towards the #3 you played. Also, rotate the gear cards 180 degrees in A1 and B1 so the arrows point from low to high in row 1. This shows that only cards less than or equal to 2 can be played in columns C through E. PASS You may pass instead of playing a gear card. If you do, on your next turn you must pay one spark if you d like to play another gear card. Moreover, if all other players pass in a row before your next turn, you will not get another turn this round, and the round ends. 6

7 Gain S park s NOTE: You may never have more than 5 sparks or 8 gear cards at any one time. Any you would gain above that are forfeited. On your turn, you may gain spark tokens in one of two ways: by math or discard. If there is a card in only one of the four possible directions from your played card, you may not gain a spark. NOTE: The closest card in a empty spaces and may be direction may be separated by Example D: You play the blue #5 gear in B3. The closest cards in each horizontal and vertical direction are #1 in A3, #8 in B2, and #6 in D3. You can use #1 and #6 to gain a spark token since 6-1 = 5 (i.e. value of your played card). Assuming you played #3 instead and wanted to add #1 in A3 and #2 in B1, you may not because #2 is blocked by #8 in B2. Math: After playing a gear card, look at the gear cards closest to your played card in each horizontal and vertical direction. You may add or subtract two numbers on those cards. If the number on your played card equals the calculated value, gain one spark token. further away than the closest card in another direction. Discard: You may also discard two gear cards to deck bottom to gain one spark. You may do this multiple times. You may do this at any time on your turn. S pend S park s On your turn, you may spend sparks to perform any number of actions below. You may perform the same action multiple times. Draw Gear: Spend one spark to draw a gear card. You may do this at any time on your turn. Replace Gear: Spend two sparks to play a gear card on top of another card. Your gear card must follow placement rules. You may not gain a spark by math when replacing a gear. NOTE: You may only play one gear card on your turn; spending two sparks does not allow to play a second card. Draw Contraption: Spend two sparks to draw a contraption card. You may do this at any time on your turn. Re-Enter: Spend one spark to re-enter round if you passed on your last turn. If all other players have passed immediately before your turn, you may not re-enter the round. End of Round After all players have passed in succession, each player earns one part for each row or column they control (i.e. their player color is pointing at the row or column) and places it in front of them. If they would like, each player may play any contraption cards that require any parts they earned this round and place the corresponding parts on top of their respective contraptions. See SCORING (pg 8) for how to score contraption cards and parts at game end. 7

8 At the End of Rounds 1 & 2: Players keep all unplayed gear cards, contraption cards, and spark tokens. Flip over each gear token to the back side (the side without the four colors). New Cards Deal one contraption card to each player face down. Shuffle all gear cards in the play area and deck together. Place the top 4 gear cards as in setup & give each player 5 more gear cards*. Determine Leader & Give Sparks Whoever has the most parts is the leader for the next round. They will play first. In the case of a tie, the player with the most sparks plays first. If there is still a tie, the player with the most gear cards plays first. Players with fewer parts than the leader receive sparks* as follows: and 8 gear cards. 1 fewer part = 0 sparks. 3 fewer parts = 2 sparks. 2 fewer parts = 1 spark. 4+ fewer parts = 3 sparks. (A player may not receive more than 3 sparks this way.) NOTE: Advanced players may enjoy an additional challenge by playing without awarding sparks in between rounds. However, for new players it is helpful to award sparks in between rounds, as described above. *NOTE: Players only receive sparks and gear cards up to the maximum of 5 sparks Game End The game ends after all players have passed in a row during round 3. The player with the most points wins! In case of a tie, the player with the most different types of parts wins (e.g. a player with one wing [#3] and two lens [E] parts has two different types of parts). If there is still a tie, the player who collected the most sets of three of the same part wins (e.g. three wing parts is one set). Scoring Completed Contraption Cards 4 points for each contraption card with only one part on it. 9 points for each contraption card with both parts on it (i.e. you earned both parts needed by the contraption during the round you played the contraption). Unused Parts 2 points for each part not on your contraption cards. Remaining Spark Tokens 1 point for each spark token. Scoring Example You accumulate parts, sparks, and contraptions. You score as follows: u B 4 D points for two contraption cards with one part on each points for one contraption card with both parts on it points for two remaining spark tokens points for five unused parts. x w v A = 29 points v 2.04

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