Micro-Engine: Pocket Workshop

A compact engine-builder of ingenuity and invention · 2–4 players · 20–30 min

Description

Objective: Build the most impressive contraption over a fixed number of rounds. Extend your chain with Parts, boost efficiency with Upgrades, trigger bursts with Calibrations, and claim Patents. Highest total VP wins.

Players: 2–4 Time: 20–30 minutes Rounds: 12 - N players Primary components: Cards

Similar games:

Full Rules

Components & Setup

Components

  • Core cards (1 per player)
  • Workshop deck (Parts, Upgrades, Calibrations)
  • Patent deck (public objectives)
  • Optional: round tracker

Setup

  1. Patents: Shuffle and reveal players + 1 face-up. Patents are not refilled.
  2. Workshop Row: Reveal 3 Workshop cards face-up.
  3. Cores: Shuffle Core cards. Each player draws 2, keeps 1, discards the other. Place chosen Core face-up; it provides a universal Output to start your chain.
  4. Hands: Each player draws 5 Workshop cards.
  5. First player: random.
  6. Variant — No Row (Travel Mode): Skip the Row; all draws come from the deck.
Card Anatomy & Types

Cost / Requirement — To play a card, discard the shown number of cards (Cost) and meet its Requirement (e.g., “chain length ≥3”, “3 Upgrades in play”).

Connections — Parts show an Input (top / left) and Output (bottom / right). A new Part must attach to the end of your chain by matching the previous Output to this Part’s Input.

Types

  • Part — Extends your chain; primary source of VP.
  • Upgrade — Tucks under a Part/Core; improves economy/flexibility; may grant extra actions; does not extend the chain.
  • Calibration — One-shot “do it now” effect; announce, resolve, then discard. Calibrations also grant +1 action (after resolving), unless a card says otherwise.

Effects — May be when played, ongoing, or conditional. VP — End-game points.

Upgrade Slots (limits)

  • Each Part has 1 Upgrade slot by default (some show 2+ as printed; never exceed printed slots).
  • Your Core has 1 Upgrade slot.
  • If a Part leaves play or moves its position (both are rare), its attached Upgrades leave with it.
Turn Structure

No hand limit. Play proceeds clockwise for the set number of rounds.

Phase A — Draw

  • Take 2 cards total in any combination from the Workshop Row and/or the top of the deck. Refill the Workshop Row at the end of the phase.

Phase B — Play

Choose one action (some effects may grant extra actions, taken immediately):

  • Play a Part: Pay Cost and meet Requirement; attach to the end of your chain; resolve “when played” effects.
  • Play an Upgrade: Pay Cost and meet Requirement; tuck under a Part/Core (respect slot limits).
  • Play a Calibration: Announce, resolve, discard; then gain +1 action.
  • Research: Draw 3 cards from the deck.
  • Pass: Do nothing.

Extra actions cannot be stored; use them when gained.

Patents (public objectives)
  • On your turn, the instant you satisfy an unclaimed Patent’s condition, announce and take it.
  • Patents are not refilled. You may claim multiple in the same turn if you meet their conditions.
End Game

End of the Game & Scoring

  • Game ends after fixed amount of rounds: 12 - N players (2 players — 10 rounds, 3 players — 9 rounds, 4 players — 8 rounds)
  • After the final round, score VP on all Parts, Upgrades, Patents, and any bonuses from Cores and card effects.
  • Winner: Most VP. Tie-break: Longest chain (still tied → shared win).
Clarifications

Timing & Priority

  • Immediate effects fully resolve before continuing. “When played” triggers after a card legally enters play.
  • Ongoing effects apply whenever their condition is true.
  • If multiple of your effects trigger simultaneously, you choose the order.
  • No direct opponent interaction unless a card explicitly says otherwise.

Costs & Requirements

  • If you can’t pay a Cost, you can’t play the card.
  • Requirements must already be true when you start playing the card; they can’t be completed mid-resolution unless a card allows it.
  • High-value cards often use stricter Requirements instead of discard Costs to prevent early spikes.

Connections (types, rarity, icons)

Use four connection types with distinct rarities to shape flow and tension:

  • Mechanical ⚙️ — very common (~40%) · Gears, cams, belts; reliable chainers.
  • Electricity ⚡ — common (~30%) · Coils, relays, regulators; tempo & trigger play.
  • Steam ♨️ — uncommon (~20%) · Boilers, exchangers; conversion & burst power.
  • Magnetic 🧲 — rare (~10%) · Bearings, clutches, separators; precision & control.

Helpful palette: Mechanical = steel/graphite, Electricity = amber/yellow, Steam = red/orange, Magnetic = indigo/purple.

Edge Cases & Variants

  • Deck runs out → Shuffle the discard into a new deck.
  • Multiple Research? Yes, if you gain extra actions (each Research is one action = draw 3).
  • Play a Part anywhere? No; only to the end, unless a card permits otherwise.
  • Claim Patents outside my turn? No; only on your turn when the condition is met.
  • Variants: Quick game — 8 rounds instead of the default; No Row (Travel Mode) — Omit the Row; all draws from deck; Patent cap — Max 2 Patents per player if needed.

Card Lists (Searchable)

Data is loaded from config.json. Use the search boxes to filter each deck.

Designer notes

TODO