Pocket Workshop rulebook
Rulebook

Micro-Engine: Pocket Workshop

Full rules. Click any section header to collapse it.

A compact engine-builder of ingenuity and invention.

Objective. Build the most impressive contraption over a fixed number of rounds. Extend your chain with Parts, boost it with Upgrades, set up combos with Calibrations, and claim Patents. Highest total VP wins.

Components & Setup

Components

Setup

  1. Patents. Shuffle and reveal players + 1 Patents face-up. Patents are not refilled.
  2. Workshop Row. Reveal 3 Workshop cards face-up.
  3. Cores. Shuffle the Core cards. Each player draws 2, keeps 1, and discards the other. Place your Core face-up at the left end of your play area. Its Output is universal: your first Part may have any Input.
  4. Hands. Each player draws 5 Workshop cards. Hands are hidden from other players.
  5. First player. Random.
Cards

Card Anatomy

Card Types

Your Chain

Upgrades and Hosts

Turn Structure

Play goes clockwise for the set number of rounds. Each turn has two phases.

Phase A — Draw

Take 2 cards in any combination from the Workshop Row and/or the top of the deck. Refill the Row to 3 cards at the end of this phase, not between your two picks.

Phase B — Play

You have 1 action. Spend it on one of:

Bonus Upgrade. Right after you play a Part, you may play 1 Upgrade from your hand without spending an action. You still pay its Cost and meet its Requirement. It may go under any Part or your Core with a free slot.

Extra actions. Some cards give +1 action. Use extra actions in the same turn; unused actions are lost at the end of your turn.

End of turn. If you have more than 10 cards in hand, discard down to 10.

Example Turn

Your chain ends with Dynamo Coil (Output ⚡).

  1. Draw. You take Boiler (⚡ → ♨️) from the Row and the top card of the deck. The Row is refilled.
  2. Calibration. You spend your action on Overclock: your next Part costs 1 less, and you draw 1. You discard Overclock and gain +1 action.
  3. Part. You spend that action on Boiler. Its Cost of 1 drops to 0. Its Input ⚡ matches Dynamo Coil’s Output, so it attaches. When played: you draw 1. Your chain now ends in ♨️.
  4. Bonus Upgrade. You play Lubrication System, discarding 1 card to pay its Cost, and tuck it under Boiler.
  5. Patent. You played a Part, an Upgrade, and a Calibration this turn, so you claim Precision Combo (3 VP).
Patents (public objectives)

Patents work like milestones: everyone races for the same goals.

End Game
Clarifications

Timing & Priority

Costs & Requirements

Connections

Four connection types, from common to rare:

A Part’s type is its Output: a Steam Part is a Part whose Output is Steam, an Electricity Part one whose Output is Electricity, and so on. Its Input doesn’t change its type.

An Input listed as “A or B” matches either type.

Edge Cases

Variants