genius (and eccentric) inventor Klaus von Essen, a personal acquaintance to Queen Victoria herself, has completed his
latest creation: the "Apparatus." The world wants to know
what it does. His peers want to know how it works. His wife wants to
know what it did with him.
Rob Bartel's 'Apparatus', it’s up to you to travel the world and assemble teams of the finest and most notorious minds available, while racing against rival factions. With the powers of science, your Professors of Unconventional Natural Knowledge will retrieve von Essen’s Research Notes, and compete to construct multiple smaller Contraptions in order to raise the necessary capital to unravel the mystery behind the professor’s greatest experiment. Can you succeed before rival factions beat you to the prize? Can you solve the mystery of the "Apparatus"?
comes in the box:
tri-fold board depicting the various Contraptions as well as the
6 player tokens.
24 Research Notes in three values
Electro Coins, the currency of the game.
poker sized cards.
12 page full color rulebook.
the components feature the gorgeous artwork of Rachel Saunders and Zac
can check out the rulebook on our site: Apparatus Rulebook
Insidious Plans expansion:
This is a mini expansion that will be between ten and twelve cards. These will be secret goals. At the beginning of each game, each player will draw one which will modify his objectives.
detailed description of play:
player receives three of his Electros and places the rest on the
financing space on the board. Each player also receives one Genius
Inventor card, as well as one random card from the deck. All the
Contraptions spaces, including the Apparatus, receive one diamond
Electro. Each Contraption space also receives one or two face down Research Note Tokens. Two are placed in each Contraption on the first
two rows, and one on the next two rows. None are placed on the
Apparatus. The Research Note Tokens range in value from one to three, and
six of them are not played with. They are weighted towards the ones.
Any unused Genius Inventors are removed from the game, and the deck
is shuffled. Three cards are laid out face up next to each row of
Contraptions. You are now ready to play the game!
the first phase of the game, players will be bidding with their three
Electros for the various Researchers that have been laid out.
Player's are bidding on a row of Researchers not just one. Once a
player has bid, the next player bids, and it continues around the
board till someone is overbid or everyone passes. If someone is
overbid, that player gets to immediately bid again, either
overbidding the original overbid, or bidding on a different
Contraption. Play then proceeds from that player clockwise. No one is
allowed to pass until all rows have a bid, or that player is out of
Electros. Once all the players have passed, the player with the
winning bid on the first row places his bid on the various
Contraptions of the first row. So the more bid on a row of
Researchers the more the Contraptions in that row become worth. A
player may split his winning bid amongst the Contraptions of that
row, or place it all on one Contraption. Once the player has assigned his Electros to a Contraption, he
takes the cards he won into his hand. After the first winning bid is
resolved, the other bids are resolved in exactly the same method.
all the bids have been taken care of, a new round begins, more
Researchers are played out to each row, and the players receive an
additional three Electros from the bank. Electros do carry over from
round to round, and even to the end of the game. There is a variable
amount of rounds depending on the amount of players. Once all the
rounds are completed, the game goes to Phase two.
this time, the players have a handful of cards, and the various
Contraptions have a stack of Electros from all of the bids. Starting
with the first Contraption, players now use their cards to build the
Contraption first and claim the prizes. Each Contraption requires a
different team of Researchers to complete. As the Contraptions
resolve, the amount of Researchers needed to fill the teams increases.
Teams just require brute intelligence, The highest total ranks win
this contest. Ties are broken by the highest Notoriety.
Teams require the finesse of different Professions working together.
All Researchers must be of equal rank, but there must be at least two
different Professions represented. The winner is the team with the
highest rank played, with ties again broken by Notoriety.
Team: This requires the indepth knowledge of one Profession. All the
Researchers must be from one Profession, and the highest rank wins,
with ties broken by Notoriety.
When the teams are revealed, the first
and second place teams will acquire the prizes. For the first two
rows, there are three prizes; One Research Token, the other Research
token, and the stack of Electros. The first place player chooses two
of these prizes, leaving either a Research Token or a stack of
Electros behind for the second place player. On the third and fourth
rows, the first place player chooses the Electros or the single Research Token.
Once the first player chooses his
prize, he must also give up his best Researcher that he played,
potentially weakening his hands for future Contraptions.
The Apparatus is determined by the
Research Note Tokens, whoever has the most value in Research Note Tokens takes
all the Electros on the Apparatus.
Once all the Contraptions and the
Apparatus have been resolved, the players compare Electros, and the
one with the most wins! If it is tied, the player with the highest
ranked card left in their hand wins.
That is the game of Apparatus, it
involves drafting the right cards, and planning your teams to win the
most Contraptions. The game is mostly skill with a hint of luck; a
perfect blend in our opinion.