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Sprocketforge

Sprocketforge Rulebook

Table of Contents

Table of Contents

  • Components
  • Victory Condition
  • Setup
    • Market Setup
    • Player Setup
  • Component Anatomy
    • Factory Board Anatomy
    • Enchantment Tile Anatomy
    • Order Cards
    • House Cards
    • Favor Cards
  • Gameplay
    • Round Structure
    • Player Turn
    • Main Actions
      • Produce
      • Plan
      • Petition
    • Bonus Actions
      • Disenchant a Gear
      • Refresh Market Row
    • Complete Orders (Optional)
    • Rotate Gears and Store Mana
    • End of Round
    • End of Game
  • Mana Types
  • Other Icons
    • Favor
    • Trash
    • Enchant
    • Seal
    • Or (/)
    • Order
    • Recycle
  • Example Turn
  • Solo Mode
    • Introduction
    • Cogworks' Rules
    • Setup
    • Card Anatomy
    • Cogworks' Turn
    • Your Turn
    • Scoring and Game End
  • Advanced Mode
    • Setup
    • Faction Abilities
    • Reforging
    • Other Rule Changes

Components

  • 1 rulebook
  • 5 factory boards
  • 25 gears
  • 30 enchantments
  • 30 seals
  • 1 renown tracker
  • 124 order cards: 16 commoner, 54 merchant, 54 noble
  • 80 other cards: 21 house, 49 favor, 10 solo mode
  • 120 mana resources: 30 air, 30 fire, 30 earth, 30 water
  • 5 player aids
  • 1 solo player aid
  • 1 action marker
  • 6 renown tokens
  • 1 first player coin

Victory Condition

The player with the most renown (points) at the end of the game is the winner. If two or more players tie, the player with the fewest mana resources in their exhaust is the winner. If there is still a tie, the player with the most favor cards is the winner. If players are still tied, they share the victory.

Setup

Market Setup

  1. Make six stacks of seals (1 for each seal type) near the middle of the table, silver side up. Add 1 seal per player to each stack (e.g., make six stacks with 5 seals per stack in a 5-player game). Unused seals should be returned to the box.
  2. Place the commoner order cards in a face-up stack below the seals (they are all copies of the same card).
  3. Shuffle and place the favor cards face down next to the commoner order cards.
  4. Shuffle and place the merchant order cards face down below the commoner order cards. Flip three of them face up next to the stack.
  5. Shuffle and place the noble order cards face down below the merchant order cards. Flip three of them face up next to the stack.
  6. Separate the house cards into three stacks, one of each color (green, orange, and purple). Then, shuffle each stack and place each one face up, showing the top card. Expansions may add extra stacks.
  7. Shuffle and place the enchantment tiles silver side up in a stack below the house cards. Set three of them silver side up next to the stack.
  8. Place the mana resources below the enchantment tiles, separated by type. There are four types of mana: water (blue), earth (tan), air (green), and fire (red).
  9. Place the renown tracker below the mana resources.

For a standard game of Sprocketforge, you will be using only the light side of the player aids and the silver side of the enchantments and seals. See the Advanced Mode rules for further details once you are ready for a more advanced game!

Player Setup

Give each player:

  1. One factory board. Have each player put the renown token that matches the icon at the bottom of their factory board on the "0" space of the renown tracker from step 9.
  2. One mana resource of each type, which each player places in the leftmost section of the exhaust track on their factory board.
  3. One player aid that matches the icon at the bottom of their factory board, placed light side up.
  4. Five plastic gears. Slot these into the 5 holes on the factory board. Orient each gear so one of the six dotted teeth points directly down.
  5. 1 commoner order card and 1 random merchant order card, drawn from their respective decks. These go below the player aid in the order slots.

Then:

  1. Randomly determine the first player and give them the first player coin and action marker. Optionally, you may choose the player who most recently grinded someone else's gears.
  2. Starting with the first player and proceeding clockwise, have each player select 1 enchantment tile from the market and place it in one of their gears, refilling the market after each tile is drawn. Repeat this once so that each player begins with 2 enchantment tiles.

You may rotate each enchantment tile however you want before placing it on a gear. Typically, it's best to start with mana icons at the bottom.

TIP: Choose enchantment tiles based on the orders you have. For example, if one of your orders takes fire and earth, you should try to take an enchantment tile that has either fire or earth.

Component Anatomy

Factory Board Anatomy

  1. Exhaust: Mana is placed here after completing orders and should be placed from left to right.
  2. Rotation: Outer gears are rotated clockwise, whereas the center gear is rotated counterclockwise.
  3. Gear Slot: Gears are placed here.
  4. Active Sector: Indicates which sector of each gear activates when the Produce action is taken or the gear is disenchanted.
  5. Mana Pool: Mana is placed here when gained.

Enchantment Tile Anatomy

  1. Production Icon: Indicates what mana to gain or which bonus to resolve when this is the active sector.
  2. Seal: Placed in the center of an enchantment, seals provide extra production icons when they connect to an active sector.
  3. Active Sector: The sector that activates when the Produce action is taken or the gear is disenchanted. In the above example, the player would gain 1 air mana (from the enchantment) and remove 1 mana from their exhaust (from the seal).

Order Cards

  1. Reward for completing order
  2. Renown for completing order
  3. Mana required to complete order

House Cards

  1. Renown for Petitioning house
  2. Reward for Petitioning house
  3. Exhaust required to Petition house

Favor Cards

  1. Hidden renown from favor

Gameplay

Sprocketforge plays over several rounds. During each round, each player will take one main action. The endgame triggers when a player has earned at least 30 renown and everyone in the current round has taken an action (i.e., finish that round). Then, everyone may take one more turn.

Round Structure

  1. Player Turn a. Take one main action. i. Other players may optionally (and simultaneously) take a follow action. b. Complete any number of orders. c. Rotate gears and store leftover mana.
  2. Check for Game End

Player Turn

When it is your turn, you must perform one of three main actions (Produce, Plan, or Petition). Place the action marker on the corresponding follow action on your player aid so other players know which action you are taking. You may not skip your turn. Each main action has a follow action that allows other players to optionally take a less powerful action at the same time.

There are also two bonus actions you may perform at any time during your turn.

After your turn, play proceeds in clockwise order.

Anytime mana is gained, it goes into your mana pool. Whenever mana is spent, it goes into your exhaust.

Main Actions

Produce

When you Produce, resolve the active sectors of every enchantment and seal tile on your factory board. The active sector is at the bottom of the enchanted gear, which aligns with the markings on the factory board.

If the active sector contains a mana icon, take a matching mana from the supply and place it in your mana pool (or 2 mana if the sector is a green 2x sector). If there is stored mana (explained below), place that mana in your mana pool. Empty sectors do nothing. A few other icons do not generate mana but have other useful effects (see Other Icons).

You may gain 1 mana of any type from the supply if you Produce without any enchanted gears.

If you take the Produce action, you MUST take the mana from any active sector that has mana.

Mana resources are not limited. If a color runs out, use a suitable replacement.

Follow Action: Each other player may either gain 1 mana of any type from the supply and place it in their mana pool OR rotate their gears one sector.

Plan

Place 3 order cards in the order slots below your player aid. You may select face-up orders in the market (commoner, merchant, or noble) or draw from the top of any order deck. If you take a face-up order, flip out a replacement from the appropriate deck before choosing your next order.

NOTE: If an order deck runs out, shuffle the discard pile to form a new deck.

In addition, remove any 2 mana resources from your exhaust and return them to the supply. Consolidate the remaining mana so it fills your exhaust from left to right. Managing your exhaust is important when completing orders and taking the Petition action (below).

If you have more than 5 orders at the end of your turn, you must choose orders to discard until you have only 5.

Follow Action: Each other player may: draw 1 random order from the merchant deck OR remove 1 mana from their exhaust (consolidating the remaining mana if necessary) OR rotate their gears one sector.

Petition

Discard a favor card (face up) to Petition one of the face-up house cards. Gain the renown shown on the card, then gain the additional reward listed on the card (if any). You must gain all rewards listed on the card.

You may Petition a house only if you satisfy the mana exhaust requirement listed at the bottom of the card (the less mana you have in your exhaust, the more powerful the house you can Petition). Discard the chosen house card at the end of your turn by placing it at the bottom of its corresponding deck, face down.

NOTE: If a house deck has no more face-up cards, shuffle the deck and flip it over.

Follow Action: Each other player may either discard a favor card to gain the renown shown on the house card chosen by the active player (but not the additional reward) OR rotate their gears one sector.

NOTE: Players who choose to gain renown must also meet the exhaust requirements of that house.

TIP: If you take the Petition action when other players don't have any favors and/or have too much mana in their exhaust to follow, they will not be able to gain any renown!

Bonus Actions

Disenchant a Gear

You may disenchant a gear once per turn. Move all stored mana on the gear's enchantment tile to your mana pool, then resolve the active sector of the enchantment and the attached seal tile (if there is one) as you would during the Produce action. Then remove the enchantment and any seal, placing the enchantment face down on the bottom of the enchantment stack and the seal back in the supply.

TIP: Disenchant a gear when you have an order that rewards you with a new enchantment. That way you can get an enchantment back on the same turn in which you disenchant a gear!

Refresh Market Row

You may refresh any row in the market once per turn. To do so, discard the face-up cards (or enchantments) and draw more to replace them. Place discarded house cards face down at the bottom of their stack and discarded enchantments on the bottom of their stack.

Complete Orders (Optional)

After you take a main action, you may complete any number of orders from below your player aid. To do so, take the mana listed on the order from your mana pool and move it to your exhaust, filling your exhaust rows from left to right. If you exceed the limit of 12 mana in your exhaust, return the excess to the supply and lose 1 renown per mana discarded this way. Then, gain the reward and renown shown on the order and discard it. Renown may never drop below 0 for any reason. Ignore any renown penalties while you are at 0 renown.

NOTE: When placing a new enchantment or seal, you may delay placing it until after you rotate your gears at the end of your turn (as described below). This can help you plan your next turn.

Rotate Gears and Store Mana

The last thing you do on your turn is rotate your gears one sector in the direction indicated by the arrow on your factory board (outer gears rotate clockwise, whereas the inner gear rotates counterclockwise). You must do this no matter which main action you take.

Then, store all remaining mana from your mana pool by placing it on any empty sectors (no icons or mana) on your enchantment tiles. You may store only one mana per sector. Stored mana is regained if you Produce while it is in an active sector or if you disenchant its gear.

If you cannot (or choose not to) store all your mana, you must place any remaining mana in your exhaust, filling your exhaust rows from left to right. Similar to completing orders, if you exceed the limit of 12 mana in your exhaust, return the excess to the supply and lose 1 renown per discarded mana. Finally, pass the action marker clockwise to the next player to signal the end of your turn.

NOTE: You may not replace existing stored mana, and seals do not provide any storage.

End of Round

At the end of the round, if any player has at least 30 renown on the tracker (excluding hidden renown from favor cards), move on to the End of Game section. If not, proceed to the next round.

End of Game

Players now have one last opportunity to gain renown. Each player takes one final turn. Actions taken in this final round may not be followed by other players.

Finally, players reveal all face-down favor cards and add that renown to the tracker, flipping their renown token to the "+40" side if they exceed 39 renown. The player with the most renown wins the game. If two or more players tie, the player with the fewest mana resources in their exhaust is the winner. If there is still a tie, the player with the most favor cards (not renown from favors) is the winner. If players are still tied, they share the victory.

Mana Types

There are four types of mana in the game, each with its own symbol and color. They are shown below as air, fire, earth, and water, respectively.

Air, Fire, Earth, Water

In addition, there is wild mana, represented by the multicolored symbol. Any mana can be utilized where this symbol appears.

Other Icons

Certain components have other icons besides mana. These give you bonuses when they are present on an order you complete, a house you Petition, or the active sector of an enchantment or seal when you Produce or disenchant a gear. They are listed below.

Favor

Favors are required to take the Petition action, but they are also worth the renown shown on the front of the card. Whenever you resolve this icon, draw 1 card from the favor deck for each icon shown. Keep favor cards face down unless you discard them during a Petition action - this renown is secret until the end of the game.

NOTE: The number of favor cards you have is public knowledge, but the renown on each card is hidden.

Trash

The trash icon allows you to remove mana from your exhaust. Whenever you resolve this icon, remove 1 mana from your exhaust for each icon shown and return it to the supply. Consolidate the remaining mana so it fills your exhaust from left to right.

Enchant

The enchant icon allows you to take 1 enchantment tile from the market and put it silver side up on one of your factory gears that does not already have one. You may select 1 of the 3 face-up enchantments from the market (replacing it after selecting) or draw 1 from the top of the stack. If you have no open gears, you may not take an enchantment. You may also choose to not take an enchantment.

Seal

The seal icon allows you to take 1 of the 6 seal types and slot it silver side up into the middle of an enchanted gear. If a seal stack has run out, then you may not take that seal. Production symbols on seals add to the productivity of all enchantment sectors they connect to (each seal applies to multiple sectors). If you have no open seal slots, you may not take a seal. You may also choose to not take a seal.

Or (/)

The / icon allows you to take one or the other of something. In the example here, you may take an enchantment or a seal (but not both).

Order

The order icon allows you to take 1 face-up order from the market (commoner, merchant, or noble) or the top card of any order deck.

Recycle

The recycle icon allows you to take any 1 mana from the exhaust of the player on your left or right. This mana goes directly into your mana pool and may be used to complete orders during that same turn. Recycling is NOT optional; if you can take mana from a neighbor's exhaust, you must do so.

Example Turn

Fred decides to take the Produce action and places the action marker on the Produce follow action on his player aid. Based on the current state of his factory board, he gains 2 water mana and 1 earth mana from the supply and places them in his mana pool. He also has 1 water mana stored in an active sector, so he moves it to his mana pool.

Fred has a recycle icon on his center seal, so he decides to take a water mana from his neighbor's exhaust and places it in his mana pool. He also has a trash icon on the top right seal, so he chooses to remove a fire mana from his exhaust and returns it to the supply. His top left seal has no effect because it does not connect to the active sector.

All other players may simultaneously follow this action by either gaining 1 mana of their choice from the supply or rotating their gears one sector.

Fred now has a total of 4 water mana and 1 earth mana in his mana pool that he may use to complete orders. He decides to complete the 6-renown order, so he moves 4 water mana from his mana pool to his exhaust.

He then gains 6 renown and gets to choose an enchantment or seal. He has already enchanted all of his gears, so he decides to place a seal in an empty seal slot. He then discards the order.

Lastly, Fred must rotate his gears and store the earth mana that is left over in his mana pool. He rotates his gears one sector and places the earth mana in an empty sector at the bottom of an enchantment, allowing him to get it back on his next turn if he takes the Produce action. He then passes the action marker to Martha to end his turn.

Martha decides to take the Petition action and places the action marker on the Petition follow action on her player aid. She currently has 8 mana in her exhaust, so she chooses to Petition House Silvertongue. She discards a favor card, gains 3 renown, and takes 4 order cards of her choice from the market.

All other players may follow this action by Petitioning House Silvertongue, provided that they have 8 or fewer mana in their exhaust. If they choose to Petition, they must also discard a favor card before gaining 3 renown. Note that other players receive only the renown from following this action, not the additional reward of taking 4 orders.

Solo Mode

Introduction

Do you have what it takes to challenge The Great Cogworks, a fully-automated rival factory bent on crushing the local artificers with its mechanical efficiency? The Great Cogworks is an artificial opponent that uses a deck of programmed actions.

Cogworks' Rules

You should be familiar with how to play the multiplayer game before playing the solo game. There are minimal changes to how you play, but Cogworks has the following characteristics that differ from a normal player:

Cogworks does not have a factory board or a normal player aid. Instead, it uses the Cogworks player aid and deck. It is considered a player, but its play differs in a few respects.

Each turn, Cogworks plays an action card that indicates what action it takes. It also follows your actions throughout the game.

Cogworks will not gain enchantments during the game.

When you or Cogworks follow each other, take the follow action after the other player has completed their turn. This differs from the multiplayer game, where follow actions occur during players' turns.

Setup

Set up a 2-player game as normal, with the following exceptions:

Place the Cogworks renown token (with the gear icon) on the zero space of the renown track.

Give Cogworks its player aid. You will not give Cogworks a factory board, and Cogworks does not gain any exhausted mana at the start of the game.

Place 1 random merchant order card and 1 random noble order card below Cogworks' player aid, with the merchant order in the leftmost spot.

Give Cogworks 1 random favor card (face down).

Shuffle the 10 Cogworks cards and place them face down next to Cogworks' player aid.

Select a difficulty level to play. Each Cogworks card has easy, medium and hard difficulty actions in green, yellow and red rows, respectively, from top to bottom. Whenever you draw a card, perform only the actions of the difficulty level you chose.

To select your starting enchantments, choose your first enchantment, refill the market, then choose your second enchantment. Cogworks does not gain enchantments.

Cogworks always takes the first turn of the game.

Card Anatomy

  1. The action Cogworks is taking (which you may follow).
  2. The reshuffle icon. You must reshuffle the Cogworks deck at the end of the round if you draw a card with this icon.
  3. The easy difficulty actions.
  4. The medium difficulty actions.
  5. The hard difficulty actions.
  6. The amount of exhaust Cogworks has for the sake of Petitioning and following your Petition actions.

Cogworks' Turn

At the start of Cogworks' turn, draw the top card of the Cogworks deck. Find the row that corresponds to the difficulty you selected and resolve each icon (as described below). At the end of Cogworks' turn, you may follow the action printed at the top of the card.

Wild Mana: Looking at Cogworks' leftmost order card, find the first mana symbol that doesn't have a mana resource on it, going from left to right, top to bottom. Take 1 mana from the supply that matches the symbol and place it on that symbol. If this completes the order, Cogworks gains the corresponding renown and any rewards. Then, return the mana to the supply, discard the order, and shift any remaining orders to the left.

NOTE: If Cogworks doesn't have any orders, it gains 1 order instead (see "Order Card"). If this happens, you may still follow as if Cogworks took the Produce action.

Example: The Cogworks card had 3 wild mana symbols on it. To resolve the card, Cogworks must place 3 mana from the supply on its order cards, starting with the leftmost order. Since it already has 1 water mana on the top left symbol, it places 1 water mana on the top right water symbol. It then places its second mana (an air mana) on the air symbol. This completes the order, so Cogworks gains 5 renown (3 from the printed value and 2 from the trash icons), returns the mana to the supply, discards the order, and shifts the remaining orders to the left. Finally, Cogworks places its third mana (a fire mana) on the top left symbol of the next order card.

Recycle: Looking at Cogworks' leftmost order card, find the first mana symbol that doesn't have a mana resource on it, going from left to right, top to bottom. Take 1 mana from your exhaust that matches the symbol and place it on that symbol. If none of the mana in your exhaust matches that order, move to the next order until you find a match. If you have no exhausted mana or none of your mana matches any symbols on Cogworks' order cards, place 1 mana from the supply on its leftmost order.

Order Card: Cogworks takes 1 order from the market. When selecting an order, select only from the merchant or noble orders and take whichever type Cogworks has less of. If tied, it takes a merchant order. Always select the order with the highest printed renown value. If there is a tie, take the order with the most favor card symbols. If there is still a tie, you may choose which order it takes. Once Cogworks is done taking all of its orders for the turn, refresh the market row(s) that it took from.

NOTE: If Cogworks has 5 orders before selecting a card, it does not gain any additional orders. Instead, treat the order card symbols like they are wild mana symbols. If this happens, you may still follow as if Cogworks took the Plan action.

Example: In this example, Cogworks begins with no orders and must select 3. First, it takes a merchant order because it has an equal number of merchant and noble orders (0 of both). Of the merchant orders, the highest renown is 3, so it takes that order first. Next, it takes the noble order with the highest renown because it has more merchant orders than noble orders. Finally, it takes another merchant order because it once again has the same number of merchant and noble orders. Since two merchant orders have the same amount of renown, it selects the order with the most favor icons. If both cards had the same number of favor icons, the player would have decided which order Cogworks took.

Petition: Cogworks discards a random favor from its favor cards and Petitions a house. To decide which house it selects, look at the Cogworks card it played last turn. The amount of exhaust on the bottom of that card determines which houses it can Petition. Then, select the house with the most renown for which Cogworks meets the exhaust requirements. It gains the renown for Petitioning the selected house but does not gain the additional reward. If this is the first Cogworks card that has been played, Petition based on the exhaust on the current card.

NOTE: If Cogworks has no favor cards, it does not Petition and gains 1 favor card instead. If this happens, you may not follow its action.

Favor: Cogworks draws a random favor card from the favor deck. The values of Cogworks' favor cards are kept secret.

Reshuffle: If you drew the card with the reshuffle icon at the top, reshuffle Cogworks' deck at the end of the round.

Your Turn

Your turns are the same, except for the following changes:

Recycling: When you recycle, take mana off of Cogworks' order cards since Cogworks doesn't have an exhaust. If there is no mana on any of its order cards, you may not recycle. Additionally, you may not recycle mana Cogworks just gained by following your Produce action since it follows after your turn.

Cogworks always attempts to follow your action at the end of your turn.

Produce: Cogworks gains 1 mana. Cogworks does not gain any mana if it does not have any orders when following.

Plan: Cogworks gains 1 order. Cogworks does not gain any orders if it already has 5 orders when following.

Petition: Cogworks follows by Petitioning the same house as you, using the exhaust of the card on top of its discard pile. If it does not have a card in its discard pile, draw the top card of its deck and use the exhaust from that card. Cogworks follows your Petition only if it has a favor card and meets the exhaust requirements of the house.

Scoring and Game End

Cogworks gains renown similar to a player. Whenever it completes an order, it gains renown equal to the printed value as well as these bonuses (based on the order):

Favor cards: Cogworks gains favor cards as usual.

Pairs of Trash Icons: For every two trash icons on the completed order (rounded down), Cogworks gains 1 renown.

Seal: Cogworks takes 1 seal from the stack with the most seals, sets it off to the side, and gains 1 renown. If multiple stacks have the same number of seals, you may choose which seal Cogworks takes. Seals removed in this way are permanently out of the game.

Enchant: Perform the seal bonus as described above.

Enchant or Seal: Perform the seal bonus as described above.

The game ends in the same way as a normal game of Sprocketforge. When someone reaches 30 points, finish the round. Each player then takes a final turn without any follow actions. Afterwards, you and Cogworks gain renown from favor cards as normal.

The player with the most renown wins, with the number of favor cards being the tiebreaker. If there is still a tie, the player with the most orders wins. If there is still a tie, the player shares victory with Cogworks.

Advanced Mode

The advanced mode is very similar to a standard game of Sprocketforge, with the addition of reforging and unique faction abilities. You should play a few standard games before trying the advanced mode of the game.

Setup

At the start of the game, each player should select one of the five factions to play as. Faction backstories are on the back of each factory board, and their abilities are on the advanced side of their player aids. When setting up, make sure to use the advanced side of the player aids (the sides with the dark backgrounds).

Faction Abilities

Each faction has 3 passive abilities, which are listed on their player aid. They are always available and can be used whenever their conditions are met (for example, one could trigger each time you complete an order).

Each faction also has 1 active ability. It is triggered only when a gear Produces (or is otherwise activated) and the active ability icon is in an active sector. This icon is on the back side of certain enchantments and seals and has a purple background.

Reforging

In the advanced mode, players unlock the back (golden) sides of the enchantments and seals through reforging. By default, enchantments and seals you gain are placed silver side up. You are allowed to look at the back side of enchantments and seals when selecting them from the market to see what you'll gain when reforging.

Whenever you receive the seal icon as a reward by Petitioning or completing orders, you may either take 1 seal (same as the standard game) OR reforge 1 gear.

When reforging a gear:

  1. Move all stored mana on the gear's enchantment tile to your mana pool.
  2. Flip over the gear's enchantment and seal (if applicable) if they are not already on their reforged (golden) side.
  3. You may reorient the gear's enchantment and seal (if applicable) however you would like, even if they were already reforged.

TIP: It's best to reforge a gear when it also has a seal so you may reforge both the enchantment and the seal at the same time. You can still reforge a gear that is fully reforged to gain stored mana and reorient the enchantment and seal (if applicable).

When you disenchant a reforged gear, you can trigger the active sector and remove all stored mana as normal. You still discard the enchantment and seal.

Other Rule Changes

Certain reforged enchantments now have 2x storage spaces. These spaces can still hold only one stored mana, but when you Produce while that stored mana is in an active sector (or if you disenchant a gear that has mana stored in a 2x space) you gain an additional mana of that type from the supply.

Certain reforged seals now have 2x modifiers. They do not affect enchantment production. When a seal has the active ability icon, you still receive the seal production. Both 2x and active ability icons on seals only affect the sector they are in.

The follow action for Produce is also different. Rather than gaining a mana of your choice, you may gain only mana that is in an active sector on one of your gears as if you were Producing with that gear (but only for mana or stored mana). You may still choose to rotate your gears one sector or not follow the action instead.

TIP: 2x spaces will still give you 2x mana or storage as part of the Produce follow action!

Besides these changes, the advanced mode plays (and ends) the same as a standard game of Sprocketforge.