The Red Dragon Inn: Allies – Wrench
The Red Dragon Inn: Allies – Wrench Rulebook
Table of Contents
Table of Contents
Gizmos
Some of Wrench's Action Cards have a track along the side. These cards are his Gizmo Cards. On your Action Phase, you may play one Action Card as usual, which can be a Gizmo Card if you wish.
Some Gizmos have effects that happen at the end of Wrench's Action Phase. These are called Active Gizmos. Others have abilities that are always on. These are called Passive Gizmos. A Gizmo's type is listed under its title.
Each Gizmo has Fortitude, represented by the track on the side of the card. When a Gizmo runs out of Fortitude, it breaks down and is placed into your discard pile immediately. A Gizmo may never have more Fortitude than the highest amount listed on its Fortitude track.
When you play a Gizmo, place it on the table in front of you and place a wrench token on the highest number on its Fortitude track. This token will move as the Gizmo gains or loses Fortitude.
At the end of your Action Phase, each Gizmo "ticks down" in the order of your choice. When a Gizmo ticks down, it loses 1 Fortitude. When an Active Gizmo ticks down, you may use its ability (you may do this even when the Gizmo ticks down to 0 and breaks down).
Example: On his Action Phase, Wrench plays "Lightning Generator" by placing it on the table in front of him and putting a wrench token on the space marked 3. At the end of his Action Phase, he ticks the Lightning Generator down to 2 and uses it to cause Zot to lose 2 Fortitude.
Passive Gizmos tick down at the end of your Action Phase as well, but they simply remain "on" for as long as they are in play.
Example: On his Action Phase, Wrench plays "Buckler in a Box". At the end of his Action Phase, he ticks it down to 3. Later, Zot plays "I told you not to distract me!" to make Wrench lose Fortitude. Because he has the Buckler in play, Wrench only loses 1 Fortitude, not 2. Note that the Buckler does not tick down at this time.
Attacking a Gizmo
Whenever a player other than Wrench must choose another player for a card's Fortitude loss or redirection effect, the player playing that card may choose to target one of Wrench's Gizmos instead.
Example: On his Action Phase, Wrench plays "Buckler in a Box". At the end of his Action Phase, he ticks it down to 3. Later, Zot plays "I told you not to distract me!" targeting the Buckler. The Buckler loses 2 Fortitude and goes to 1. It will break down during Wrench's next Action Phase unless he can repair it somehow (or unless another player attacks it to make it break down even sooner!)
If a player plays a card that affects the Fortitude of all players, that card affects each Gizmo's Fortitude as well. This works both when players would lose Fortitude and when they would gain it (as in the case of Deirdre's "Mass Heal", for example). When Wrench and one or more of his Gizmos would lose Fortitude at the same time, first Wrench loses Fortitude, then his Gizmos do.
If a Gizmo causes a player to lose Fortitude and that player has a card that allows him or her to "hit back", the player may use that card to target Wrench or the Gizmo that hit him or her. (Note that this includes non-standard hit-back cards such as Natyli's "Evil Eye" and Sera's "Cat-like Reflexes".)
Collateral Damage
If Fortitude loss from a card effect would cause a Gizmo to break down, then in addition to discarding the Gizmo, Wrench suffers 1 Fortitude loss that cannot be Negated, Ignored, reduced, redirected, etc. This is referred to as Collateral Damage. Note that Wrench does not suffer Collateral Damage if a Gizmo breaks down as the result of being ticked down at the end of his Action Phase.
Example: Wrench has "Buckler in a Box" with 2 Fortitude in play. Zot plays "I told you not to distract me!" targeting the Buckler. The Buckler breaks down, so Wrench discards it and suffers Collateral Damage. Wrench loses 1 Fortitude, which he cannot reduce, redirect, Ignore, etc.
Example: Wrench has a "Head Case" and a "Lightning Generator" in play, each of which is at 1 Fortitude. Zot plays "Oh no! Pooky's on a drunken rampage!" to make each player lose 1 Fortitude. First, Wrench would lose Fortitude, but that loss is reduced to 0 because of the Head Case. Then the Head Case and the Lightning Generator each lose 1 Fortitude. Both Gizmos break down, and Wrench suffers Collateral Damage. He loses a total of 2 Fortitude.
Other Rules
Gizmos Ignore all Event Cards. This includes both Drink Events and Sea Events.
There is no limit to the number of Gizmos you may have in play.
Two of Wrench's cards, "Noble sacrifice" and "Bad gizmo! Don't drink that!", require you to sacrifice a Gizmo if you have one in play. To do this, move a Gizmo from the play area in front of you to your discard pile. Sacrificing a Gizmo does not cause Collateral Damage to Wrench.
One Gizmo, "Automated Oil Can", causes another Gizmo to have an increased effect until the next time it loses Fortitude. Use the "+" tokens to indicate this effect. Remember to remove the "+" token as soon as the targeted Gizmo loses Fortitude. (Putting the "+" token over the number below the Gizmo's wrench token can help with this.) Note that "Automated Oil Can" may target itself. If it does, then the next time you active it, it will increase a Gizmo's effects by 2 instead of 1.
If something would alter an effect's Fortitude loss, this works the same against Gizmos as it would against players.
Example: Wulfric's mood is Bitey. Kaylin plays "Don't call me cute!", targeting Wrench's "Lightning Generator". The Lightning Generator loses 3 Fortitude instead of the usual 2.
Gizmos have Fortitude but no other attributes. If a card would affect another attribute of a Gizmo, that part of the card does nothing.
Example: Wrench has a "Head Case" in play. Bastian plays "Korash isn't all healing and protection. For example..." on the Head Case. This card normally makes a player lose 1 Fortitude and gain 1 Alcohol Content, so the Head Case loses 1 Fortitude. No one gains the Alcohol Content.
Gizmos may not gain or lose Gold. They may not buy potions from Phrenk. They may not draw or discard cards. They may not reveal Drinks or have Drinks passed to them or split with them. If a card would make a Gizmo do any of these things, that part of the card does nothing.
One of Wrench's cards, "Sorry, I forgot the safety on my Automatic Phalanx!", allows Wrench to hit a player who just hit him or one of his Gizmos. You may not play this card if you Ignored the Fortitude loss or reduced it to 0. However, you may play this card if you reduced the Fortitude loss, but still lost Fortitude (with "Head Case", for example).
Gizmos may not be marked by Remy. If a card effect would cause a Gizmo to be marked, Wrench becomes marked instead. (Note that Wrench may still only have one of Remy's marks at a time. If Wrench would become marked while he is already marked, nothing happens.)
Gizmos may not be debuffed by Natyli. If a card effect would cause a Gizmo to be debuffed, Wrench becomes debuffed instead. Pain Curses only trigger when Wrench loses Fortitude, not when a Gizmo loses Fortitude.
Example: Wrench has a Pain Curse and a "Lightning Generator" that has 3 Fortitude. Zot plays "I told you not to distract me!" to make the Lightning Generator lose 2 Fortitude. The Pain Curse stays on Wrench and does not fire, since Wrench did not lose Fortitude.
Example: Wrench has a Pain Curse and a "Lightning Generator" that has 2 Fortitude. Zot plays "I told you not to distract me!" to make the Lightning Generator lose 2 Fortitude and break down. Wrench loses 1 Fortitude due to Collateral Damage. His Pain Curse then fires, so he loses 1 additional Fortitude and returns the Pain Curse to Natyli.
If Wrench has a Power Jinx from Natyli, then all of the numeric effects on all of his Gizmos are reduced by 1, but only during Wrench's Action Phase. (This does not affect the numbers on the Gizmos' Fortitude tracks.) Note that a Power Jinx causes many of Wrench's Gizmos to temporarily do nothing - including his Passive Gizmos! Wrench returns his Power Jinx to Natyli after he has ticked down all of his Gizmos.
If a card refers to a Gizmo, it means a Gizmo in play unless the card says otherwise.
Specific Interactions
A true rogue gets the job done undetected! (Sera, RDI5): The Fortitude loss cannot be reduced by "Head Case" or "Buckler in a Box".
Deflect (Remy, RDI4): Remy may not deflect the Fortitude loss to a Gizmo, even if Wrench is marked.
Evil Eye (Witchdoctor Natyli): When a Gizmo causes Natyli to lose Fortitude, she may use this card to give a Pain Curse and a Mind Hex to Wrench.
I have no time for your tomfoolery! (Remy, RDI4): If Remy Ignores a Gizmo's effect with this card and Wrench is marked, then Wrench will lose 1 Fortitude. This card cannot be used to cause a Gizmo to lose 1 Fortitude, even if Wrench is marked.
I'm not as think as you drunk I am! (Zakhan, RDI5): If Zakhan spends Drunken Chi, the Fortitude loss cannot be reduced by "Head Case" or "Buckler in a Box".
I'm not Eve! She's over there! (Eve, RDI2): If there are only two players left in the game, Eve may not choose to redirect the Fortitude loss, even if Wrench has Gizmos in play.
Infighting? Not on my watch! (Remy, RDI4): If a Gizmo causes Fortitude loss to a player, Remy may play this card to mark Wrench (as long as he isn't already marked).
It's all fun and games until someone else gets hurt. (Witchdoctor Natyli): If there are only two players left in the game, Natyli may not choose to redirect the Fortitude loss, even if Wrench has Gizmos in play.
Leviathan (Sea Event, RDI4): If "Leviathan" is revealed, Wrench may use as many of his in-play Active Gizmos as he wishes to help fight. This does not cause those Gizmos to tick down. Gizmos do not take damage from Leviathan, since they Ignore all Event Cards.
Luck Potion (Phrenk, RDI3): Luck Potion may be used to increase the numeric effects on an Active Gizmo for a single activation. Luck Potion may not be used on Passive Gizmos. Note that increasing numeric effects does not change the numbers on a Gizmo's Fortitude track.
Riposte (Remy, RDI4): As with other hit-back cards, Remy may choose to target Wrench or the Gizmo that hit him. If he targets the Gizmo, it will lose 2 Fortitude, even if Wrench is marked. If he targets Wrench, Wrench will lose 2 or 3 Fortitude, depending on whether or not he is marked.
Stop hitting yourself! (Bryn, RDI4): Bryn may choose to redirect the damage to the Gizmo that is hitting her, or to Wrench himself.
Strength Potion (Phrenk, RDI3): see Luck Potion.
Witchdoctor Brew (Promotional Drink Card): see Luck Potion.