Artificer’s organized play performance is on the Stats page.

Face 1: Wrench
Wrench
Face 2: Wrench
Wrench
Face 3: Wrench
Wrench
Face 4: Gear
Gear
Face 5: Gear
Gear
Face 6: Bolt
Bolt

Setup. Begin the game with 3 Synth. If you have more than 1 opponent, begin with 4 Synth instead.

Status Effects

Synth Positive Status Effect

Stack limit 7

  • Spend during Main Phase to build a Bot: 2 tokens - Build a Basic Bot, placing it on the Artificer. 3 tokens - Upgrade a Basic Bot to Advanced (flip token). Spend to Activate Bots: 2 tokens - Activate a Basic Bot. 1 token - Activate an Advanced Bot.

Nanite Negative Status Effect

Stack limit 3

  • When Detonated, remove all tokens and deal dmg based on the number of Nanites on each player: 1 Nanite - 1 dmg. 2 Nanites - 3 dmg. 3 Nanites - 5 dmg. During Upkeep Phase, a player rolls 1 die per Nanite they are afflicted with: on 6, remove this token.

Other Rules

Bots Mechanic

  • Bots are Companions, not status effects. Synth is spent during the Main Phase to build a Basic Bot (2 tokens, placed on the Artificer) or upgrade a Basic Bot to Advanced (3 tokens, flip the token). Synth is also spent to Activate Bots: 2 tokens for a Basic Bot, 1 token for an Advanced Bot. Overclock, Zapppp! and Maximum Power activate Bots without using Synth, as a free use.

Companions

Nanobot Companion

Activation limit 1

  • You may Activate this Bot during your Upkeep Phase. Upon activation, Detonate all Nanites.

Shock Bot Companion

Activation limit 1, Attack Modifier

  • If your Offensive Roll Phase results in an Attack, you may Activate this Bot. Upon activation, increase that dmg by 3. This Bot may never be activated twice in one turn.

Heal Bot Companion

Activation limit 2

  • You may Activate this Bot up to two times after being Attacked with at least 6 dmg. Upon activation, roll 1 die: On Wrench, Heal 1. On Gear or Bolt, Heal 2.

Abilities

Scrap Collector Passive

  • During your Upkeep Phase, gain Synth. You may pay 4 Synth at any time to inflict a Nanite on a chosen opponent.

Spanner Strike Offensive (98.4% / 87.9% / 51.3%)

  • WrenchWrenchWrench Deal 3 dmg
  • WrenchWrenchWrenchWrench Deal 4 dmg
  • WrenchWrenchWrenchWrenchWrench Deal 5 dmg
  • Roll 1 die or spend a Synth to roll 3 dice instead: On Wrench, add 1 dmg. On Gear, add 2 dmg. Gain 1 x Bolt Synth.

Schematics Offensive (60.1%)

Needs GearGearGearBolt

  • Draw 2 cards. Heal 2. Gain 4 Synth.

Eureka Offensive (55.7%)

Needs WrenchWrenchGearGearGear

  • Gain 3 Synth. Then deal 7 dmg.

Jolt Offensive (61.5%)

Needs a Small Straight

  • Gain Synth. Inflict Nanite. Then deal 7 dmg.

Overclock Offensive (10.4%)

Needs BoltBoltBoltBolt

  • Deal 6 undefendable dmg. Then Activate up to 2 different Bots (ignore normal activation requirements).

Zapppp! Offensive (26.1%)

Needs a Large Straight

  • Inflict Nanite. Deal 9 dmg. Then Activate any one Bot (ignore normal activation requirements).

Ratchet Up Defensive

Defense Roll 4 dice

  • Gain 1 x Gear Synth. On Bolt, inflict Nanite.

Maximum Power! Ultimate (1.3%)

Needs BoltBoltBoltBoltBolt

  • Gain 2 Synth. Inflict Nanite. Deal 10 dmg. Then Activate up to 2 different Bots (ignore normal activation requirements).

Upgrades

Scrap Collector II Upgrade of Scrap Collector (2 CP)

  • During your Upkeep Phase, roll 1 die: On Wrench, gain Synth. On Gear or Bolt, gain 2 Synth. At any time, you may pay 4 Synth to inflict a Nanite on a chosen opponent.

Spanner Strike II Upgrade of Spanner Strike (1 CP)

  • WrenchWrenchWrench Deal 4 dmg
  • WrenchWrenchWrenchWrench Deal 5 dmg
  • WrenchWrenchWrenchWrenchWrench Deal 6 dmg
  • Roll 1 die or spend a Synth to roll 3 dice instead: On Wrench, add 1 dmg. On Gear, add 2 dmg. Gain 1 x Bolt Synth.

Schematics II Upgrade of Schematics (1 CP)

Needs GearGearGearBolt

  • Gain 2 CP. Draw 2 cards. Heal 2. Gain 4 Synth.

Eureka II Upgrade of Eureka (2 CP)

Needs WrenchWrenchGearGearGear

  • Gain 3 Synth. Then deal 8 dmg.

Scratch Built Same card (90.1%)

Needs WrenchWrenchGearGear

  • Build an Advanced Bot (of any type) or upgrade a Basic Bot to Advanced (no Synth required).

Jolt II Upgrade of Jolt (2 CP)

Needs a Small Straight

  • Gain Synth. Inflict 2 Nanites. Then deal 7 dmg.

Nuts N' Bolts Same card (80.2%)

Needs WrenchWrenchWrenchBolt

  • Gain 5 Synth.

Overclock II Upgrade of Overclock (2 CP)

Needs BoltBoltBoltBolt

  • Inflict Nanite. Deal 6 undefendable dmg. Then Activate up to 2 different Bots (ignore normal activation requirements).

Power Up Same card (35.5%)

Needs BoltBoltBolt

  • Inflict 3 Nanites on a chosen opponent.

Zapppp! II Upgrade of Zapppp! (2 CP)

Needs a Large Straight

  • Gain 2 Synth. Inflict Nanite. Deal 9 dmg. Then Activate any one Bot (ignore normal activation requirements).

Swarming Bots Same card (77.5%)

Needs WrenchGearGearBolt

  • Deal 5 dmg. Add 1 dmg for each Bot you have built.

Ratchet Up II Upgrade of Ratchet Up (3 CP)

Defense Roll 5 dice

  • On Wrench Wrench, deal 1 dmg. Gain 1 x Gear Synth. Inflict 1 x Bolt Nanite.

Hero Cards

Robo Revenge! Card

Roll Phase Action, 1 CP

  • Play only after being Attacked. Prevent 2 incoming dmg. Inflict Nanite on your Attacker.

Arcing Shield Card

Roll Phase Action, 0 CP

  • Play only after being Attacked. Prevent 2 incoming dmg. You may spend 1 Synth to prevent 3 instead.

Oooh Shiny! Card

Instant Action, 0 CP

  • Roll 1 die: Gain 1/2 the value as Synth (rounded up).

Conductivity! Card

Instant Action, 0 CP

  • Roll 1 die: On Wrench, gain 2 CP. On Gear, gain Synth. On Bolt, inflict Nanite.

Nanite Assault! Card

Instant Action, 1 CP

  • Inflict Nanite on a chosen opponent.

High Voltage! Card

Instant Action, 1 CP

  • Gain 2 Synth.

Synthesize! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Bolt, gain 5 Synth. On any other outcome, draw 1 card.