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Glossary

Accessory

One of the three Invention types. Accessories are cool things to add to a Device to make it better. Sometimes it’s useful, but it usually isn’t.

Augment

One of the three Invention types. Augments will often give your Device a power source, or it might just be an aesthetic change that somehow makes it better.

Connect
An Accessory or Augment can connect to a Device as long as the two cards share at least one connection point (red, blue, or yellow). Connections can only be made in your Workshop. Once a connection is made, the Device will usually have a Connection effect.

 

Construct (see Full Construct)

Destroy
If a card is Destroyed, it is placed in its owner’s discard pile. If a Full Construct is Destroyed, all three cards go to the owner’s discard pile. Destroyed cards remain in the game.

Device
One of the three Invention types. Devices don’t do anything when you play them, but they have an effect when a card is Connected to them.

 

Full Construct
A special creation. Full Constructs are made when a Device, Augment, and Accessory are legally connected in your Workshop. They form a name that can be read left-to-right, and they have a Full Construct ability that can also be read left-to-right. Full Construct abilities are used in the very last phase of a turn, after cards are drawn.

Goal (see Winning the Game)

Gold
A resource. You generate Gold by playing cards. After the Full Construct phase, you lose all your unspent Gold.

Inspiration

A card supertype. 

Invention
A card supertype. Inventions can be Accessories, Devices, or Augments.

Location

A card supertype.

Marketplace
The centre row of 6 cards is called the Marketplace of Ideas (or just Marketplace). When a card is removed from the Marketplace, it is immediately replaced by a card from the Marketplace Deck.

Melt
When a card is Melted, it is removed from the game. If a Starting card is Melted, it goes to its owner’s melted pile. If a Marketplace card is Melted, it goes to the Marketplace Melted pile.

Play
To take a card from your hand and put it in front of you. Devices don’t do anything when played, but every other card does. Starting cards don’t have a “When Played” symbol, but they all give you Gold and/or Spark when you play them (as listed on the card).

Practical
A subtype of Inventions. In the basic game, this has no effect on gameplay.

Spark
A resource. It’s definitely not magic because that doesn’t exist. You can generate Spark in multiple ways, and it is your win condition (see Winning the Game). Spark doesn’t go away at the end of your turn. Your Spark can’t go below zero. If you want to pay Spark for an effect but you don’t have enough, you can’t use that effect. If an opponent causes you to lose Spark, you can’t go below zero.

Spark, the Lowest
You are considered to have the Lowest Spark if you have less Spark than every other player. If you are tied with another player, you aren’t considered to have the lowest.

Spark, the Most
You are considered to have the most Spark if you have more than every other player. If you are tied with another player, you aren’t considered to have the most.

Starting/Starter
Starting cards are gold-bordered cards that you start the game with. They are either Widgets or Gadgets.

Theoretical
A subtype of Inventions. In the basic game, this has no effect on gameplay.

Whimsical
A subtype of Inventions. In the basic game, this has no effect on gameplay.

 

Winning the Game
The goal for the game is to get 100 Spark, and you immediately win. Widget Ridge also comes with Goal cards for the basic game (and more with expansions) that will give players a new win condition, and possibly modify a game rule. Players should agree to play with these alternate Goal cards, and if they can’t, the goal defaults to getting 100 Spark.

Workshop
An area on the game board. Each player’s Workshop may contain 1 Augment, Device, and Accessory. If a Workshop contains more than one card, they must be legally connected.

 

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