Table Games Calculator

Gizmos Energy Calculator

Gizmos Energy Calculator

Check whether your marble pool, storage limit, archive space, converters, and File, Pick, Build, or Research triggers can complete the next Gizmo.

🎲Gizmos Energy Presets
Choose a board state, then adjust the marble row and converter counts to match your player dashboard.
Candidate Build and Energy Ring
Used for end condition, research value, and build trigger checks.
Choose the color printed next to the card cost.
Enter the number of matching marbles required to build.
Printed VP on the Gizmo you are considering.
Count blue energy currently stored.
Count red energy currently stored.
Count black energy currently stored.
Count yellow energy currently stored.
Base dashboard starts at 5 and Upgrade Gizmos can increase it.
How many of the 6 visible row marbles match the target color.
Filed cards waiting beside your dashboard.
Base dashboard starts at 1 and File upgrades can increase it.
Base dashboard starts at 3 before Research upgrades.
Archive and Research builds can trigger specific Gizmos.
🔁Converters, Triggers, and Score State
Each converter may be used once while spending for a build.
A matching marble can cover two of the same color when this converter applies.
Use only if a visible effect reduces or covers part of this build.
Random draws come from the dispenser and are not Pick actions.
Cards that fire when you choose a matching marble from the energy row.
Cards that fire after taking a File action into archive.
Cards that fire when the candidate build matches their condition.
The game end can trigger when a player builds 16 total Gizmos.
The game end can also trigger at a fourth Level III Gizmo.
Sum only built Gizmo cards, not cards still in archive.
Include VP tokens gained from card effects.
Enter variable bonus VP from built Level III effects when known.
Build Status
Ready
after converters
Energy Gap
0
marbles needed
Trigger Yield
0
extra energy estimate
Projected VP
0
after this build
🧪Gizmos Component Grid
52
Energy Marbles
13
Each Color
6
Energy Row
4
Actions
5
Start Store
1
Start File
3
Start Research
16
End Count
📊Reference Tables
Energy ColorCommon UseCalculator InputBuild Check
BluePrinted card costs and pick triggersBlue Marbles in RingCounts directly for blue builds
RedPrinted card costs and pick triggersRed Marbles in RingCounts directly for red builds
BlackPrinted card costs and pick triggersBlack Marbles in RingCounts directly for black builds
YellowPrinted card costs and pick triggersYellow Marbles in RingCounts directly for yellow builds
ActionBase LimitCalculator FieldImportant Rule
File1 card in archiveArchive Used and LimitYou cannot File when archive is full
PickStorage starts at 5Storage Limit and Row HitsChoose one visible row marble
BuildDisplay or archiveBuild Source and CostSpend matching energy after converters
ResearchDraw 3 cardsResearch Draw AmountChoose one to File or Build
Converter TypeModeled AsOnce Per Turn?Calculator Effect
Any to anyWrong color becomes targetYesAdds flexible matching energy
Color counts as twoOne target marble pays twoYesAdds one extra target per use
Build discountCovered costBy effect textReduces printed cost in the formula
Random drawDispenser marbleBy triggerEstimated as one third target value
Endgame CheckThresholdCalculator InputScoring Note
Built Gizmo count16 built cardsBuilt Gizmo CountCandidate card can trigger final round
Level III count4 Level III cardsLevel III Gizmos BuiltOnly Level III cards count here
Printed VPBuilt cards onlyPrinted VP Already BuiltFiled but unbuilt cards do not score
VP tokensCollected tokensVictory Point TokensAdd to printed and bonus VP
💡Energy Planning Notes
Converter audit: Treat each converter as once per turn, then spend the fewest wild marbles needed for the candidate card.
Storage pressure: A Pick or random draw only helps if your storage ring has room after current marbles are counted.
Archive pressure: Filing is strongest when you still have archive space and the candidate card is not immediately buildable.
Score pass: Add printed VP only after building; cards left in archive are tempo, not final points.

To use an calculator for Gizmos, one must understands the role of energy, marbles, and card in the game. Energy are used to build cards, but its limited by the number of marble contained within the energy ring. Additionally, a player must also track the number of converter that a player controls.

A player must enter these three variables into the calculator, and the calculator will indicate whether or not a given card are reachable for that player. Converters is valuable to players because they allows for marbles to change colors and/or the total number of marble that a player controls. However, to use a converter, a player must use an action for that purpose.

How to Use the Gizmos Calculator

Actions cannot be used for other purposes if they is consumed using a converter. Thus, when using the calculator, the cost of using a converter to obtain the proper color of marble must be considered. In some instance, even if a player has a converter that will provide the proper color of marble, using that action for that purpose may make a players build less efficient than it would of otherwise been.

The actions taken by that player in the game determine the distribution of color of marbles within a player’s energy rings. For instance, if a player has many blue marbles but few yellow marble in there energy rings, they have a specific color distribution of marbles. The color of the next card that a player desire to build may not match the color that is contained within the energy rings.

In this case, the calculator will show how many marble a player has compared to how many is needed, if utilizing converters. A player must decide whether to use an action to even out the colors of marble within their energy rings or to rely upon the draw of a random marble from the dispenser. Although random draws from the dispenser are less reliable than Picks, they can still be accounted for in the calculation that the calculator performs.

Another constraint of the game is the space within the archive for card. There is only a limited number of card that a player can hold within the archive. Any card placed into the archive is safe from being picked, but it cannot score points until it is built.

Any card that is held within the archive is a card that is not scoring points for a player. The calculator can account for the number of slot still available within the archive for players to add their newly built cards. Additionally, the calculator can determine the source of those archived cards; whether they were obtained during research or from the display.

These two different source may have different effect when building those archived cards, which can change the projected trigger yield that the calculator determines for a player. The game ends when one of two condition is met. Either a player has built sixteen card, or they have built four Level III cards.

The calculator accounts for these two conditions so as to indicate if a single build may reach either of these threshold. Thus, a player must decide if reaching either of these thresholds is potentially beneficial for the player; reaching either threshold will end the game for all player. Some players desire to reach either threshold quickly, while others wants to continue the game to allow for more research to be performed.

In utilizing the calculator for Gizmos and in playing the game, there is rules that must be followed. For instance, a player can only use a converter once per turn; archived cards will never score for the player; and random draws are not the same as Picks. These rules can help a player determine whether or not a given build will succeed or fail as a result of having insufficient marble.

The calculator applies these rules automatically to help a player decide whether or not a given build is beneficial or inefficient with the energy that is available to that player. One of the most common mistake when using the calculator is treating all marbles as the same. The red marble that is stored does not provide the same value as if a converter could double it.

The calculator accounts for the value of using a converter, but players must remember to account for available converter. Additionally, players often forget to account for storage space within the energy rings. Any Pick will only produce energy if there is enough storage space to hold the energy within the energy rings.

Similarly, any random draw will also require storage space to be successful. The purpose of running the number through the calculator is to determine the difference between building a card that is affordable and one that is advantageous. A card that is affordable is one for which a player has enough marble to build it.

However, an advantageous card is one that will help the player win the game. Builds may close the energy gap, but do not leave enough storage space for the games trigger. Similarly, some builds cost more energy than the current build return, but are still beneficial due to the potential for meeting an end condition that is beneficial for the players.

The calculator does not determine which move is the best, but provides the information that is required for a player to make that determination.

Gizmos Energy Calculator

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