Caroline had eyed this game for some time before picking we decided to buy it. There was not that much information on the internet about the game either so it was a bit of a gamble, but it turned out to be a good game.
Fame is used to both win the game, but also to unlock more complex tricks for your repertoire. Money is used to purchase parts and materials, hire assistants and workers as well as for paying them at the end of each turn. Trickerion stones is a special resource that can be traded for additional actions on a 1-1 basis (except for when taking actions in the theater).
As I have mentioned the magician has the most number of actions per turn, and is the most valuable member of your troupe both in terms on how much he can do on the various spaces on the boards, the amount of preparation steps he can take to setting up tricks in the theater - but he is of course also the only one in your troupe that can perform them. The other members of your troupe are the regular workers that are straight forward in their use with only a single action. But you also have specialists from 3 different categories, and players start out with 1 and can gather more during play. The specialists are the Manager, the Engineer and the Assistant.
They all have their own special abilities. The manager allows you to store more items in your workshop and gives you free extra parts for two material categories in your storehouse. The manager also boosts your income if involved in the exhibition in the theater.
The theater slots move one space to the right each turn, and after the 5th space the theater is discarded and another theater card is added in the first space on the track. This allows players to prepare tricks on multiple theatercards - this is necessary as you will have components for several tricks of the same type but you cannot perform the same trick more than once on each theater card.
At the same time, only one magician is allowed to be the "main attraction" on each theater card. The magician who initiated the show, regardless of whether he has the most or just a single trick on the card becomes the main attraction and scores fame points for the trick he displays - and the bonus points/resources for his characters running things behind the scenes - and bonus points/resources from the theater card. All other magicians that have tricks on the theater card currently performed are not left without nothing, but score points for all the tricks they have prepared on that card as well.
We've played it several times and I tried different approaches each time to see if you could steamroll the opponent somehow but was pleasantly surprised that there were a number of balancing features and realities to how the game is designed that prevents you from making "alpha strikes". Building a big force of labor early drains you of money, spending all your time on level 1 tricks is only good for a short while before you start to lag behind, focusing solely on high end tricks is impossible from the start as you need to unlock them with fame which requires performing low end tricks. Also, sole focus on high end tricks has you perform less amount of tricks each week and can damage the way you receive money and fame. How players aid and kill each other's performances by picking shows on certain weekdays is also a very important part of planning your turn.
In other words, a great game if you are into worker placement games that require planning and resource management. Having a unique theme is a bonus.