Clockwork Crusade
Game Overview
Clockwork Crusade is a tabletop game for 2-6 players.
Each player controls an army and must destroy all of the enemy territories.
Materials
Infantry Cards
At the beginning of the game all players will start with an infantry card. This card may never leave this player’s possession. This will be the first and only unit you can produce at the start of the game.
Deck of Unit & Special Cards
This is a deck of cards that will determine which units you will be able to produce in game. It also contains special cards which will give you one time use abilities during the game. You will acquire these during the game.
Territory Grids
These are the board that you play on. They will be placed next to each other to make one large board at the beginning of the game.
Fine Tip Dry Erase Markers
This will be used to write on the Unit Tokens.
Unit Tokens
Each player has a set of Unit Tokens with their color on them. These have clear writable tops where you can mark the type of unit and will be placed on the board as representations of your units.
Gate Tokens
Each player has a set of Gate Tokens with their color on them. These each have an arrow that will point to one side of them. When these are placed on the board, the arrow will point to the space in which your units will be portaled in.
Four 6-sided dice
When attacking and defending players will each roll two six sided dice and add the attack or defense stat from their unit to the roll. The person with the highest roll will win, with ties going to the defender. This is explained in depth in the attacking section.
Scrap Paper and Pencils
You will keep track of your resources on paper.
Card Types
Reference the card chart for more information on card layouts.
Unit Cards
Name: The name of the unit.
Type: The type of unit this card is. Unit Types are listed below.
Cost: The amount of resources this unit costs to produce.
Range: The distance that this unit can attack.
Attack: The bonus you add to your dice roll when attacking.
Defense: The bonus you add to your dice roll when defending.
Movement: The amount of hex grids this unit may move in one turn. You may always move less than your maximum movement.
Ability: Any special ability this unit has. A unit that has nothing in this space means it has no special abilities. See the back of the instructions for ability descriptions.
Levels (2.0 & 3.0): These numbers represent additional levels for your unit. TO achieve these levels, you merely have to own more than one unit card of that unit type. For instance, if you have two of the same unit card, all units of that type gain the '2.0' bonus. If you have three of the same card they receive the '3.0' bonus.
Unit Card Types
Soldier: A soldier card may capture territories. They are generally weaker than vehicles with less defensive scores, but are necessary to keep control of the board.
Vehicle: The meat of your offensive and defensive team will be your vehicles. Though you do not start the game with any of these, you will surely gain some as you draw cards.
Building: Buildings work differently than other units in that they do not have a defensive roll. Instead, in their defensive stat they have a single number. An attacker must roll higher than this number in order to destroy this unit. Also, unless the building has the Ability ‘Mounted Weaponry’ they may not attack or counter attack. All buildings have a movement of 0. When a building is portaled in during the Portal step of a player’s turn, that player may choose any unoccupied hex grid in the territory that it was spawn in and place it there. Once it is placed it may not be moved again.
Special Cards
Name: The name of the card.
Ability: These cards will have one time use abilities that may be used anytime during your turn unless otherwise stated. Once used, these cards are discarded. If a Special Card seems to break a game rule, follow the text on the card instead of the game rule.
Starting the Game
All players roll a six sided die. The player with the highest roll will choose and place one of the Territory Grids. Players continue around the board clockwise until all territories are placed. Make sure that each territory that is placed can be moved into with unites. This means that at least one territory or neutral space must be touching a territory or neutral space on another grid.
The person who first placed a territory will now choose one territory to start in. They will place a Gate Token where ever they want on the territory, with the Gate Token positioned towards a hex grid within that territory. This will continue clockwise around the table until all players have one Gate Token on a territory of their choosing.
All players will roll a second six sided die, and the player with the highest roll will start the game, continuing clockwise around the table.
Shuffle all of the Unit Cards and Special Cards into a single stack. This is called ‘the stack’ and will be where you draw cards from when you are told to. All players draw from the same stack.
Each player starts with 5 resources and does not gain resources on their first turn.
Playing the Game
Your Turn
A turn consists of a couple steps, and during each you may do the actions
Control: At the beginning of your turn, if you control a ‘soldier’ unit in a territory without any enemies inside of it, you may place a Gate Token for a cost of 1 Resource.
Portal: If you control any portals at this step, you flip them over.
Resources: You gain 1 resource for each territory you own that touches another territory you control. You do not gain resources on your first turn.
Main: A player may do any of the following actions in any order on their turn.
Create Portals: A player may spend resources to create a portal. A portal is a unit of the players choice which is turned face down and ‘brought into play’ on the following turn. A player does not have to reveal what type of unit they are portaling until they flip it face up.
Move: Each unit you have may move up to its maximum distance once per turn. A unit that wishes to attack a unit more than one range away may not move and attack in the same turn.
Attack: Each unit may attack once per turn. To attack, the attacking player and the defending player both roll two six sided dice. Each player adds their dice rolls together, and then adds the appropriate attack or defense bonus from their unit to the roll. The player with the highest roll wins, with ties going to the defender. If the attacker wins, the defending unit is destroyed. A unit may not move after it attacks. Also, a unit firing at another unit more than 1 range away may not move and fire in the same round.
Counter Attack: If an attacking unit misses a defending unit, the defending unit may make an attack roll on the attacking unit who missed immediately after the roll. This works just like attacking, and if the defender wins this roll the original attacking unit is destroyed.
Research: The player pays 4 resources to draw a card from the stack. This may only be done once per turn. If you draw a card for research you may not draw a card for capturing a territory, as they may only draw one card a turn.
Draw: If you destroyed an enemy Gate Token this turn and did not pay for a research, you may draw a card from the stack.
Cards
When you begin the game you will have only your starting infantry card. As you progress you will acquire more cards either by conquering enemy Gate Tokens or by paying research costs.
Unit cards you own represent the type of units you are allowed to make. You cannot make a unit if you do not hold a card for it.
If you collect multiple unit cards of the same type you will receive 'level' bonuses. The level bonuses are boosts to the stats of that specific type of unit for having more than one of its unit cards. For example, if you have two 'Crab Tank' cards in your hand, all of your Crab Tanks on the field will receive a +2 Defense when facing against other Vehicles. If you hold three of the same card you will receive the '3.0' bonus.
All units, even those already on the field, will gain a bonus as soon as you own the second or third card for that unit. Just the same, all units will lose the bonus if you lose control of that card for one reason or another.
Territories
A territory is considered the solid colored area within a Territory Grid. The beige areas are not part of the territory, they are called 'neutral space'.
Neutral space is just a space on the board that cannot be controlled. A unit in a neutral space is considered to be in no territory. Neutral space is always a yellow/beige color.
Some Territory Grids have water on them. No unit may move through or occupy a space with water, though ranged units may shoot across water.
To capture a territory you must have a ‘soldier’ type unit in the territory during the Control step of your turn. There must also be no enemy units in the territory as well.
You control a territory when you have a Gate Token placed on it.
A territory with no Gate Tokens on it is considered to be uncontrolled.
Gate Tokens
A Gate Token costs 1 resource to make and may only be made at the beginning of a player’s turn during their Control step. See the Control step described in ‘Your Turn’ for more information.
A Gate Token must be placed on the territory in which it is being made in, and the arrow upon it must point to a hex grid within the same territory.
A Gate Token may not be attacked if an enemy unit is within the same territory, or if an enemy unit is adjacent to the Gate Token.
A Gate Token has a static defense of 9, which means when it is being attacked, the attacker must roll above a 9 to destroy it.
If a Gate Token is destroyed, any portal at its arrow is destroyed as well.
Winning the Game
A player wins the game when they have eliminated all of the territories that other players control.
Unit Abilities
Assassinate: A player may flip a coin. If heads they may pay resources equal to an enemy unit’s resource cost that is within range of this unit. This is done instead of the attack step for this unit, even if the coin flip fails.
Artillery Shell (x-y): A card with this ability may instead of attacking for a turn, fire a long range attack between x to y units away. They then flip a coin, and if heads they will roll attack and defense rolls regularly. If they flip a tails they miss and do not get a chance to attack. A defender may not Counter Attack this ability. This ability ignores the ability 'Barricade'
Barricade: Ranged attacks may not fire past or through this unit's space.
Cleave: This unit may attack two units per turn as long as they are within its range.
Corrupt: The owner of this unit flips a coin. If heads, the player may take control of one enemy unit within range of this unit until the end of turn. This is done instead of the attack step for this unit, even if the coin flip fails.
Mounted Weaponry: Only for buildings. This building may attack and counter attack like a Soldier or Vehicle unit, though it still may not move.
Portal Wall: A unit with this ability may create a portal in an adjacent hex grid for 1 resource point once per turn instead of attacking. This portal will become a ‘Wall’ which is a Building with a defensive score of 10 and the ability 'Barricade'
Ranged Only: A card with this ability will have a range that reads as two numbers separated with a dash. This means that this unit may only fire ranged attacks at units that are from the first mentioned number to the second mentioned number away.
Regenerate: After a unit is killed the owner flips a coin. If it is heads the unit is turned face down where it was killed and may be portalled in during the next turn.
Run and Gun: This unit may move and make any ranged attack in the same turn.
Salvage: The owner of this unit may flip a coin. If heads, they gain one resource, but this unit may not move or attack this turn. May not be used if the unit already moved or attacked. If the flip is tails the unit may move and attack as normal.
Scapegoat: If this unit is attacked, its owner may flip a coin. If it is heads, the attacker will instead attack a unit adjacent to the defending unit that is controlled by the defender. Treat the new defender as if they were in the same space as the unit with this ability.
Self Destruct (x): Unit is destroyed. All units within x hex grids of the unit using this ability will be attacked by this unit as if it were attack regularly. This includes friendly units. May only be used on the player’s turn in place of the unit’s attack.
Stealth: Before a player attacks this unit the defender may flip a coin. If it is heads the attacker may not attack this unit. They may attack another unit in range if they wish.