Clockwork Kingdom
Clockwork Kingdom Rulebook
Table of Contents
Table of Contents
Objective
The objective of Clockwork Kingdom is to be the player with the most victory points at the end of the game. Players earn victory points throughout the game by completing schematics, controlling battlefields, collecting resources, and obtaining workers.
Preparation
Each player:
- Takes a set of player reference cards
- Takes all the pieces of their color (workers and military tokens)
- Places 5 Automatons in their worker pool. The remaining workers are placed off to the side and will become available to players as the game progresses.
Roll a die to determine the starting player order. Each player then places an Automaton in the corresponding space in the top track of "8. King's Park" (the automaton used here is NOT removed from a player's starting pool of 5 Automatons). This is the turn order and priority for the first round.
In a 3-player game remove the "Steam-Powered Tank" schematic from the schematics deck and leave it in the box. This schematic is not used in a 3-player game.
Board Set-Up
Remove the Warehouse schematics from the schematics deck, then shuffle the schematics deck and place 5 schematics face up above the top of the board.
Place the Warehouse schematics face-up next to the row of face-up schematics (these are available like any other schematic throughout the game). Each player may only take one warehouse schematic during the game.
Shuffle the production facility deck and place the stack of 12 Production Facility cards face down within "7. Factory". Then flip the top card over and place it face-up on top of the deck.
Shuffle the action card deck and place the stack of action cards face down in the "4. Ruins" space.
Contents
- 1 Game Board
- 40 Military Tokens (10 in each of the 4 player colors)
- 68 Worker Standees (32 Automatons, 12 Professors, 12 Alchemists, & 12 Artificers)
- 68 Plastic Worker Stands (17 in each of the 4 player colors)
- 34 Schematics Cards
- 24 Action Cards
- 40 Resources (10 in each of Steel, Copper, Lumber and Canvas)
- 12 Player Reference Cards
- 18 Alchemy Stones
- 12 Production Facility Cards
- 1 Turn Marker
- 1 Rule Book
Game Play
Order of Play
The first player places a single worker on the board on any open space. Play then continues in turn order with each player placing a single worker on an open space. When all players' pools are empty of workers go to step two. NOTE: Players may not save workers from one round to the next, but do receive 5 automatons at the start of every round.
Strategic areas are resolved in numerical order.
All workers acquired through completed schematics are placed in each player's worker pool.
Each player adds 5 Automatons to their worker pool.
Players take resources from the supply for any production facilities and/or completed schematics that allow them to do so.
If it is the end of round three, six, or nine, 6. Battle for the Kingdom is scored.
A new round begins.
In each round players place their workers in one of the eight strategic areas on the board. Starting with the first player each player may place one worker. Play continues in turn order until all players have run out of workers. After every worker has been placed the strategic areas are resolved in numerical order.
In Clockwork Kingdom each strategic area on the board grants players a special ability, additional workers, action cards, etc. as follows:
1. Market
The Market allows players to acquire resources which they can then use to build buildings and contraptions from the schematics available in the game. In a 3 player game the two "random" slots are not in play. In a 4 player game only one "random" space is in play.
A player may only have 6 unused resources stored at time. If at any point a player would acquire resources that would put their total above 6, they must immediately discard resources (their choice) to make their total 6. This same rule applies to players who have completed the warehouse, except they may have 8 resources.
For Example: If a player plays a worker on the "Canvas" space they would receive one canvas (white) resource when the Market resolves. Therefore, a player does not immediately receive the canvas when placing a worker, they would receive the canvas after every player has placed all their workers and step 2 begins (see Order of Play above).
An Alchemist played on a space in the Marketplace may take any resource regardless of the space on which they are placed. Furthermore, if all spaces are taken, an Alchemist may still play in the Marketplace space and receives a random resource.
2. Alchemy Lab
The Alchemy Lab is where players acquire powerful alchemy stones created by Master Alchemists of the Alchemist Guild. Alchemy stones allow players to turn one specific resource into another. The player with the most influence (workers) in the Alchemy Lab receives the alchemy stone.
An Alchemist placed in the Alchemy lab counts as 2 influence, but not as 2 workers. If a player wins an alchemy stone and has at least one Alchemist in the Alchemy Lab, they receive two (2) alchemy stones. A player may only receive one extra stone this way (i.e. a player who wins the Alchemy Lab with three (3) Alchemists still only receives two stones).
When a player claims a stone they may place it in any of the 6 slots on their player mats. Once placed, an alchemy stone may not be moved. When a player builds a schematic they may use either resource in a filled alchemy stone slot as if it was either resource. There is no limit to the number of alchemy stones a player may have.
For Example: Brett has an alchemy stone in his Copper/Steel slot and his Steel/Lumber slot. When building Brett may use any of his Copper as if they were Steel (or vice versa) OR any of his Steel as if it was Lumber (or vice versa). However, Brett may not "chain" his stones, and thus may not use Copper as if it were Lumber (or vice versa).
3. Workshop
The Workshop is resolved in numerical order with players choosing to perform one of two actions, 1) take a face-up schematic and place it in their yard, or 2) complete a schematic already in their yard. In order for a player to take a schematic they must have one of their two yard slots open. An acquired schematic remains in the yard until the player is able to perform a build action. When a player chooses to perform a build action they choose a schematic in their yard, return the required resources necessary to build the schematic to the supply, and place the schematic off to the side. A player may only have two incomplete schematics, but may have any number of completed schematics in play.
After the Workshop step has been resolved, all remaining unclaimed schematics (except for the stack of warehouse schematics) are placed face-up in a discard pile and 5 new schematics are dealt. If the schematic deck is depleted, the discard pile is shuffled to create a new deck.
Schematics in the game are classified into three types, denoted by an icon (or lack of an icon) in the bottom left corner of the card. If there is no icon present, the card is considered to not have a type. If the icon present is a pair of crossed swords, the card is considered to be a Military Building/Schematic. If the icon is an open book then the card is considered to be an Academy. This is relevant for end of game scoring if specific schematics have been completed.
Two workers have special abilities when placed in the Workshop. The Artificer reduces the cost to build by one resource (player's choice). When a Professor is placed in the workshop, the player may choose to build AND acquire a schematic, in any order. A Professor does not allow a player to take two schematics or to build two schematics. A Professor ONLY allows a player to build and take (or take then build).
4. Ruins
The Ruins are where workers search for ancient technology to help their faction acquire unique, yet temporary powers. For each worker placed in The Ruins a player may draw one action card. There is a maximum hand size of 4 action cards. If at any time a player draws a card that puts them over 4 cards in hand they must IMMEDIATELY discard cards until they have a hand size of 4 before playing any cards or performing any actions.
5. Battle for the Kingdom
This area is where the factions battle over key strategic locations of the kingdom. A player may place any worker in an open slot below any of the four battlefields. When this space is resolved players place one military token in each battlefield in which they played a worker below.
Scoring for this area occurs at the end of rounds 3, 6, and 9 and scores as follows:
Turn 3: 1st place receives 4 victory points. 2nd place receives 1 victory point. If two players are tied for first they each get 2 victory points. If 3 or more players are tied for first, they each get 1 victory point. No points are awarded to players that tie for 2nd place.
Turn 6: 1st place receives 5 victory points. 2nd place receives 2 victory point. If two players are tied for first they each get 3 victory points. If 3 players are tied for first, they each get 2 victory points. If 4 or more players are tied for first they each get 1 victory point. No points are awarded to players that tie for 2nd place.
Turn 9: 1st place receives 6 victory points. 2nd place receives 3 victory point. If two players are tied for first they each get 4 victory points. If 3 players are tied for first, they each get 3 victory points. If 4 players are tied for first they each get 2 victory points. If 5 or more players are tied for first they each get 1 victory point. No points are awarded to players that tie for 2nd place.
After Battle for the Kingdom has been scored all tokens are removed from the battlefields, and new battles commence at the beginning of the next round.
Furthermore, set-up for this area differs based on the number of players.
3 Players: The Temple of Vapori is NOT in play and only 3 spaces below the remaining 3 battlefields are available.
4 Players: All 4 battlefields are in play with 4 open spaces each.
6. University
The University is where new Professors, Alchemists, and Artificers are trained, as well as where the Great Gearmasters build Automatons. The University contains five spaces, one each for the Professor, the Alchemist, and the Artificer, and two for Automatons. The player in the #1 space places their worker on any of the five spaces corresponding to the different workers and then places the corresponding worker into their pool which will be available to be placed on the board in the next round. The second player may place their worker on any open spot, and so on. Actions continue sequentially, as determined by the numbers within the University space, until all occupied numbered slots are empty. At the end of the University phase all workers that in the University are removed from the board and DO NOT return to the players' worker pools. Only the workers acquired as mentioned above are placed in the players' pools.
For Example: Brian has no action cards or schematics that add any workers to his pool. However, on the previous round Brian acquired a Professor and an Artificer via the University. At the start of the current round Brian would get a Professor, an Artificer, and the five Automatons every player begins each round with, for a total of seven workers.
If a Professor is placed on the University the controlling player may place any worker in their pool they choose, regardless of which space they choose to take.
7. The Factory
The Factory is where each player can acquire production facilities to create and refine the resources they need to complete schematics. When The Factory is resolved the player with the most influence (most workers) in The Factory receives the face-up production facility to the left of the space. Ties are resolved by turn order, with the player with the lower turn order number winning (see 8. The Line later on in the rules). [Transcriber note: the source refers to "8. The Line", which does not appear in this rulebook; the turn-order rules are under 8. King's Park below.] Only one production facility is awarded per turn. After a production facility is claimed, a new facility is turned face-up from the deck.
The Artificer's ability aids players in acquiring production facilities over their opponents. An Artificer in The Factory counts as two influence (workers).
8. King's Park
The King's Park is what determines the players turn order in the next round and any ties over contested strategic areas. Any worker may be placed in the park. Players may only place one worker in the line on the bottom row. If a player chooses to place a worker in The King's Park they must place a worker in the lowest numbered space available.
When the King's Park is resolved, players acquire any bonus associated with the space on which they have a worker and the bottom line is moved to the top line. Any players who did not place a worker in the park are arranged in order based on their position in the previous round.
If no players place a worker in The King's Park in a round, place one random resource in The King's Park. The next player to play a worker in The King's Park receives that resource.
End of Game
At the end of the ninth turn all players still receive their workers and resources from production facilities and schematics. For every 3 resources and/or workers a player has they receive one (1) victory point. These victory points are added to the any previous victory points they've received in the game (i.e. from 6. Battle for the Kingdom), plus any victory points from their completed schematics (incomplete schematics score no points). The player with the most victory points is the winner! If there is a tie, the player with the most resources wins. If there is still a tie the player with the most workers wins. If there is still a tie then the players share the victory.
For Example: At the end of the game Josh has acquired 15 points from Battle for the Kingdom and his schematics give him 23 points, for a total of 38 points. Additionally Josh has 8 workers of various types and 5 resources. Therefore Josh would gain an additional 4 points (8+5/3= 12.33; round down to 12), for a grand total of 42 victory points.
Worker Ability Summary
Artificer
- +1 influence in The Factory
- -1 resource (player choice) to build in the Workshop
Professor
- May build AND acquire a schematic in the Workshop
- In the University may place any worker in the players pool, regardless of the space taken
Alchemist
- +1 Influence in the Alchemy Lab AND if a player wins the Alchemy Lab with one or more Alchemists that player receives one additional alchemy stone
- May take any resource when placed in a designated Market space OR if the Market is full the alchemist may still play in the Market and receive a random resource