Steamwatchers
Steamwatchers Rulebook
Table of Contents
Table of Contents
- Introduction
- Goal of the Game
- Game Components
- General Concepts
- Setup
- Game Sequence
- Order Tokens
- Combat
- Incubation Level and Effects
- Endgame and Victory
- Scenarios
- Steamwatching 101 — Tutorial (4 rounds)
- War Returns — Classic (4 rounds)
- Fires of the Old World — Offensive (3 rounds)
- Miracle Algae — Offensive (4 rounds)
- Raid the Polluted — 2 players (4 rounds)
- Secrets of the Careeners — Conquest (5 rounds)
- The Reliquary — Offensive (5 rounds)
- The Promised Columns — Conquest (4 rounds)
- Farers' Favor — Secret objective (5 rounds)
- Clan Descriptions
- Player Aid
- Index
Introduction
Steamwatchers is a 2- to 5-player game in which you play as the leader of a nomadic clan vying for control over a continent's resources, in a scenario that lasts between 3 and 5 rounds.
Goal of the Game
The winner is the clan with the most geothermal resources under its control at the end of the last round. However, a clan may also establish its supremacy before then, securing an early victory by fulfilling certain conditions specific to the scenario.
Game Components
Components (general)
- This rulebook
- The Ice Logs booklet
- 1 game board
- 1 Death & Exile / Round Tracker tile (the bottom section features a Round Tracker) and 1 Round Tracker token
- 45 Steam Column levels (15 tops and 30 levels) — a steam column may have 1, 2 or 3 (up to 5) levels
- 6 Deployment cards
- 49 Steam Column cards (facedown / faceup)
- 45 general tokens:
- 1 Conclave overlay tile (5 / 2 players)
- 7 Target Area tokens (neutral side / clan side)
- 2 Title tokens (Legate, Primus)
- 35 Quarantine tokens
- 3 Scenario cards (The Reliquary, Ruins, Miracle Algae)
- 18 numbered Archon cards (facedown / faceup)
- 60 pure algofuel barrels
- 32 contraband algofuel barrels
- 10 Morale cubes
Components (Clan)
- 7 Clan boards
- 7 Ambassador tokens
- 22 Careeners' Contract tokens
- 7 Geothermal Resources Level markers (+ stickers)
- 7 Supply markers
- 7 Incubation markers
- 70 Order tokens (10 per clan: 4 Defense tokens, 3 Move tokens, 3 Decoy tokens), each with a clan side and an Order side
- 35 Special Action tokens: Mobilize (base soldier side), Mobilize (elite soldier side), Barter, Forced March
- 78 buildings: 20 clan beacons, 43 farms (3 Menrâu farms + 40 farms), 15 turrets
- 7 Combat dials (assembly required)
- 112 base soldier and elite soldier miniatures:
- Highglimmer Apostles: 12 Base soldier, 4 Elite soldier – Idol
- Rhône Conglomerate: 13 Base soldier, 3 Elite soldier – Skybreaker
- Menrâu: 13 Base soldier, 3 Elite soldier – Sower
- Free Fleet: 13 Base soldier, 3 Elite soldier – Darter
- Rhein-Stamm: 13 Base soldier, 3 Elite soldier – Iotunn
- Western Alliance: 12 Base soldier, 4 Elite soldier – Jeep
- Catabatians: 12 Base soldier, 4 Elite soldier – Erinye
- 7 Player Aid cards
General Concepts
This section describes Steamwatchers' core game concepts, which will help you understand the rest of the rules.
Scenarios
Each game of Steamwatchers is framed by a scenario. Scenarios are played in 3 to 5 game rounds.
Units
Each clan's armed forces are represented by miniatures referred to as units. There are two types of units: base soldiers and elite soldiers. Elite soldiers have special abilities, specific to each clan.
The strength symbol is sometimes used to indicate a unit's strength.
Buildings
There are three types of buildings: beacons, turrets and farms. Buildings cannot move, and do not need to be supplied.
Once an area's building capacity (max. 2) has been reached, you must destroy one of the two existing buildings if you want to erect a new one.
Destroyed buildings are removed from play and put back in the box.
Steam Columns
Steam columns generate GEO, but they can also infect you with the Bane. When instructed to place a steam column in an area that already contains one or more steam column levels, simply add levels to the existing column. Columns can have a maximum of five levels, and there can be no more than one column per area.
Components and Supplies
The game includes two types of components: general and clan-specific.
Clan components and clan supply. During the game, all components (i.e. units, buildings and tokens) in your clan's color are placed next to your clan board, forming your 'clan supply'.
General components and general supply. During the game, all unused components are placed next to the game board, forming the 'general supply'.
Death & Exile / Round Tracker tile. Units placed on the Death & Exile tile are not included in either the clan or general supply, and can no longer be used. They may have an impact on the endgame. The bottom section of this tile features a round tracker.
Back in the box. Any components put back into the game box are not included in either the clan or general supply, and cannot be used again during the game.
Limited Material
Game components are limited: if you are allowed to play a particular component but none are available, you cannot play anything else instead.
Components and Rules
Some effects indicated on components (such as Archon cards, clan boards or Scenario cards) contradict or modify the normal Steamwatchers rules. These effects take precedence over the rules, with the exception of the limited material rule.
Game Board
The game board features the Steam Column deck and discard pile, the Title Claim track, the Conclave track, the Geothermal Resources (GEO) track, plains areas, mountain areas, ice floe areas with Contract spaces, havens, and boundaries between ice floe areas.
Areas
The game board is divided into areas, each characterized by a particular type of terrain: plains, mountains or an ice floe.
Plains and mountain areas that are adjacent to an ice floe area are said to be coastal.
Mountain areas affect some movements.
Ice floe areas contain Contract spaces. These are meant for Careeners' Contracts, which enable seafaring.
Controlling an area. A clan controls an area if it is the only clan with one or more units or a beacon in that area.
Area capacity. A plains or mountain area can never contain more than 5 units of a particular clan, and no more than 2 buildings. This limit is known as the 'area capacity'.
Ice floe areas cannot contain units or buildings. They cannot be controlled by a clan.
Havens
Areas that contain havens allow clans to negotiate contracts with the Careeners. Seafaring is not possible without a contract. You control a haven by controlling the area in which it is located.
Title Claim Track and Conclave Track
These tracks let players choose a title representing their role in the Conclave. They also determine the play order. Each title provides a special ability.
Geothermal Resources (GEO) Track
This track shows the quantity of geothermal resources (or GEO) under your control at the start of the round. These resources are obtained from two main sources: Farms and steam column levels. Each player's level is shown on the game board by a Geothermal Resources Level marker, the position of which is updated at the end of each round.
Your Geothermal Resources Level determines your ability to supply your army.
Steam Column Draw and Discard Piles
This deck contains the Steam Column cards. Cards are discarded faceup, but players are not allowed to search the discard pile.
Clan Board
Each clan board is unique. It describes the special abilities of your clan and its elite soldiers.
Special Action Spaces
This is where Special Action tokens are placed. They may be free to use, or they may cost 1 algofuel.
Algofuel Stocks
Two types of algofuel exist: pure algofuel and contraband algofuel. If the type is not specified, you may use either.
Whenever you collect algofuel, place it on a free space in the relevant stock. Players replenish their stocks at the end of each round.
Pure algofuel stock. These spaces are where you store any barrels of pure algofuel available during the current round.
Contraband algofuel stock. These spaces are where you store barrels of contraband algofuel. They are included in your stock of algofuel available for the round. Using them can be a risky business, however...
Surplus Area
This is where you keep any surplus algofuel collected during a round. You may spend it at will, but at the end of the round, any remaining surplus is removed and returned to the general supply.
Supply Track
The marker on this track shows how many units you can supply at the end of the round, based on your GEO level.
Incubation Track
The marker on this track shows the progression of the Bane and its effects on a clan. The marker is returned to the '0' space at the end of each round.
Quarantine tokens. Quarantine tokens generated by a high incubation level condemn spaces on your Clan board. They can limit your army supply capacity and your pure algofuel stock, and restrict access to special actions.
Order Tokens
Each round, players can maneuver their armies by placing Order tokens facedown on the game board. All tokens are then revealed simultaneously, and activated one by one.
Setup
1. Game Area
Put the game board in the center of the table, position the Death & Exile tile within easy reach and place the Round Tracker token on 0.
Shuffle the Archon deck and place it facedown near the board.
Together, the players choose which scenario to play and read its special rules. The scenarios can be found on pages 16-20.
With 2 or 3 players, remove the 10 Steam Column cards corresponding to the areas located east of the Crater (i.e. Epiri, Trakija, Vojvodina, Sandzak, Duna Barrage, Gagauziya, Skuthia, Mistreana, Pustynia and Lulli Sapmi), as well as the Deployment 3 card. These areas will be inaccessible during the game. Put 5 turrets back in the box. They will not be used during the game.
Shuffle the Steam Column cards, form a deck and place it facedown on the designated space on the board.
Set up the number of initial steam columns indicated in the scenario. Do this by revealing the top card in the Steam Column deck. If this card relates to a deployment (see Steam Column cards inset, p. 7), ignore it and reveal another one. Place the number of steam levels shown on the card. Shuffle any deployment-related Steam Column cards back into the deck.
5 players: Add the Conclave overlay tile, 5 side up, at the end of the Conclave and Title Claim tracks, extending them.
2 players: Place the Conclave overlay tile, 2 side up, on the Primus space, concealing it. This space will not be available during the game.
Note: For your first game, we recommend the War Returns scenario. We have also included a tutorial scenario (Steamwatching 101), for new players, or to help you master the gameplay mechanics.
2. Choosing Clans and Titles
Put the Primus and Legate tokens on the matching spaces on the Conclave track.
Randomly pick a first player. This player gathers the clan boards and picks a clan to play during the game, collecting the matching board and all components relating to their chosen clan.
Next, they place their Ambassador token on a free space on the Title Claim track, next to the title they want for the first round.
Lastly, they pass the remaining clan boards to the player to their left, who chooses in the same fashion, and so on until each player has picked a clan and a title.
3. Deployment and Clan Setup
The last player to choose their clan board takes the Deployment cards and selects one. This card indicates the three areas to which they will deploy.
They then allocate the starting forces shown on the back of their clan board freely, subject to area capacity limits (see Area Capacity, p. 4).
Stack the three steam column levels to form a single column and place it in one of the deployment areas.
Note: If a player has chosen Deployment card 6, they place one of their Careeners' Contract tokens on a space in the Mare Nostrum, keeping the Deployment card in their clan supply (as a reminder that they can maintain a contract in the Mare Nostrum at no cost).
Lastly, they pass the remaining Deployment cards to the player to their right, who repeats the process. Continue until all players have deployed their units.
Game board. Players position their Geothermal Resources Level marker on the fifth space on the Geothermal Resources track.
Clan board. Each player sets up their clan board by placing:
- A barrel of algofuel of the designated type (i.e. pure or contraband) in each free space in their two algofuel stocks;
- Their Incubation marker on the '0' space on their Incubation track;
- Their Supply marker on the '10' space on their Supply track.
Hand
During the game, each player assembles a hand of cards which are kept secret from the other players. Only the number and type of cards in a player's hand are public information.
Steam Column Cards
Steam Column cards marked with a number are intended for one of the deployment areas (in this case, area 5). Cards with no number are not assigned to a deployment area.
The area of the game board where the steam column appears is shown in red. The number of levels (in this case, 2) in the deployed column is also shown.
Game Sequence
A game of Steamwatchers is played over a number of rounds, depending on the chosen scenario. Each round consists of several game phases:
- Conclave
- Order Planning
- Order Activation
- Steam Subsides
- Whiteout
Phase 1 – Conclave
The first player on the Title Claim track moves the Round Tracker token forward one space.
Then, in the order shown by the Title Claim track, each player moves their Ambassador token from the Title Claim track to the matching title space on the Conclave track.
Example: During the previous round, Mark (playing as the Free Fleet) laid claim to the Careeners' Legate title. In the current Conclave phase, he takes the Legate title by moving his token to the Conclave track.
When a player moves their Ambassador token to take a title on the Conclave track, they immediately trigger the following special ability:
-
Watcher (no related token): Draw 3 cards from the Steam Column deck into your hand. Discard a Steam Column card from your hand, placing it faceup on the discard pile. Then place a steam column in the corresponding area, with the number of levels shown on the discarded card. As you can see, whenever you become the Watcher, you will keep two extra cards in your hand, increasing your options if you take the title again later.
IMPORTANT: For each Watcher title that was not taken during the round, draw the top card from the Steam Column deck, place it faceup in the discard pile and form a column in the area shown on the card.
-
Careeners' Legate: Collect the Legate token and place it in an ice floe area. This token is treated as one of your contracts (but does not take up a contract space). You are unaffected by any movement restrictions imposed on that ice floe by the Archon.
-
Archon (no related token): Draw 3 cards from the Archon deck and add them to your hand. Choose an Archon card from your hand, read it and place it faceup next to the Archon deck. The card will remain in effect until covered by another Archon card.
IMPORTANT: If the Archon title has not been taken, the effects of the Archon card from the previous round continue to apply. Apply the card's 'when played' effects again, ignoring the bonus granted to the Archon.
-
Primus: Collect the Primus token and place it on any space on the Title Claim track except Primus (see Pass for the round, p. 9). None of the other players can claim the title selected during phase 3 – Order Activation until you pass. Also place 1 base soldier from your supply to an area your control.
Phase 2 – Order Planning
During this phase, all players simultaneously place their Order tokens face down on the board, then reveal them simultaneously.
Placing Order Tokens
Simultaneously, each player places one facedown Order token in each area that contains one or more of their units (i.e. base soldiers or elite soldiers). The effects of these Order tokens are resolved during the next phase. Each area can only hold one Order token.
Note: Buildings are not units, and do not allow you to place Order tokens in their area if no units are also present.
When an Order token has been assigned to all eligible areas, move on to Revealing Order tokens. If a player controls more areas than they have Order tokens, they must leave some areas without a token. These areas will not be activated.
There are three types of Order tokens: Move tokens, Defense tokens and Decoy tokens.
Revealing Order Tokens
Players simultaneously flip all Order tokens on the board to reveal their Order side.
Any revealed Decoy tokens are returned to the relevant clan supply.
Note: Decoy tokens help you disguise your intentions when you control more than 7 areas. They may also be used in other ways in some scenarios.
Phase 3 – Order Activation
Activating Order Tokens
During this phase, players take turns to activate one of their Order tokens, engaging in combat where applicable.
In the order shown by the Conclave track, each player must either:
- Activate one of their revealed Order tokens, perform one of its actions and then return it to their clan supply (see Order tokens, p. 11);
- Pass for the round.
IMPORTANT: An Order token must always be resolved entirely before the next player on the Conclave track can activate one of their Order tokens.
Order tokens in areas that no longer contain any units are returned to the owner's clan supply.
Passing for the Round
You may pass if you are unable to activate any more Order tokens, or do not want to.
When you pass:
- Collect any Move tokens still on the board. Your Defense tokens remain on the board and continue to provide their combat bonus. You may still use them to provide support (see Support, p. 14), but can no longer activate them;
- Claim a title for the next round by moving your Ambassador token from the Conclave track to the Title Claim track. Your choice of title is subject to certain restrictions.
- If you are the Primus: place your Ambassador token on a space on the Title Claim track that either has no Ambassador token on it or is occupied by the Primus token. After placing your Ambassador token, remove the Primus token from the Title Claim track and place it in your clan supply;
- If you are not the Primus: place your Ambassador token on a free space;
- You are not allowed to choose the space matching your current title unless you have no other choice (i.e. because it is the last free space).
IMPORTANT: The Watcher title in the first position on the Conclave track is not the same as the one in the fourth position. A player with a Watcher title in the current round is allowed to claim another Watcher title when they pass.
Example: Sabrina (Menrâu) decides to pass for the round. After removing her unactivated Move tokens from the board, she must now place her Ambassador token on a free space on the Title Claim track. As she was the first player to pass, she has plenty of options, but she cannot claim the Archon title (as the Primus token is already on that space) or the Watcher 4 title (because players are not allowed to claim the title they already have). She therefore decides to claim the Watcher 1 title.
Play proceeds until all players have passed for the round.
Phase 4 – Steam Subsides
All steam columns subside. A clan's incubation level may or may not increase, depending on whether it has units present in areas where steam is subsiding. In the order shown by the Title Claim track, each player removes one level from all steam columns in areas under their control. Removed levels are returned to the general supply. When a steam column has lost its last remaining level, a farm can be built in that area.
1. No Units in the Area
The players begin by removing a level from each column located in areas of the board with no units present. These areas are not affected by incubation.
Note: This includes any areas controlled only by a beacon or a Menrâu toxic farm, which are buildings rather than units.
2. Areas Controlled by One or More Units
Each player removes (in any order) one level from each column located in an area controlled by one or more of their units:
- If the steam column has two or more levels: remove one. Then increase the incubation level on your clan board by 1 (see Incubation level, p. 16).
- If the steam column has only one level: remove it. Then increase the incubation level on your clan board by 1 and, optionally, spend 1 algofuel to build a farm in the area that contained the steam column.
Algofuel, Contraband and Surplus
Algofuel: During the game, you spend algofuel from your stocks. Spent algofuel barrels are returned to the general supply.
Contraband algofuel: Whenever you spend contraband algofuel, each spent barrel immediately increases the incubation level on your clan board by 1 (see Incubation level, p. 16).
Surplus: Some gameplay effects grant you surplus algofuel. Place it in the surplus area on your clan board. This area is cleared at the end of each round (see phase 5 — Whiteout, p. 10).
Phase 5 – Whiteout
During this step, players simultaneously prepare for the next round. This is also the phase during which a player can win the game.
1. Geothermal Resources
Each player updates their geothermal resources (GEO) level. To calculate your GEO level, add together:
- The number of farms in areas you control;
- The number of steam column levels in areas you control;
- Any points scored as a result of special rules applicable in the scenario.
Reposition your marker on the Geothermal Resources track to show your new GEO level.
2. Victory
- If the scenario includes a supremacy victory condition, check whether a player meets the condition, in which case, they win the game instantly. If multiple players satisfy the victory condition, the player with the fewest Quarantine tokens on their clan board wins. If there is still a tie, the first tied player on the Title Claim track is declared the winner.
- If none of the players has secured a supremacy victory by the final round, the game ends. Each player adjusts their GEO total by removing 1 GEO from their score for every two units from their clan present on the Death & Exile tile. Then compare the players' GEO totals. The player with the most GEO wins. In the event of a tie, the player with the fewest Quarantine tokens on their clan board wins. If there is still a tie, the first tied player on the Title Claim track is declared the winner.
3. Preparation for the Next Round
Algofuel. Each player resets the algofuel stocks on their clan board, placing a barrel of the appropriate type of algofuel on each free space. Any barrels of algofuel in the surplus area are returned to the general supply.
Note: Any Quarantine tokens on these spaces restrict the quantity of pure algofuel that can be stored.
Army supply capacity. On your clan board, place your Supply marker on the space matching your new GEO level. This army supply limit determines the maximum number of units that you can keep on the game board.
Supply track: the upper row shows your GEO level at end of round; the lower row shows the supply limit, i.e. the maximum number of units supplied at end of round.
Note: Any Quarantine tokens on these spaces restrict the number of units you can supply.
Then count how many units you have on the game board. If this number exceeds your supply capacity, begin removing your clan's units from the game board until you comply with the limit. You may choose freely which units to remove. Return the removed units to your clan supply.
IMPORTANT: The supply limit is only checked at this step. At all other times you may exceed the limit.
4. Upkeep
- In order shown by the Title Claim track, players decide which Careeners' contracts to keep, spending 1 algofuel per contract. Return any contracts that are not kept to the clan supply (see the Barter with the Careeners special action, p. 13).
- Each player collects any Order tokens still on the game board and returns them to their clan supply, along with any Special Action tokens still on their clan board.
- Remove all Morale cubes from the board and return them to the general supply.
- Return the Legate token and the Primus token to the Conclave track.
- Each player returns their marker to the '0' space of their Incubation track.
A new round can now begin!
Eliminating a Clan
Although not generally in the players' best interest, a clan may be eliminated as a result of having no units left on the game board. If this happens, remove that clan's Ambassador token, Geothermal Resources Level marker, beacons and Careeners' Contracts from the board.
Order Tokens
During Phase 3 - Order Activation, players activate two types of Order tokens (Move and Defense), or pass for the round. Activating an Order token lets you perform a basic action or one of the special actions associated with that order.
When you activate an Order token, you will remain the 'active player' throughout the activation of that order, until another player activates one of their Order tokens. The area containing an activated Order token is the 'active area'.
After performing the action on your Order token, return it to your clan supply. Now the next player in the order shown on the Conclave track may activate an Order token or pass for the round.
Note on special actions. Each special action requires you to place the matching Special Action token on a free special action space on your clan board. The number of special actions you can perform is limited by the number of free spaces on your clan board and the number of tokens of each type in your clan supply. Using a special action space either costs 1 algofuel (shown on the clan board) or is free (if nothing is indicated).
Move Token Effects
You may move any or all of your units in the active area as you like.
To make a movement, select one or more of your clan's units in the active area and perform either the Move basic action or the Forced March special action.
After moving as many units as you like, initiate combat wherever your units have entered areas occupied by enemy units (from another clan).
Note: You may choose not to move any units.
Deploying a beacon. At any time while activating one of your Move tokens, you may deploy a beacon in any area under your control. Place a beacon from your supply in the chosen area. This beacon allows you to keep control of that area even if all of your units have left it.
Note: A beacon is a building. If you deploy a beacon in an area that has already reached its capacity, you must remove one of the existing buildings and put it back in the box.
Move (basic action)
The Move basic action enables a unit or group of units to move on land or perform a seafaring movement:
Moving on land. Moving on land, the selected unit or group of units can travel to an adjacent plains or mountain area.
Straits. A strait links two plains and/or mountain areas. These areas are then considered to be adjacent.
Seafaring. Seafaring enables a unit or group of units to move from one coastal area to another coastal area across an ice floe area. Your clan must have a contract for that ice floe area, which must be adjacent to both coastal areas (see Careeners' Contract p. 13).
If your clan has a contract covering multiple ice floe areas, treat them as a single ice floe area when seafaring.
When seafaring, you cannot end your movement in a coastal mountain area.
Forced March (special action)
A Forced March allows the selected unit or group of units to move by two contiguous plains areas. You cannot use a Forced March to move through or into an ice floe or mountain area.
Forced March special action cannot be used to move through an area controlled by enemy units, or to exceed an area's capacity, even temporarily.
Initiating Combat
When the active player has resolved all desired effects of the activated Move token, combat is initiated in each area occupied by one or more enemy units into which the active player moved their units.
The area remains under the defender's control until the winner has been determined (see Combat p. 14).
If a group of units moves into or through an area that contains another clan's beacon but no units, there is no combat. Simply remove the beacon from play and put back in the game box.
When the active player has resolved all desired effects of the activated Move token and resolved any combat, the next player in the order shown by the Conclave track can activate one of their orders.
Movement Example
Steve (playing the Highglimmer Apostles) wants to attack Sabrina (Menrâu) in Rhône, using his units stationed in Occitania Bassa, which is 2 areas away by land:
- He cannot use the Forced March special action to cross Occitania Alta (which he controls), as Forced March does not allow movement through mountain areas.
- He cannot use the Forced March special action to cross Girondie, as Forced March does not allow movement through areas controlled by enemy units.
- 1. Accordingly, he decides to use his Contract token in Mare Nostrum (and the access that it grants to the ice floe area) to send 3 units to fight in Rhône.
- 2. Before resolving this combat, he finishes activating his Move token by sending a unit into Occitania Alta to strengthen his position. He also uses his Contract token in Mor Irez to send a unit to Breizh.
- 3. In order to retain control over Occitania Bassa, which no longer contains any units, he decides to deploy one of his beacons.
Defense Token Effects
When you activate a Defense token, choose one of these four actions:
- Build a turret (basic action);
- Wait (basic action);
- Mobilize (special action);
- Barter with the Careeners (special action).
Build a Turret (basic action)
You can fortify the active area by placing a turret on it.
In combat, a turret increases the defender's extra strength by 2 (see Combat, p. 14).
The turret has no effect if there are no units in its area.
Wait (basic action)
Set up camp and wait in your current location. The next player may activate one of their Order tokens.
Note: This action can be a useful delaying tactic, but should be used sparingly: you lose a valuable opportunity to act and your Order token will be removed, weakening your defense!
Mobilize (special action)
To perform a Mobilize action, place a Mobilize token in a free special action space on your clan board.
Mobilize lets you:
- Either recruit up to 2 base soldiers from your clan supply. You may place these soldiers freely in the active area and/or any adjacent areas that you control;
- Or recruit 1 elite soldier from your clan supply. Place this unit in the active area or an adjacent area that you control.
A Careeners' Contract placed in an ice floe area does not allow you to Mobilize from one coastal area to another, as the areas are not considered to be adjacent.
Note: You can use a Mobilize action to place units in an area containing an Order token. These new units can be affected by the Order token in that area, when it is activated.
Barter with the Careeners (special action)
To barter with the Careeners, place your Barter token on a free special action space on your clan board.
For each haven under your control, place a Careeners' Contract token from your supply on a free contract space in an ice floe area. Your clan now has a contract for that area. You now may perform seafaring movements through that ice floe area.
Note: The same clan may place multiple contracts in the various free spaces in an ice floe area.
If you have no more Careeners' Contract tokens in your supply, this special action lets you move one of your contracts already placed on the board to a different free space in another ice floe area.
Example: Valentine controls two havens, entitling her to place two Careeners' Contract tokens on the board. She chooses the Mor Inez and Mare Nostrum areas. She can now travel from Padania to Breizh in a single seafaring movement.
With 5 players: A third space is available in each ice floe area.
Combat
When the active player has finished making movements by activating their Move tokens, combat is initiated in each area containing one or more enemy units.
If more than one combat is initiated during the same action, the active player chooses the order in which they are resolved.
In combat, the active player is the attacker and their opponent is the defender.
Combat takes place in three steps:
Step 1 – Calculate the Base Strength
A player's base strength is equal to their army strength plus their extra strength.
Army Strength
Calculate your army strength by adding together the strengths of each of your units involved in the combat:
- Each base soldier is worth 1 strength.
- Each elite soldier is worth 2 strength.
Extra Strength
Extra strength may be granted by:
Defense tokens. A Defense token in the combat area grants the defender 1 extra strength.
Turrets. Each turret in the combat area grants the defender 2 extra strength.
Morale cubes. A Morale cube in the combat area grants the defender 2 extra strength.
Support. The attacker and/or defender may support their troops by returning one or more of their clan's remaining Order tokens in adjacent areas to their supply. An area that provides support in this way adds its army strength to the supported force as extra strength.
IMPORTANT: An elite unit supporting an attacker or defender does not grant it the elite unit's special abilities.
The activated Move token that triggered the attack cannot also be used to provide support for the attacker.
A Careeners' Contract placed in an ice floe area does not allow you to support one coastal area from another, as the areas are not considered to be adjacent.
IMPORTANT: Units supporting an attack or defense do not move. They are not affected by the combat outcome.
The attacker declares their base strength first, followed by the defender.
Step 2 – Battle and Winning
Algofuel Allocation and Final Strength
When both players have announced their base strength, each player uses their combat dial to secretly allocate an amount of algofuel to invest in the coming battle. (The amount must be available in their stocks and surplus.)
Players simultaneously reveal their dials and spend the chosen quantity of algofuel.
Each combatant adds 1 strength per algofuel spent to their base strength. The resulting total is the final combat strength.
Determining the Winner
The player with the highest final combat strength is the winner. The other player is the loser. In the event of a tie, the attacker wins.
Step 3 – Combat Outcome
Consequences for the Loser
To represent their combat losses, the defeated player must remove two units engaged in the battle and return them to their clan supply.
If the defender lost, they must (where applicable) remove their beacon from the attacked area and put it back in the box, and return their Order token to their clan supply. The loser's remaining units are routed and must flee to a single area under the loser's control, obeying the normal rules relating to moving on land and seafaring. Any fleeing units unable to reach a valid area must be removed by the loser and returned to the clan supply.
If the attacker lost, immediately return their remaining troops (at no cost) to the area in which the Move token was activated. Where applicable, the defender keeps their Order token.
Fleeing units must not cause the destination area's capacity (5 units) to be exceeded. Return any excess fleeing units to your clan supply.
Consequences for the Winner
The winner takes or retains control of the area. They may choose whether to keep or destroy any remaining buildings in the conquered area. Destroyed buildings are put back in the box.
Place a Morale cube in the newly conquered or successfully defended area.
Morale Cube
A Morale cube in an area grants the defender 2 extra strength. You cannot move Morale cubes, or place one in an area that already has one. Morale cubes are returned to the general supply during phase 5 – Whiteout of each round.
After resolving all combat, the active player returns their Move token to their clan supply.
Combat Example
After activating his Move token and completing his troop movements from Occitania Bassa, Steve resolves the combat he initiated in Rhône (1).
1. As the attacker, Steve announces his base combat strength first. He has an army strength of 4 (2 base soldiers (2x1) + 1 elite soldier (2)). However, he decides that his 2 base soldiers stationed in the adjacent area of Occitania Alta are going to provide combat support. He therefore removes the Order token from that area and adds 2 extra strength. His base strength is now 6 (4+2).
Sabrina cannot use her base soldier in Girondie for combat support, as she has already played her Order in that area. She also decides not to use her soldier in Provença in a support role, as she wants to use that Order token later. As a result, she announces a base combat strength of 6 (3 army strength (3x1), plus 1 extra strength from the Defense token and 2 extra strength from the turret).
Steve and Sabrina may now use their respective combat dials to secretly allocate the quantity of algofuel that they intend to commit to the combat, revealing their dials simultaneously. Steve allocates 5 and Sabrina commits 3. Steve's final combat strength of 11 (6+5) is enough to win this battle against Sabrina, who had a final strength of 9 (6+3).
2. Each combatant spends the allocated quantity of algofuel. Next, Sabrina must remove two of her defeated units and the Defense token from the attacked area, returning them to her clan supply. The surviving unit may flee to Girondie, Provença or Padania (through Mare Nostrum thanks to the Contract). Sabrina picks Girondie.
3. Flushed with his capture of Rhône, Steve places a Morale cube in the area; he opts not to destroy the turret (which is now under his control). He then removes the Move token from Occitania Bassa, signaling the end of the activation sequence.
Incubation Level and Effects
Bane Incubation Level
The incubation level increases during the game:
- When you spend barrels of contraband algofuel;
- When you control steam columns that shrink during phase 4 – Steam Subsides;
- When resolving scenario effects or an Archon card.
Effects Associated with Your Incubation Level
Whenever a player's Incubation Level marker is moved up, immediately apply the effect corresponding to its new position on the track. If a player's marker is moved up multiple spaces, also apply the effect of each space through which it passed.
There are three types of spaces on the Incubation track:
- Bane Resistance (spaces 1, 2, 3): No effect.
- Quarantine (space 4): Generate and place a Quarantine token on your clan board.
- Death & Exile: Remove one of your units from the board and place it on the Death & Exile tile. This unit is no longer part of your clan supply. From now on, whenever your incubation level increases, apply the Death & Exile effect instead. Units removed as a result of the Death & Exile effect can affect the endgame, by causing geothermal resources to be deducted when calculating the final score (see Endgame and Victory, below).
When resolving the Death & Exile effect during a combat, you are not allowed to choose one of the combatant units unless you have no other choice.
Quarantine Token
Whenever you reach a Quarantine space on your Incubation track, you must place a Quarantine token on your clan board. It will stay there until the end of the game! Place the token on one of the following spaces:
- Special action space: place a Quarantine token on a special action space that does not already have one. This limits the number of special actions that you will be able to perform. If the Quarantine token would cover a Special Action token, return the Special Action token to your supply before placing the Quarantine token.
- Space in your pure algofuel stock: place a Quarantine token on a space in your pure algofuel stock that does not already have one. If the token would cover a barrel of algofuel, return the barrel to the general supply. This limits your pure algofuel storage capacity.
- Space on your Supply track: place a Quarantine token on the highest space on your track. This limits the number of units that can be supplied during phase 5 - Whiteout.
Endgame and Victory
The game can end two ways:
- Either one of the players achieves a supremacy victory (defined by the scenario).
- Or the number of rounds specified by the scenario have been played, in which case the player with the most geothermal resources wins.
Victory conditions are always checked during phase 5 – Whiteout (see p. 10).
Scenarios
Whenever you play a game of Steamwatchers, you must choose a scenario. Scenarios enable more flexible game configurations. For example, if you want a shorter game, pick a scenario that plays in three rounds, such as Fires of the Old World. A game designed specially for two players? Raid the Polluted is just what you need... A straightforward game? War Returns lets you play without any special rules.
The scenario descriptions provide the following information:
- Number of rounds — Maximum number of rounds in the game.
- Scenario name — The keyword (e.g. "Offensive") gives a clue to the type of game, but has no effect on the rules.
- SETUP — This box contains additional game setup information. For example, it shows how many initial steam columns to place on the board during setup. Scenarios may modify the setup or introduce additional components, such as Scenario cards or Target Area tokens (to designate particular areas).
- SPECIAL RULES — This box describes any additional rules that will apply during the game. Where applicable, it also defines the victory conditions for a supremacy win.
You will notice that the scenarios portray the Steamwatchers world as an unfolding story. The "you" in the narrative refers to the Archon in the first round. However, you are not obliged to play through the scenarios in a particular order; you can replay some and skip others, if you want to! You can also create your own scenarios. Just be careful to ensure that your custom scenarios don't favor one clan over another or upset the game balance.
Steamwatching 101 — Tutorial (4 rounds)
This step-by-step tutorial will help you familiarize yourself with the rules. Experienced strategy gamers are advised to skip it and begin with the next scenario.
Note that this scenario is not representative of a normal game of Steamwatchers.
SETUP
- Initial steam columns: 3.
- Instead of beginning the game as shown on the back of the clan boards, players deploy all 10 base soldiers, 1 three-level steam column and 2 farms in their respective deployment areas.
- Players must not choose the Highglimmer Apostles or the Rhein-Stamm clan for this tutorial.
- After picking their clan, players set aside:
- Their Barter token;
- Their 2 Forced March tokens;
- Their 3 Careeners' Contract tokens;
- Their elite soldier miniatures.
SPECIAL RULES
During this tutorial:
- The Archon title has no special ability;
- Clan abilities are not used.
- Each round, before beginning phase 1 — Conclave, players review the specific features of the coming round.
Round 1
- Mobilize tokens may only be used to recruit base soldiers.
- You cannot perform the Barter with the Careeners and Forced March special actions.
Round 2
- Players collect their elite soldier miniatures. In the order shown by the Title Claim track, each player places one in an area that they control.
- From now on, you may use the Mobilize token to recruit an elite soldier. Elite units have a strength of 2, and have a special ability as shown on your clan board.
Round 3
- Players collect the Barter token and three Careeners' Contract tokens for their respective clans;
- In the order shown by the Title Claim track, each player then places a contract on a free space in an ice floe area.
- From now on, you may perform:
- Seafaring movements (see Seafaring, p. 11);
- The Barter with the Careeners special action (see Barter with the Careeners (special action), p. 13).
Round 4
- All players collect their two Forced March tokens.
- You may now perform Forced March actions (see Forced March (special action), p. 11).
By the end of this tutorial, you will be ready to enjoy the full Steamwatchers experience. Explore Europa, learn the history of its clans and discover the strategic potential of their special abilities! Assume the mantle of the powerful Archon and continue refining your understanding of steam columns. Have fun!
War Returns — Classic (4 rounds)
SETUP
- Initial steam columns: 3.
- No special setup.
SPECIAL RULES
None.
Fires of the Old World — Offensive (3 rounds)
SETUP
- Initial steam columns: 3.
- Each player deploys two additional base soldiers. When deployment is complete, proceeding in the order shown by the Title Claim track, players may move up to two of their units into 1 or 2 uncontrolled areas adjacent to their deployment areas.
SPECIAL RULES
- When you win a combat, choose a miniature from among the enemy losses and place it on your clan board. At the end of the game, increase your GEO level by 1 per pair of enemy miniatures thus collected.
Miracle Algae — Offensive (4 rounds)
SETUP
- Initial steam columns: 3.
- Each clan deploys an additional elite soldier.
- Place the Miracle Algae Scenario card near the game board.
SPECIAL RULES
- When you win a combat, collect the Miracle Algae Scenario card from its current location. Apply its effects and then place it near your clan board. (Miracle Algae card special rules: Holding this card grants 2 GEO.)
- From round 2 onwards, players can claim a supremacy victory by reaching a score of 10 or higher on the GEO track.
Raid the Polluted — 2 players (4 rounds)
SETUP
- Initial steam column: 0.
- Begin by revealing and discarding three Steam Column cards (regardless of whether they relate to a deployment area). In each area shown on these cards, place a Menrâu toxic farm, a turret, a barrel of contraband algofuel and three Menrâu base soldiers, representing the Polluted.
- You cannot play the Menrâu clan in this scenario.
- During deployment, you cannot choose Deployment cards that show areas occupied by the Polluted.
- When the starting forces have been deployed, proceeding in the order shown by the Conclave track, you may place a base soldier in an uncontrolled area adjacent to your deployment area.
SPECIAL RULES
- Treat the Polluted as a neutral clan that you can attack. They do not allocate algofuel to combat. On taking control of an area previously occupied by the Polluted, collect the barrel and place it in your surplus area. Then remove one defeated Polluted unit (rather than the usual 2) from the area, before moving any fleeing units to an adjacent area that is either uncontrolled or controlled by the Polluted. Remove any Polluted that cannot comply with this rule and put them back in the box.
- Polluted farms grant 1 GEO and increase your incubation level by 1, in the same way as Menrâu toxic farms (see Menrâu clan ability, p. 22).
Secrets of the Careeners — Conquest (5 rounds)
SETUP
- Initial steam columns: 3.
- Each player places 1 Quarantine token on a space on their clan board.
- After forming the initial steam columns, one of the players draws 10 Steam Column cards (15 cards in a 5-player game). Shuffle the Ruins Scenario card into these cards and place them all on top of the Steam Column deck.
SPECIAL RULES
- If the Ruins card is among the 3 Steam Column cards drawn by a Watcher (or if the card is drawn without a Watcher), draw an additional card to replace it before resolving the effects of the Ruins card. (Ruins card special rules: Reveal this card when it is drawn. Draw a Steam Column card and place a Target Area token (neutral side up) in the area shown by the card, but do not place the related column. Rather, this area is the site of the Ruins. Controlling the Ruins grants 2 GEO as well as free upkeep of Careeners' contracts.)
- At the start of each phase 5 – Whiteout, players may spend 2 algofuel to remove a Quarantine token from their clan board and return it to the general supply.
- From round 3 onwards, players may claim a supremacy victory:
- 2-4 players: Control 4 havens.
- 5 players: Control 3 havens.
The Reliquary — Offensive (5 rounds)
SETUP
- Initial steam columns: 3.
- Place the Reliquary Scenario card near the game board.
- Playing the Highglimmer Apostles clan is not permitted in this scenario.
SPECIAL RULES
- When you use a Watcher title's special ability, play two Steam Column cards instead of one.
- For each Watcher title that has not been picked, draw 2 Steam Column cards and form the corresponding columns.
- From round 2 onwards, at the end of each Conclave phase, the players vote to elect the Reliquary Custodian as follows:
- Each player has one vote for every two areas under their control.
- Players negotiate together and then vote simultaneously, designating either themselves or another player who will receive their votes.
- The player receiving the most votes becomes the custodian of the Reliquary, placing it near their clan board. Ties are broken by the first player on the Conclave track. (Reliquary card special rules: Your incubation level cannot increase while you hold this card.)
- At the end of phase 5 – Whiteout, the player(s) with the least GEO receive(s) a barrel of pure algofuel or may place a Careeners' Contract (in the order shown by the Title Claim track).
The Promised Columns — Conquest (4 rounds)
SETUP
- Initial steam column: 0.
- Remove the Saksa, Istra and Commonwealth cards from the Steam Column deck and put them back in the box. Place a five-level steam column and a Target Area token (neutral side up) in each of those areas.
SPECIAL RULES
- Whenever a steam column appears, add an extra steam level to it.
- During phase 4 — Steam Subsides, the incubation level of any players who have units controlling a 4- or 5-level steam column (prior to removing a level) is increased by 3, rather than 1.
- At the end of the game, each area containing a Target Area token grants an extra 2 GEO to the player who controls it.
Farers' Favor — Secret objective (5 rounds)
SETUP
- Initial steam columns: 3.
- On completing deployment, immediately before phase 1 — Conclave, each player draws 3 Steam Column cards and selects one, placing it facedown under their clan board. The hidden card shows the appointed meeting place. Shuffle the remaining cards back into the Steam Column deck.
SPECIAL RULES
- In rounds 1 to 3: Before activating an Order token, you may choose to reveal the area containing your meeting place and place the Target Area token matching your clan's color in that area. Then recruit 2 base soldiers in an area under your control.
- At the end of the game: Players reveal their meeting place, if they have not already done so. Each player receives:
- 2 extra GEO, if they control their own meeting place;
- 1 extra GEO, for each other player's meeting place under their control.
Clan Descriptions
Rhein-Stamm
"Together, we are stronger than Great Chill."
Clan special ability — The Great Host. One of the Rhein-Stamm clan's Mobilize tokens, the Great Host, lets you recruit 4 base soldiers (Krikers). The Great Host cannot be used to recruit elite soldiers.
Iotunn special ability — Massive. Whenever a Iotunn attacks, its strength is boosted by 1.
Highglimmer Apostles
"Kneel before the Highglimmer! All shall sing our shining hymn."
Clan special ability — Fanatical legions. Using special action spaces never costs algofuel. The Incubation track of the Highglimmer Apostles is finite: once the last space is reached, ignore any subsequent incubation level increases.
Idol special ability — Convert. When you attack with one or more Idols and win the combat, deploy a base soldier from your clan supply to the combat area or an adjacent area under your control.
Free Fleet
"May we find new cores and leave Europa to these vermin!"
Clan special ability — Careeners' Associate. During initial setup, place your Careeners' Associate token in an ice floe area (it does not take up a contract space). This token functions like a contract, except that it is never moved or removed and requires no upkeep.
Darter special ability — Ice floe raider. Darters treat all ice floe areas with one or more free Careeners' Contract spaces as being under contract with the Free Fleet.
Rhône Conglomerate
"The fires of the Old World still smolder. From their embers, we will rekindle the earth."
Clan special ability — Booby-trapped beacons. Whenever an opponent destroys one of your booby-trapped beacons, they lose one of the units they moved into that area. Your opponent chooses which unit to destroy, and returns it to their clan supply.
Skybreaker special ability — Suppressing fire. Skybreakers may provide support at a range of up to two areas (through mountains or plains).
Western Alliance
"Our homeworld is even worse than this one… but not by much."
Clan special ability — Strategic planning. At the start of the first phase 1 — Conclave, draw 2 Steam Column cards to your hand. Once per round, instead of activating an Order token, you may discard a Steam Column or Archon card from your hand to skip your turn. The discarded card has no effect.
Jeep special ability — Urban guerilla. When attacking with one or more Jeeps, gain 1 extra strength for each building present in the attacked area.
Catabatians
"Zeus foretold it. He will lead us until the world is again Cosmos."
Clan special ability — Snowcoaster. The Catabatians treat mountain areas like plains areas.
Erinye special ability — Wings of death. An Erinye-only army on a Forced March may pass through an area occupied by enemy units without triggering combat.
Menrâu
"The Earth will mend herself. She will be more hospitable, if we care for her."
Clan special ability — Toxic strains. The Menrâu own three toxic farms. Whenever they build a farm (except during initial setup), they may use one of their toxic farms instead. Toxic farms have the following additional abilities:
- During phase 4 – Steam Subsides, any opposing clans that control an area containing a toxic farm must increase their incubation level by 1.
- If a toxic farm is alone in an area (i.e. without an enemy beacon or units), the area is controlled by the Menrâu.
Sower special ability — Neurotoxins. When you attack with one or more Sowers, before allocating algofuel:
- The defender must replace 1 pure algofuel in their stock with 1 contraband algofuel.
- The defender's incubation level is also increased by 1.
Player Aid
Area capacity: 5 units (base/elite soldiers) + 2 buildings.
Game Sequence
- Conclave — Resolve the effect of the title you claimed.
- Order Planning — Place 1 Order token (facedown) in each controlled area.
- Order Activation — In the order shown by the Title Claim track, either activate 1 Order token and then put it back in your clan supply, or pass and claim a title.
- Steam Subsides — -1 steam column level per area: Area controlled by a unit: +1 incubation. On removing the final level in an area controlled by a unit, you may spend 1 algofuel to build a farm in it.
- Whiteout — Calculate your GEO and check the victory conditions. Adjust your supply limit and return any unsupplied units to your clan supply. Completely refill algofuel stocks. Pay contract upkeep (1 algofuel per contract). Reset your incubation track.
Titles
- Watcher: Draw 3 Steam Column cards and play 1 Steam Column card from your hand.
- Archon: Draw 3 Archon cards and play 1 Archon card from your hand.
- Legate: Place the Legate token in an ice floe area. That area is now under contract.
- Primus: Recruit 1 base soldier. Block a title on the Title Claim track.
Unplayed titles
- Watchers: draw and play 1 Steam Column card.
- Archon: resolve the effects of the previous card again (no Archon bonus).
Possible Actions
| Move token | Defense token | Decoy token |
|---|---|---|
| Move on land/Seafaring (basic action) | Build a turret (basic action) | None |
| Wait (basic action) | ||
| Forced march (special action) | Mobilize (special action) | |
| Barter with the Careeners (special action) |
Combat
-
Base strength — Calculate, for the attacker and then the defender: Army strength: 1 per base soldier, 2 per elite soldier. Extra strength: 1 for a Defense token, 2 per turret, 2 for a Morale cube. Announce and add any support.
-
Battle and winning — Secretly and simultaneously allocate algofuel. 1 algofuel spent = 1 strength. Calculate the total (base strength + algofuel). The player with the highest final strength wins. In the event of a tie, the attacker wins.
-
Combat outcome — Loser: return 2 combatant units to your clan supply. Surviving units flee:
- To a controlled area that is adjacent or accessible under contract (defender);
- To the active area (attacker).
Remove any fleeing units that are unable to comply. Remove the Order token from the lost area.
Winner: take or retain control of the area. Keep or destroy any existing buildings. Place a Morale cube in the combat area (max. 1 per area).
Index
Activating an Order token 9; Algofuel stock 5; Ambassador 8, 9; Archon 8; Archon card 8; Area capacity 4; Army strength 14; Army supply capacity 10; Base soldier 4, 14; Barter with the Careeners 13; Beacon 11; Building 4; Careeners' Contract 13; Careeners' Legate 8; Clan 7, 20; Coastal area 4; Combat 14; Combat dial 14; Conclave 8, 9; Conclave track 5, 8; Contraband algofuel 5, 9; Death & Exile 16; Decoy token 9; Defense token 13; Deployment card 7; Elite soldier 4, 14; Extra strength 14; Farm 9; Fleeing units 14; Forced March 11; GEO 5, 10; Haven 5; Ice floe area 4, 11; Incubation 5, 16; Mobilize 13; Morale cube 14; Mountain area 4; Move token 11; Moving on Land 11; Plains area 4; Primus 8, 9; Pure algofuel 5, 9; Quarantine 5, 16; Seafaring 11; Steam Subsides 9; Steam column 5; Steam Column card 8; Straits 11; Strength 14; Support 14; Supremacy 10, 16; Surplus 5; Title Claim track 5, 8; Turret 13; Unit 4; Upkeep 10; Victory 10, 16; Watcher 8; Wait 13.