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The Clockwork Prince Print-and-Play

T C START

(Cut out these tokens)


Note this is reduced in size to make printing easier.
Clockwork Prince Turn Structure: 1. Assess Threat 2. Play One Card 3. Take Actions 4. Cleanup
Threat Playing Cards
Draw 3 cards from the deck. Do not Relationships
No Threat? Succession? Oath? Vision? stop at visions! Reveal cards except Friends Conspirators
visions. Increase Tactics once per battle
plan revealed. Play the card of suit in
#Actions
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current Mind quadrant and advance
the relationship.
Citizenship Off er: At the end of the Prince’s turn, starting with Play that card to the topmost site in the
the player to their left, they may peek at the bottom relic and take Cradle with capacity, then topmost in
it to become a Citizen if the Prince is not Oathkeeper.
Provinces, then topmost in Hinterland.
4
Warbands Supply Check: 0 to 3 (3), 4 to 10 (4), 11 to 17 (5), 18+ (6)
If it is or cannot be played because
the map is full, discard the card and
Ready to Fight?
Tactics gain 3 warbands.
Prince must have more
warbands than Caution
+ defending force + dice

± ± ±2 ±2 ±3
3
added by targets.
C
Caution Increase Caution each time the Prince is defeated while attacking.
C C
2
Unaligned
Tiebreaker -2 -1 0 1 2 3 4
Always use
the leftmost!
The Clockwork Prince move both action tokens to the blue octagon on the Mind
board that matches the Threat.

INTRODUCTION AND SETUP 2. PLAY ONE CARD


The Clockwork Prince is an automated opponent that Wake: The Prince always adds as much favor to the People’s
replaces the Chancellor. It takes turns and wins the game Favor as possible, if he has it.
just like the human players. It can be used with one or two
human players. Whenever these rules conflict with the core Draw three cards from the world deck. Do not stop at
rules, follow these rules. visions! Reveal the drawn cards except for any visions. For
each battle plan revealed, increase the Prince’s Tactics once.
• Set up the game as normal, but do not deal any cards In the 3rd, 5th, and 6th space on the Tactics track, decrease
to the Prince. Take the Prince’s board and Mind the Prince’s caution by 1.
sheet.
Tactics—In campaigns as attacker or defender, the Prince
• Place the six relationship markers on the matching adds or subtracts attack dice as shown by its Tactics. This
suits in the Unaligned box. cannot be canceled.
• Collect the two action markers, the threat marker, Play the card of the suit shown by the Mind quadrant your
the tactics marker, and the caution marker. Place the action marker is in—if there are multiple, play the card
two action markers on the red circles matching the that was drawn earlier (leftmost in splay). Advance the
Oathkeeper goal. Place the other markers on their relationship marker for that suit up once. If you advance
starting positions on your board. into a space with another relationship token, place the
newly advanced token to the right of all the other tokens
RULES CHANGES FOR OTHER PLAYERS

^
in that space.
• Citizens cannot become Exiles in any way.
Add the played card to the topmost site in the
• Citizens refresh their Supply based on the Prince’s Cradle with capacity. If none, add to topmost in
number of warbands in their Supply, as if they were Provinces with capacity. if none, add to topmost
the Chancellor. in Hinterland with capacity. If it is restricted to advisers
• Players must track the order in which they have only or it cannot be played because the map is full, the
recovered relics in order from left to right. Prince gains 3 warbands and discards the card.
Do not gain favor for playing to site.
TIEBREAKERS
The Prince chooses a viable site starting in the Cradle. If 3. TAKE ACTIONS
there are no viable sites in the Cradle, it checks the Provinces, Take the number of actions shown by the Relationships box
then in the Hinterland. Within a region, it chooses a viable you moved the marker to this turn. To take an action, move
site from top to bottom. In all other instances, the Prince the current action token to the next action
chooses the leftmost choice. box following the arrow, and resolve the
action there. (Do not move the starting
TURN STRUCTURE action token yet. It will help you remember
The Clockwork Prince’s turn has four steps: how many actions you’ve taken so far.) an action box
1. Assess Threat (skip on first turn) Whenever you skip an action, do not
2. Play One Card count it toward the actions taken this turn, and continue
along the arrow.
3. Take Actions
If you could follow multiple action arrows, follow the red
4. Cleanup arrow first, then the orange arrow with “1st Priority,” then
the other orange arrow if any, then the black arrow. You
1. ASSESS THREAT must meet the condition listed on an arrow to follow it.
The Clockwork Prince takes actions depending on its
current Threat, chosen in this order: The Prince takes actions that are slightly different from
human actions, as described below.
• Does a Citizen meet the Successor goal?
• Is an Exile the Oathkeeper or Usurper? Trade
For each empty card at your site matching the suit of any
• Has an Exile completed a Vision? Friend (if favor shown on Trade box) or Conspirator (if secret
If there are multiple Vision Threats, the Prince chooses the shown on Trade box), take the number of favor or secrets
holder with a completed Vision closest to the Prince in turn shown in the box holding its relationship marker. (Do not
order. place favor or secrets to gain this.)
If there is no Threat or the Threat is the same as the If you would gain nothing shown on Trade box, take one
previous turn, do not move the action tokens. Otherwise, favor from the bank with the most favor.
RI
Muster Secret, ignoring its recover restriction, but will otherwise
Starting with the card closest to the site, place one favor on take a single secret from the top of it’s current value and
each empty card at this site and gain 2 warbands each time. return the rest to it’s previous holder.
If recovering the People’s favor, you must have more favor
Travel
than it’s current value.
Move the pawn to the site that best fulfills the condition in
your current Mind box. If multiple sites meet this condition,
Search
move to the leftmost site.
Draw three cards, advance the relationship marker, and
When counting up the favor and secrets you will gain, then play one card in the same way as the Search step. (This
ignore cards with any favor or secrets on them. (Remember does not increase the number of actions you can take this
to check how much favor is each suit’s bank when determining this turn.)
number.)
If asked to travel to a site with a relic and no sites have relics,
4. CLEANUP
Return any favor on cards to their matching favor banks.
travel instead to an unexplored site. If none remain, travel
to the site where you would gain the most favor and secrets. Move the starting action token to the space with the current
action token.
Ignore any site powers that modify travel.
If the Prince’s Threat is Oath or Vision and the Prince does
Skip this action if your pawn is already at a site that meets
not currently hold the Oathkeeper Title, each player in turn
the listed condition.
order may peek at the bottom relic deck and may take it to
Travel + Campaign become a Citizen.
To take this action, you must be Ready to Fight—you
must have more warbands than the total of the defender’s POWERS
warbands in their force + defense dice added by your targets The Clockwork Prince can interact with the many card
+ your Caution. powers in Oath in a variety of ways. Players should decide
level of the Prince’s power usage before beginning a game
Skip this action if you are not Ready to Fight. of Oath.
Travel to the site shown and then campaign. Limited Powers The Prince will only benefit from
If you’re targeting sites, you will move to the site with the powers that do not require payment
fewest warbands ruled by the player who owns the most and will always use whatever card
sites. When determining the number of warbands, count powers they can to frustrate the
those on a player’s board if their pawn is at a site you other players. The Prince will not
are considering. If you rule all face up sites, move to an use powers that require any cost
unexplored site and target the bandits. Otherwise, target to be paid in favor, secrets, or the
as many sites as possible while remaining Ready to Fight. If discarding of cards. Example: The
you win, distribute warbands as evenly as possible among Prince will use the Keep the defend but
the conquered sites and your board. will not discard Horse Archers to use
their battle plan.
If you’re targeting relics, target as many relics as possible
while remaining Ready to Fight, starting with the relic that Expanded Powers The Prince will use any powers they
adds the fewest defense dice to the one that adds the most. have access to as if they were a player
If there is a tie, target the relic that the defender gained most and will even use powers that require
recently (leftmost). payment. When playing solo, the
You always sacrifice warbands if it will make you victorious. player will have to judge when a
If you lose the Campaign, increase your Caution by one. power usage is judicious. When
playing with two players the powers
If you are victorious, divide any remaining warbands evenly and their target should be guided
across any targeted sites and your board, putting any excess by the Prince’s current threat. For
on your board. instance, it would use Wolves to target
the player most threatening to them.
Recover In any campaigns, the player not
If recovering a relic, pay the indicated cost and take the relic involved in the battle should decide
closest to the site. If there are no relics at this site or if you which powers to activate. If there
do not have enough to play the cost, skip this action. are any disagreements about power
If recovering the Darkest Secret, you must have more secrets usage players should randomly
than it’s current value. You can always recover the Darkest decide which recommendation to
follow.

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