The Clockwork Enemy¶
The Clockwork Enemy is the AI opponent in solo and co-op Campaign Mode. It follows a strict set of laws to simulate a real player as closely as possible.
The Law of the Clockwork Upper Hand¶
When you must make decisions for the Clockwork, make those decisions as closely to how a real player would play — even if that puts you at a disadvantage.
Morale Check¶
The Morale Check operates the same as in standard play.
Laws of Clockwork: Muster Phase¶
- The Clockwork Deck always Forages the top 2 cards of its deck at the start of a mission (unless the mission states otherwise).
- Each Muster Phase, the Clockwork draws 2 cards:
- If the Clockwork controls more Troops than it has Foraging Troops, the first card is Foraged. Otherwise, both are added to its hand.
- The Clockwork hand is a separate hidden pile from its deck. Unless stated otherwise, the top card of the hand is drawn first.
- If the Clockwork has more Provision supply than current Provision cost, it plays the top card of its hand into its Vanguard.
- The Clockwork may move present Troops 1 space.
- Static and Muster Phase abilities trigger to best benefit the Clockwork.
Laws of Clockwork: Warfare Phase¶
- If the Clockwork is Leading in Morale, it initiates eligible Shotte Troops first (alternating with the player). If not Leading, the player goes first.
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If Leading in Morale, the Clockwork declares a Charge based on the following priority order:
- Movement would allow the Clockwork to control the Territory.
- Declaring a Charge would leave the Clockwork with higher Morale than the player after the Charge resolves.
- Combat or movement is more favorable to the Clockwork — more player cards are killed than Clockwork cards, and/or more Territory sides are controlled.
Note
Clockwork cards can still become Lost during this phase.
Laws of Clockwork: Attrition Phase¶
The Clockwork pays Provisions to move additional spaces if:
- It is Leading in Morale and doing so would win the game.
- To recover Lost Troops.
The Clockwork may overspend during this phase — follow the Law of the Clockwork Upper Hand.
It then checks the win condition, pays Provisions normally, and checks the Territory Threshold.
Note
When the Clockwork must choose which cards to leave un-provisioned, apply the Law of the Clockwork Upper Hand — it drops whatever a real player would drop, not whatever is most convenient for you.