Clockwork 2 rules
ExpansionRoot
Clockwork 2 is an expansion for Root. Bots for Lizards, Riverfolk, Duchy and Corvids.
How Clockwork 2 changes play
Clockwork 2
Bots for four more factions.
- Setup: for each bot choose a difficulty and 0 to 4 trait cards; bots draw no cards.
- Setup: Logical Lizards: 25 warriors; 4 warriors and a matching garden in a random corner (not another bot's; diagonally opposite a start if possible), 1 warrior in each adjacent clearing.
- Setup: Logical Lizards board: outcast on Sanctify; the other 14 gardens on their tracks, right to left; 3 cards face up in Lost Souls, in the order drawn.
- Setup: Riverfolk Robots: 15 warriors, 1 in each river clearing; 9 trade posts on their tracks; 1 warrior in Payments; 5 cards in the Market.
- Setup: Drillbit Duchy: 20 warriors, 3 tunnels, 9 crowns, the Burrow nearby; 2 warriors and a tunnel in a corner other than the starting corner, 2 warriors in each adjacent clearing except the Burrow.
- Setup: Drillbit Duchy board: citadels and markets on their tracks; draw and discard 2 cards, crowning the topmost matching unswayed minister for each.
- Setup: Cogwheel Corvids: 15 warriors and 8 face-down plots; 1 warrior in the lowest-priority clearing of each suit.
All Clockwork 2 rules (5)
- Clockwork 2 Clockwork 2 adds bots for four more factions: Logical Lizards, Riverfolk Robots, Drillbit Duchy and Cogwheel Corvids.
- Logical Lizards Spent and discarded cards go face up on its Lost Souls; removed Lizard warriors send one to Acolytes, and a garden leaving the map…
- Riverfolk Robots At the start of your Birdsong you may buy one service, plus one per clearing with your pieces and its trade post, paying warriors into its…
- Drillbit Duchy Its Burrow is adjacent to every tunnel clearing, always ruled by it and closed to other pieces; removing its buildings takes the crown off…
- Cogwheel Corvids It moves regardless of rule and deals an extra hit when defending where it has a face-down plot.