Goal
Build clocks. Each finished clock is worth 5 points, and the highest score after
5 rounds wins. Leftover materials are worth a little: 1 point for every 3.
The workshop
The board is three gear rings, six spaces each, in six wedges.
- Outer ring: the Bench. Take materials: brass, cogs and springs.
- Middle ring: the Workshop. Spend materials on clocks, take a favour, or take the winder.
- Inner ring: the Mainspring. Six cogs, each with a small bonus.
Your turn
- Place one of your three clockmakers on any free space and take what it gives, at once.
- A space holds one worker only, so the order you place in matters.
- When everyone has placed all three, the round ends.
The mesh (the whole game)
The cog in a wedge meshes with the two spaces beside it:
- Use the Bench or Workshop space in that wedge and you also take the cog's bonus.
- Place on the cog itself and you take its bonus twice over, plus a point.
- The bonus arrives before you pay, so a meshed cog can pay for a clock you could not otherwise afford.
At the end of every round the inner ring turns one wedge, so every bonus meets a new
pair of spaces. What was the best spot this round is somewhere else next round.
Going first
Play goes round from the first player. The winder space gives you the first turn next
round (and a spring and a point). If nobody takes it, it simply passes to the next player.
Favours
Three favour tiles lie on the shelf. The favour shelf space takes one, and its rule
works for you for the rest of the game. Only one favour can be taken each round.
On screen
- Tap a space to see what it pays; tap it again (or ✓ Place) to send a clockmaker there.
- Spaces you cannot use are faded. The cog bonus of each wedge is drawn on its cog.
- Your materials sit under the board. Tap a rival's chip to see their workshop.
- ⋯ → Game info has every score and a plain list of what happened.