So… you may have noticed there are three expansions to Steamwatchers. Here’s a short rundown of what’s in each!
What we’ve tried to do with each expansion is for it to steer the game in a specific direction so that players can customize their Steamwatchers experience!
Each expansion comes with scenarios, often showcasing mechanics from that expansion, and 6 Archon cards to refresh the Archon deck! These cards can be added independently from the expansions, so feel free to make a big Archon deck (or make it tighter to see cards from the expansions more often).
Peace with Wolves
Peace with Wolves allows you to change how the game works with low player counts and higher player counts. The Vassal clan module is all about controlling a second clan, a minor version of a clan that hasn’t been chosen. Do you want to coordinate two different forces when playing with 2 or 3 players? This expansion is for you!
The Diplomacy module is made for higher player counts, where table talk is king. It allows you to make alliances: not that you couldn’t before, but now you’re incentivized to do it. Each player starts with a hand of Diplomacy cards with great abilities. However, you can’t play cards from your clan, so you need to find agreements with other players to trade those cards. You can also further an alliance by signing a treaty. A treaty does nothing… until it is broken. When you choose to break a treaty, you lose TWO troops to the Death and Exile tile. This is a very steep cost, but betraying an ally isn’t something to be taken lightly, is it? Making a treaty with someone is a matter of trust, and enforces that trust.
Fuel for War
Fuel for War gives each clan a unique unit, a war leader. The war leader starts on the Conclave, instead of your usual Ambassador token. They gain power every turn, as long as they stay in the Conclave… or they can descend onto the battlefield and equip a deadly Gear card. Each leader works like an Elite unit with added power, and their gear! The gear affects them, most of the time, but can also change how the clan works as a whole. Some gear is passive, while some gear has to be used at specific moments, once per round!
When at the Conclave, Leaders can also push those pesky Ambassadors around, and thus have a better control of what happens on the Claim Title track. This is an incentive to stay in the Conclave… but will you be able to resist the call to war?
This expansion enables deadly tactics and makes the game even more cruel!
Spark of Hope
Spark of Hope is a meatier expansion than the other two, bringing caravans to the mix. Caravans are made of three trucks and a dashboard for each player. Each truck of the caravan may host a kit, and the dashboard itself can host an Order token! The kits are individual bits of technology that allow you to craft your ideal caravan, outfitting it with magnetic cannons, algofuel purification kits or whatnot. Of course, your caravan can attack, but has a measly strength that gets boosted when defending. However, if you flee with your caravan, you lose a truck… and the kit that came with it!
This expansion adds a layer of planning and priorities, with a Kemet-style supply of tech kits. Your caravan can become a tool of offense, carrying troops to the frontlines, or be used as a defence, with many tools making it worthwhile in the backlines. The most euro-gamers of our players will find Spark of Hope gives them more control over the game, and will be able to calculate further… but no plan is infallible.
This expansion also makes Europa more bountiful, with some resource generation. This means there is less pressure on base algofuel, and that combat can be deadlier, as clans have more leeway to bet a lot of it!
That’s it for all three expansions! We even have a bundle grouping everything Steamwatchers!