Watch the Skies Turbo Rules
Introduction
"Watch the Skies" is an immersive megagame that plunges players into a world of political intrigue, scientific discovery, and interstellar mystery. Set in a very near-future Earth where the presence of extraterrestrial beings is becoming increasingly evident, the game tasks players with navigating the complex interplay between global superpowers, alien factions, and international organizations. As leaders of nations, heads of scientific agencies, and representatives of extraterrestrial races, players must make strategic decisions that will shape the fate of the planet and beyond.
In "Watch the Skies," diplomacy and collaboration are crucial, as each faction vies for influence and power. Nations must manage their resources wisely, balancing military preparedness with scientific research and humanitarian efforts. At the same time, alien factions operate with their own mysterious agendas, seeking to understand and potentially manipulate human affairs. The game unfolds through a series of rounds, each presenting new challenges and opportunities, from alien encounters and technological breakthroughs to political crises and global threats.
As with many megagames, in Watch the Skies, there are some relatively simple rules that give the game some framework and give players some universal expectations about the nature of the gameplay – but these are not the totality of the game. As part of the simulation, players have freedom to suggest actions to facilitators not covered by the game rules. If reasonable, facilitators will typically give you the opportunity to do/try it at some cost and/or risk of failure.
If you feel stuck, strike up a conversation with another player and see if there is a way that you can work together… to save humanity.
Object of the Game
The object of the game is to have fun.
Each player will receive personas with unique roles and goals within the game, but most players share the desire for human players is to escape the onslaught of the Wolf uprising – and in a perfect world find an inhabitable planet.
Roles
Players in this game represent various roles in both civilian government. Note that players are not necessarily limited to the responsibilities detailed here – teams can delegate what they need to. Remember that any role can be of use by seeking out and/or delivering information on the wider situation. In some cases, players will need to take on multiple roles.
Head of State is the team leader for the country. The Head of State may sign treaties negotiated by foreign ministers. The Head of State must provide written permission to the general to use nuclear weapons.
General commands the military (and espionage) resources and armed forces at the military map. The General will need the country’s military card with them to use weapons.
Diplomat attends meetings at the United Nations, and may cast votes on behalf of countries (including client states.) The Chief Diplomat will need the country’s flag (and client states’ flags) with them to cast votes at the United Nations.
Foreign Ministers are responsible for diplomacy with countries. It is recommended to have multiple foreign ministers if possible, especially in games with greater than four active countries.
Scientist is in charge of all research for a country. They maintain their country’s research registry.
Business Leader is responsible for ensuring the economy fuels the needs of other players. They may purchase cities at the market.
Press Secretary is responsible for messaging the country’s initiatives to the press. (optional, may be combined with other roles)
Culture is responsible for responding to in-game effects caused by issues, events, and crises. Also uses intrigue cards to their highest impact. (optional, may be combined with other roles)
Teams / Factions
In Watch the Skies turbo, players are part of larger teams, representing factions. Factions may control any number of cities and countries at a given time. This number may increase or decrease throughout the game.
During the night phase, players may communicate with any members of their team.
Sequence of Action
The game will progress in a series of turns. Each turn has two main phase:
The Day Phase
During this phase players can move around the play area, negotiate treaties, attend to military matters on the map, submit intrigue cards for use, conduct research, pay resources to acquire available cities, trade resources, and exchange combinations of cities to take over countries.
This is also the time when the United Nations will hold its meetings.
The Night Phase
You must return to your team. You will be expected to return to your team's table except for when there are extreme circumstances that would mean you would not do so. In all other situations, you must return to your team table and remain there for the duration of this phase.
During this phase, players may use the city cards available to them to produce resources.
Players may catch up on events, plan for the next turn and discuss any internal political issues.
At the end of this phase you will hear a News Broadcast from the media.
Economy : Day Phase
Day Phase
During the Day Phase, players are allowed to move around the play area, talk, and trade with any other player. Players may exchange any resources, tokens, cards, or information to any player at any time. All trades are final.
City Card Market
Five cards will be available to purchase at the city card market. During the Day Phase, players may purchase one of the revealed cards from the bank. When a country buys a card from the city card market, a new card is revealed from the top of the deck.
An Initiative Turn Order will exist for the city card market. Players will have the opportunity to move units in the order, one at a time. Once all players have a chance to react to a movement, then battles will occur. Once a country has acquired a city on the city card market, then their country is removed from the turn order until the next round.
The price of the card is in the upper left-hand corner of the card. Prices may include ambient effects, tokens, meeples, and/or money. Players must discard a combination of resource tokens and/or cards with matching ambient effects to buy a card. Give discarded cards to a referee.
Buying a Client State
At any time during the day phase, players may take over a country by discarding city cards with a combined value of five or greater for that country.
Economy : Night Phase
During the Night Phase players report to their home countries.
Players in a location may examine that country’s goals and objectives guide.
Night Phase Production
During the Night Phase, players may produce using any card with a black arrow. Players may only use cards that match city cards in their city network.
Production occurs when a player discards a combination of resources on the left side of an arrow to collect the combination of resources on the right side of an arrow.
In cases where there is no item on the left side of an arrow, a player collects the resources on the right side of the arrow once per night phase.
Ambient effects
Represented by icons, ambient effects are not consumable and may be used by multiple cards. For example, if a city network has three “faith” icons, then a player may use three “faith” icons on each card that requires a “faith” icon to produce.
Free Trade Agreements
Players may use ambient effect icons in their hand from all locations with Free Trade Agreements and the location where they spend the night.
Technologies
Some technologies may impact how players may produce. Follow the rules on the research registry.
Issues and Events
Events & Issues
From time to time, leaders of each country will receive a document outlining a thematic event within the game. Some events have a specific deadline, where if no decision is reached a consequence will occur. Like issues, events are resolved by a treaty. In many cases, players will need to spend cubes to support the treaty.
How players resolve an issue may create consequences.
Treaties
Treaties are formal written agreements between countries. To create a treaty, players must get a sheet of paper, write down what they want to do, and then have all relevant parties sign the treaty. Players must do what they can to uphold treaties, else face severe consequences.
To sign a treaty, take a sheet of paper, summarize what you want to do, and then have relevant players’ leaders sign the document. Place the document to the side of the map if you want to publicize the treaty.
Breaking Treaties
Teams that break treaties may face severe consequences imposed by referees. If you have another team break a treaty, then please let a referee know so they may process the consequences.
Teams may break treaties with lessened consequences by providing written notice. This must be done in writing and with a time for when the treaty will end. The longer the timespan between the intent to break a treaty and breaking the treaty will lessen the consequences.
Common Treaties
•Defensive Treaty: If a member of this treaty is attacked, then all other members of this treaty promise to help defend their ally.
•Non-Aggression Treaty: Members of this treaty agree not to attack each other.
•Technology Cooperation Treaty: Members of this treaty agree to work together and share information on a technology registry.
•Free Trade Agreement: Members agree to trade with each other. During the night phase, players may use ambient effect icons in their hand from all locations with Free Trade Agreements and the location where they spend the night.
Influence
Players may take over a country by discarding city cards with a combined value of five or greater for that country. Client states provide votes at the United Nations, and they allow military players to use their armies, navies, and air forces.
Client States
If you take over an non playable country (e.g., one that is grey), then you may take their country’s flag. This flag can be used as a vote at the United Nations.
If you take over a playable country (e.g., one that is not grey), then you may take their country’s flag and country card. This flag can be used as a vote at the United Nations. The country card can be used to move their military at the map.
Independence
In some cases, players within a faction may want to operate two countries independently. This is allowed – and players may even establish a new country table.
United Nations
The United Nations is essentially a world Congress. It is an excellent forum on conducting diplomacy at scale. Players may decide to bring treaties to the United Nations. When this occurs, they share a treaty with other members. The United Nations may then vote on the treaty as a group.
Each country (including client states) receive one vote at the United Nations. Resolutions passed by the United Nations are not enforceable; however countries may decide to make military decisions based on what happens at the United Nations.
Veto Power
Some countries have a veto power over any treaty that involves using military resources. At the start of the game, these veto players include United States, United Kingdom, France, Russia, and China. Additional countries may gain veto power with a treaty signed by all existing countries with veto power.
Intrigue Cards
Countries will receive intrigue cards at the beginning of the game (and they may receive additional ones throughout the game.
Intrigue cards have unique impacts that may change the course of the game. Follow the instructions on the intrigue card. Work with a referee to put them into action. Generally speaking, intrigue cards must be submitted to a referee during the Day Phase. Referees will process the intrigue cards during the Night Phase.
Military Units
Army (4HP, rolls 2d6), required to occupy a city
Navy (4HP, rolls 2d6), may convoy armies
Air Force (3HP, rolls 1d6), may move anywhere on map
Nuclear Weapons (rolls 10d6)
Spy (may be required for Intrigue Cards)
Military Operations
During the Day Phase, authorized players may move units on the map, paying the required cubes to do so. If two units are in the same space, then either player may decide to attack the other.
Initiative Turn Order
An Initiative Turn Order will exist for the military map. Players will have the opportunity to move units in the order, one at a time. Once all players have a chance to react to a movement, then battles will occur.
Battles
When a player decides to attack another player’s units, they roll dice based on the attack units’ capabilities. For each five pips thrown, the defending player assigns one damage to their units.
After all present units have had the opportunity to fire, players may decide to retreat. Retreating is free, however, it must be to an adjacent area without ongoing conflict.
If a unit receives damage equal to or greater than it has hit points, then it is removed from the board.
Once all players have had the opportunity to retreat, players may elect to attack again. Repeat this process until no players decide to attack
Occupation
If a foreign military unit is the only remaining unit in a city, then they may attack the city itself. To successfully occupy a city, a player must score five damage against the city in one round of combat.
When a unit attacks a city, it takes one damage.
If a player successfully occupies a city, then it may collect the city card from another player or the bank.
Players may not use military units to take control of city cards within their own country.
Media
Several players will work as a team and serve as the media for the the entire world. During the Day Phase, media players will have access to all ships to observe, interview, and interact with other players. During the Night Phase, media players will need to consolidate their findings into a short (two minute) media broadcast, which will be transmitted over the AV system to the entire play group.
Media Reports
During the Night Phase, the media will have the opportunity to broadcast a report to the fleet. This report may be up to two minutes. This report can come from a single player or from multiple players.
Media announcements have a real effect on teams based on whether they look good or bad in them. Use this to your advantage to reward and punish players according to your objectives and how much they help you achieve them. In megagames, gaining and sharing information is absolutely critical. So being able to make room-wide announcements is very important, making you a powerful force in the game.
Some media may decide to use print media or Discord as their preferred output.
Movement
Your movement is not restricted like other players. You do not represent any specific characters – instead you are representing a much larger organization. You are free to visit any part of the game at any time. If you are trying to listen to a players' conversation, and they ask you to leave, you have to respect that it's a private conversation. (Although you're welcome to follow up other conversation participants later to ask what was being said).
Your freedom of movement may mean you are able to observe various things, such as units or resources, or players' movements. However, there are some parts of the game that are meant to represent things that are private or secret. For the benefit of game flow these cannot be hidden at all times, so we ask that you please respect the fact that some things would not be known to you – so please do not deliberately seek out or report on information you have no 'in-world' reason to know. You are of course welcome to learn about private or secret matters from players willing to discuss them.
Science
Each country will receive a group of documents that outline the research requirements for technologies in a given area of research. Most technologies offer new abilities, and many technologies open up the option of research new technologies on their specific registry.
Prerequisites
Most technologies require previous research to be completed. For example, one needs to understand arithmetic before attempting algebra. Prerequisites are shown on research registries through arrows on each registry. A player must have completed research on all other technologies with arrows pointing towards the new technology. (In other words, follow the tech tree.)
Conducting Research
The cost of researching a technology is available on the left side of a given technology. A technology costs combination of cubes and ambient effects, shown on the left side of the technology..
To gain a new technology, a player must discard the combination of cubes and cards with the ambient effects. For example, a technology that has the cost of three purple cubes may be purchased after discarding three purple cubes. Similarly, a technology that requires two banking icons may be purchased after discarding a combination of cards with two banking icons. Once a country successfully researches a new technology, they mark the technology as complete on their registry.
Trading Technology
Each round, a country may acquire exactly one technology from another faction via trade. You must have all prerequisite technologies to research a technology in order to receive a technology from another team via trade.
Each round, a country may give exactly one technology to another team via trade. They must have all prerequisite technologies to research a technology in order to receive a technology from another team via trade.
Using Technology
Technologies grant abilities that allow players to change the rules within a game. To do so, a player must have possession of the research registry at the time of that technology’s use.
Resources
Resources may be held individually or as a collective.
Military Cubes (orange)
Military cubes are used to move and attack with units.
Science Cubes (purple)
Science cubes are used to purchase new technologies on research registries.
Economy Cubes (green)
Economy cubes are used to buy things, most frequently cities or responses to issues, events, and crises.
Alien Cubes (silver)
Alien cubes may be used as a wild for any icon when purchasing city cards. Some technologies specifically require alien cubes.
People (meeples, various colors)
Meeples represent human achievement. Meeples may be exchanges, two of a color for one of another color.