

Oath - Clockwork Adversaries
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Every game builds the next, every defeat teaches something. And by the end of the campaign, you'll know those mechanical adversaries better than some real friends.
WHAT IT'S ABOUT
The ultimate solo system for the Oath universe
Cole Wehrle and Leder Games have designed an expansion that radically transforms the solo experience of Oath. Not just a simple score-tracking automa, but a dynamic system that learns from your choices and follows you through generations. Illustrations by Kyle Ferrin introduce new iconic adversaries, each with recognizable personalities and strategies.
You face mechanical enemies that evolve game after game, unlock exclusive narrative content for solo play, and lead campaigns where every victory and defeat shapes the course of history. You can play as Chancellor, Citizen, or Exile, with dedicated challenges and paths for each role. The system is designed to be compatible with both the base game and the upcoming New Foundations expansion, maintaining the fluidity needed to switch from a solo game to a multiplayer session without re-setup.
What they say abroad
Clockwork Adversaries doesn't simulate players. It creates adversaries that exist only in solo play, and work best right there.
— FroGames
An automa that reminds you why you lost three games ago. And uses that memory against you.
— FroGames
Oath: Clockwork Adversaries
Automa system designed specifically for solo play, with persistent mechanical adversaries that follow you from generation to generation. Includes narrative content, challenges, and exclusive paths for Chancellor, Citizen, and Exile. The experience does not replicate multiplayer: it builds something different and complete.
What's in the box
The elements that build the solo experience
Clockwork Adversaries
Mechanical enemies with distinct personalities, each with recognizable strategies and adaptive behavior rules. They don't draw randomly: they react to your moves.
Exclusive narrative content
Stories, events, and situations that unlock only by playing solo. The chronicle is enriched game after game, with unique narrative branches for each role.
Role challenges
Dedicated paths for Chancellor, Citizen, and Exile, with asymmetric objectives and scalable difficulty. Each role has a different campaign to explore.
Modular system
Total compatibility with base Oath and New Foundations. Add or remove automa, switch from solo to multiplayer without dismantling the setup, carry over the same chronicle.
After a few campaigns, you'll have your own Oath chronicle. And those mechanical adversaries will seem like old enemies.
A five-part campaign
What happens at the table (solo)
Not the rules. The experience.
Choose your enemy
Scroll through the Clockwork Adversary cards. Each has a visual identity and a recognizable play pattern. Choose the one that seems most interesting to you, or the one that made you lose last time. The setup is asymmetrical: you prepare your role, the automaton has its own deck and tokens. Read the first narrative card of the campaign.
The first turns surprise
The automaton does not play predictably. It draws a behavior card, performs concrete actions: moves warbands, conquers sites, challenges your position. It is not a passive timer. It responds to your choices from the previous game, if you are already in a campaign. The pace is faster than multiplayer: less politics, more direct pressure.
The map changes before your eyes
Mid-game, the world of Oath has already transformed. The automaton has conquered regions, unlocked cards, forced events. You are trying to guide the chronicle towards your victory, but the mechanical adversary does not cooperate. Every decision matters: there's no table to read, just you and the system.
You unlock a narrative card
You reach a specific condition, you flip a card from the campaign deck. You read an event that is integrated into the chronicle and introduces a persistent rule or a new objective. This part only exists in solo play. This is when you realize that you are not playing a single game, but building a story.
Victory (or defeat) shapes the next game
End of game. You mark the result on the campaign sheet. If you won, the automaton becomes more aggressive next time. If you lost, you unlock a resource or a compensatory advantage. The chronicle advances anyway. You put the box away knowing that the next game will be different.
How to play
The flow of each automaton round
The automaton performs concrete actions by following clear flowcharts. It does not simulate intelligence: it applies deterministic logic that produces interesting choices.
Each automaton has its own deck. The card dictates the turn priority: conquest, exploration, direct attack, defense. Behavior changes based on game state and chronicle.
The automaton moves warbands, conquers sites, draws cards from the Oath deck following precise rules. There is no ambiguity: flowcharts guide you. The actions are always sensible, never random.
If the automaton conflicts with you, simplified but effective combat rules apply. The automaton does not cheat: it uses the same mechanics as the base game, but with automated decisions.
If the automaton reaches a trigger condition (control of key regions, accumulated victories), you modify the campaign sheet. Some actions unlock narrative cards or increase difficulty for the next game.
Why it's different from other automatons
Six reasons why Clockwork Adversaries works
Adversaries have memory
They don't reset between games. If you've always used the same strategy to win, the automaton adapts its behavior. The behavior deck evolves based on your play patterns. It's not artificial intelligence: it's a system that rewards variety.
Exclusive narrative content for solo play
You're not playing a reduced version of multiplayer. There are stories, events, and paths that only exist in solo mode. The campaign unlocks narrative cards that are integrated into the chronicle and create unique situations.
Three asymmetrical paths
Playing as Chancellor, Citizen, or Exile is not just a change of initial setup. Each role has dedicated challenges, different objectives, and separate campaign cards. Three distinct solo experiences within the same expansion.
Total modular compatibility
It works with base Oath and with New Foundations. You can play a solo game today and a multiplayer game tomorrow advancing the same chronicle. The automatons integrate seamlessly, no house rules are needed to make everything work together.
Scalable difficulty without tricks
The automaton doesn't win by being given more resources or bonus cards. Difficulty increases by modifying strategic behavior: different priorities, more aggressive reactions, more precise timing. It beats you because it plays better, not because it cheats.
Clear flowcharts, zero ambiguity
Every automaton decision follows a visual diagram. You don't need to interpret: read the flowchart, perform the action. The rules are deterministic, but the situations they generate are always different. Procedural clarity, emergent complexity.
How it ends
Victory and defeat conditions
The game ends when one of the two sides (you or the automaton) meets the victory conditions of their role. But in a campaign, even defeat builds something.
Victory
- You achieve the victory conditions of your role (Chancellor, Citizen, Exile) before the automaton
- You complete a narrative campaign objective unlocked by specific event cards
- You control key regions and sufficient resources to force the end of the game in your favor
Defeat
- The automaton achieves its victory conditions before you
- You lose all warbands and have no resources to regain position
- You fail a mandatory campaign objective within the prescribed turn limit
Each game modifies the chronicle. Win or lose, the campaign continues. And the next Clockwork Adversary will remember how you played.
Frequently asked questions
FAQ about Oath: Clockwork Adversaries
Is the base game Oath required to play?
Yes, absolutely. Clockwork Adversaries is an expansion, not a standalone game. The full Oath game is needed to use it. It is also compatible with the upcoming New Foundations expansion, but it is not mandatory.
How complex is it to manage the automaton?
Less than it seems. The flowcharts are clear and deterministic: follow the arrows, perform the actions. The first few games require more time to consult the cards, then it becomes fluid. If you already know Oath, you will learn the automaton in 30 minutes.
Can I use multiple automatons simultaneously?
Yes, the system is modular. You can play against two or three Clockwork Adversaries together, each with its own behavior deck. The difficulty increases significantly, but it is an option supported by the rules.
Is the campaign mandatory or can I play single games?
You can do both. Single games work perfectly if you just want to test an automaton or play without persistence. But the campaign is where the expansion shows its true potential: inter-game memory and narrative content only exist there.
Is it available in Italian?
No, this edition is in English. It includes rulebook, behavior cards, narrative cards, and flowcharts all in the original language. Oath already requires English proficiency for the base game, so the language level is consistent.
Oath: Clockwork Adversaries is the official solo expansion for Oath, designed by Cole Wehrle and published by Leder Games. It introduces an advanced automaton system with persistent mechanical adversaries, exclusive narrative content, and asymmetrical campaigns for 1 player. Compatible with the base game Oath and the upcoming New Foundations expansion, it offers three dedicated paths (Chancellor, Citizen, Exile) with unique challenges and objectives. Recommended age 10+ years, game duration 60-120 minutes per game. English edition, published by Buried Giant Studios. Available on FroGames.it.

Oath - Clockwork Adversaries
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