How to Play Cloudspire

A comprehensive guide to learning and mastering Cloudspire

Game Overview

High above the clouds, the floating realm of Ankar has existed in relative peace for centuries. Home to various creatures and beings, several isles have floated independently of each other, kept aloft and apart by a mysterious energy known as "Source."

It seems that Source is not limitless. As tensions rise over the availability of this precious resource, shifts in the isles' stability have put all of Ankar's nation-states on edge. Islands are beginning to crash into one another, and an all-out war for each island's supply of Source is about to initiate chaos in the skies. The Joining War has begun.

Cloudspire is:

  • A 1-4 player competitive, cooperative, and solo board game
  • A tower defense game where you advance your Fortress, build spires, hire mercenaries, and send minions and heroes toward Opposing fortresses
  • A game of strategic unit deployment and tactical battlefield control

Playable Factions

Brawnen

Industrious and strong race of giants. They burn through Source fast, focusing on raw power. Their "forsaken" units are oversized, very powerful, but...

Griege

The griege have relatively weak spires and fortress defenses, but they compensate for this with slippery units that have multiple ways to promote them...

Grovetenders

When playing as the grovetenders, you must guard and spend your revered Source conscientiously. Your opponents will be forced to carefully consider th...

Heirs

When playing as the heirs, you will find that advancements and spires are cheap and options are many. But with lower health, your minions mu...

Horizon's Wrath

When playing as Horizon’s Wrath, always be aware of your unique fortress capabilities and your adaptable deployment tactics. Your airship fortress can...

Keel

The keel are a species from the underside of Ankar, unaccustomed to the sunlight and environment on the top side. They’ve come to subjugate the top-dw...

Narora

When playing as the narora, you have an exceptional variety of minion options. This can lead to strong counters to enemy play, but it can spell disast...

Shada

The shada are of nature, and as such, they claim to have dominion over all of Ankar. The race of elementals has unlocked terrifying power by combining...

The Graft

The residents of Ankar had no idea that if the ecosystem of their islands was ever thrown off-balance, they would risk exposing an existential threat....

The Uprising

The Uprising is primarily made up of market chips, so you’ll need to be flexible to take advantage of their full potential. Use your units’ strengths...

Click any faction to learn more about their unique units and playstyle.

Objective

Defeat your opponents' Fortress gates while protecting your own!

Your goal is to reduce your opponents' Fortress Gate Health to 0 within 4 waves. At the End of the Game, the Faction with the most powerful Fortress will be declared the winner!

Win Conditions:

The Basics

Terrain [PLAINS_TERRAIN] [FOREST_TERRAIN] [MOUNTAIN_TERRAIN] [WATER_TERRAIN]

Isles contain different Terrain types. Terrain types are tiered, and units can traverse Terrain based on their Terrain Allowance icon:

[PLAINS_TERRAIN] Plains

Units with plains icon or higher.

[FOREST_TERRAIN] Forest

Units with forest icon or higher.

[MOUNTAIN_TERRAIN] Mountains

Units with mountain icon or higher.

[WATER_TERRAIN] Water

Units with water icon only.

Source Wells

Source wells are the glowing blue features found on some hexes. They are where landmarks are placed during setup and where spires can be constructed. Units can move through Source wells if the Terrain is valid for that Unit. Source wells must be visible - a Hex with a Unit, Spire, Landmark, or other chip covering its Source Well is not considered a Source Well for game effects.

Fortress

Your Fortress is your Faction's home base. It contains your Fortress Gate, your supply of Source, and all of your Fortress Advancement structures.

Fortress Gate:

Spires

Stationary defensive structures constructed on Source wells within your Influence.

Example Spire:

Lance Launcher
Lance Launcher

Brawnen

[Attack_Upgrade_Stat:1] [Range_Upgrade_Stat:1] [Source_Cost:6] [Source_Reward:3] [Upgrade_Capacity:4]
Air Defense

This Unit or Spire can Attack units with Flying.

Minions

Each Faction has around 12 minions. Minions must always use their full Movement to make Progress toward their Mark.

Movement Rules:

Combat Rules:

Example Minion:

Lightrous
Lightrous

Narora

[Attack_Stat:2] [Health_Stat:6] [Movement_Stat:2] [Command_Stat:6] [Source_Reward:4]
Channel

Each time this Unit is attacked, gain 2 Source.

Heroes

Most factions have 3 unique heroes. Heroes are powerful units with special talents. Unlike minions, heroes can choose when and where to move.

Hero Rules:

  • Can use any amount of [Movement_Stat] (including 0)
  • Can move toward OR away from Mark
  • Attacks are optional
  • Have special talents that provide unique abilities

Example Hero:

Netorut
Netorut

The Uprising

[Attack_Stat:1] [Health_Stat:3] [Movement_Stat:3] [MOUNTAIN_TERRAIN] [Command_Stat:0] [Source_Reward:3]
Lookout #

At the start of your Turn, you may look at any number of landmarks within # hexes of this Unit or Spire. This is not considered exploring.

Hunter

When attacking a Landmark, deal +1 Damage.

Wave Sequence

Cloudspire is played over 4 waves. Each wave consists of these phases in order:

1. Event Phase

Reveal an event card (skipped in Wave 1)

2. Income Phase

Gain Source based on current wave

3. Market Phase

Purchase mercenaries, equipment, and earthscapes

4. Build Phase

Construct and upgrade spires, advance your fortress

5. Prep Phase

Select units for deployment and prepare your strategy

6. Onslaught Phase

Units move, explore, and battle on the field

[Source_Reward:5] Income Phase

All players gain Source simultaneously based on the current wave. Increase your Source tracker by this amount.

[Source_Reward:5]
Wave 1
[Source_Reward:7]
Wave 2
[Source_Reward:9]
Wave 3
[Source_Reward:11]
Wave 4

Fortress Advancement Bonus

Some Fortress advancements provide additional [Source_Reward] income. Add this bonus to your income each wave.

Important: Under normal circumstances, you may have no more than 20 Source. Any Source gained above a faction's maximum capacity is lost.

[Source_Cost] Market Phase

Purchase mercenaries, equipment, spires, or earthscapes to enhance your strategy.

Market Setup

  • At the start of each Market Phase (except Wave 1), refresh the market by discarding all current offerings and refilling them
  • There should always be:
    • 1 faceup earthscape
    • Market chips equal to player count + 1

Taking Your Turn

Starting with first player and continuing in turn order, each player must either pass or do ONE of the following:

  • Purchase a market chip for its shown [Source_Cost] cost
  • Purchase the faceup earthscape for [Source_Cost:2] (only one earthscape may be purchased per wave)

After a purchase, flip the next chip or earthscape faceup to refill the market.

Equipment (Blue Border)

Place under a hero's chip while in deployment stack to grant the hero the talents shown on the equipment.

Merc Spires (Silver Border)

Can be constructed as one of your spires. No additional cost to construct since you paid Source to purchase it.

Merc Minions (Bronze Border)

Can be selected for deployment. Do not cost CP since you paid Source to purchase them.

Merc Heroes (Gold Border)

Can be selected for deployment. Do not cost CP since you paid Source to purchase them.

[Source_Cost] Build Phase

Improve your fortress and exert control on the map by constructing and improving spires using [Source_Cost].

Phase Structure

Each player may take as many turns as they like until they pass. Starting with first player and continuing in turn order:

  • Each player must either pass or perform a build option
  • Once you've passed, you may no longer take a turn
  • Phase continues until all players have passed

[Source_Cost] Construct a Spire

Pay the [Source_Cost] cost of an available spire in your barracks OR select a previously purchased merc spire. Place it on a Source well within your Influence with starting upgrades stacked in your chosen order.

[ATTACK_UPGRADE] [RANGE_UPGRADE] [FORTIFICATION_UPGRADE] Upgrade a Spire

Add upgrades to a spire under your control up to its upgrade capacity:

  • [RANGE_UPGRADE]/[ATTACK_UPGRADE] upgrades: [Source_Cost] cost = number of upgrades spire will have after adding it
  • [FORTIFICATION_UPGRADE] upgrades: Cost [Source_Cost:2] each

Place Earthscape

Place an Earthscape from beside your barracks on a valid position. You may immediately construct a spire on one of the earthscape's Source wells if you have influence over its hex (still pay Source cost).

[Source_Cost] Advance Your Fortress

Pay the [Source_Cost] cost to purchase an advancement in a Fortress Structure. Advancements within each structure are progressive and must be purchased in order. Use pegs to track purchased advancements.

Prep Phase

Choose your units and plan your attack for the wave.

1
Declare Marks
2
Select Units
3
Prepare Deployment Stack

Step 1: Declare Your Mark

In turn order, each player declares their mark - the fortress gate all your minions must make progress toward. Give that player your faction mark chip to place beside their fortress as a visual reminder.

[Command_Stat] Step 2: Select Units for Deployment

In turn order, players use available Command Points to select units from their barracks. You don't have to use all Command Points - unused points are lost.

[Command_Stat:5]
Wave 1
[Command_Stat:7]
Wave 2
[Command_Stat:9]
Wave 3
[Command_Stat:11]
Wave 4

Unit Selection Rules:

  • Minions: Select any number, limited by Command Points and availability. Merc minions cost 0.
  • Heroes: Each faction has one 0 cost starting hero (only one available in Wave 1). From Wave 2 onwards, you can select up to 2 heroes total (including any merc heroes at 0 cost).
  • Grouping: Minions can be grouped together or left ungrouped. Heroes cannot be grouped.

Step 3: Prepare Deployment Stack

Create a single stack containing all selected units, determining grouping and deployment order:

Grouping Minions

  • Stack minion chips together
  • Order from lowest to highest movement stat (top to bottom)
  • Place health chips equal to top minion's health under entire group
  • Group moves/acts as top minion until defeated

Ungrouped Units

  • Each ungrouped minion gets health chips equal to its health stat
  • Heroes are always ungrouped
  • Heroes must be placed before OR after all minions (not between)

Hidden Information: You may use your hands to obstruct the order of your stack. Only the top unit is open information. Place the complete deployment stack on your fortress gate hex.

Onslaught Phase

Your chosen heroes and minions march toward your opponent and meet on the field of battle.

Phase Structure

Each round consists of all players taking one full turn, starting with the first player. On your turn, complete all stages in order before the next player's turn.

Stage 1: Start of Turn

Campfire Mode Check

Check if campfire mode triggers for any faction. This occurs if any player is the only player with faction units left in play. If so, that player's heroes go into campfire mode (inactive until end of wave).

Then, in any order:

  • Resolve any talents, events, or relics that trigger at start of turn
  • Use Limited Build Options: You may construct or upgrade a spire a maximum of 2 times during each Onslaught Phase. Place a peg in the holes at the bottom of your fortress to track usage.

Stage 2: Movement

Movement Order:

  1. Move Heroes (Optional): Any of your heroes may move before your minions. Heroes on top of your deployment stack MUST move now if there are minions under them.
  2. Move Your Minions (Mandatory): All of your minions must move one after the other. You must always move your leading minion first - the minion closest to your mark that hasn't moved this turn.
  3. Move Heroes (Optional): Any heroes that didn't move before minions may move after all minions have moved. Any heroes still on top of deployment stack MUST move.
Minion Movement
  • Must use FULL movement stat
  • Must make progress toward mark
  • Can make lateral move if unable to progress
  • Terrain allowance restricts valid hexes
  • Can displace friendly heroes
Hero Movement
  • Use as much or little movement as desired
  • Can move in any direction
  • Movement = up to movement stat
  • Terrain allowance restricts valid hexes

Stage 3: Spires Fire

The player to your left checks if you (the current player) have any units within range of any of their spires. If you do, their applicable spires attack.

For each attacking spire:

  1. Choose a target (if multiple units in range)
  2. Roll spire attack dice equal to number of attack upgrades
  3. Deal rolled damage to the targeted unit

Then the next opposing player in turn order does the same, until all opposing players have had a chance to fire their spires.

Range Note: A spire's range can count through occupied hexes but cannot count through sky (areas without neoprene).

Stage 4: Exploration

You may explore any landmark adjacent to one or more of your units.

Exploration Process:

  1. Look at the landmark's facedown side (don't show other players)
  2. Choose to either reveal it (flip faceup) or leave it facedown
  3. If revealed and the landmark has a health stat, place appropriate health chips under it immediately
  4. Continue exploring landmarks until you decide to stop or have no more new landmarks to explore

Important: Each landmark may only be explored once per turn.

Stage 5: Attack

Attack Rules:

  • Your units attack in the order of your choosing
  • Minions MUST attack if they have a valid target
  • Heroes MAY optionally attack
  • Valid targets: Adjacent opposing units, spires, fortress gates, and landmarks with health
  • Each unit may only attack once per turn
Attacking Units
  • Deal damage = attack stat
  • Each damage removes 1 health chip
  • If last health chip removed, unit is defeated
  • Retaliation: Target retaliates first time attacked each turn (unless defeated)
  • Grouped minions: If defeated, next minion revealed with full health (leftover damage doesn't carry)
Attacking Spires
  • Any damage removes 1 attack/range upgrade from bottom
  • 2+ damage removes fortification upgrade from bottom
  • Cannot remove more than 1 upgrade per attack
  • Spires do NOT retaliate
  • If last upgrade removed, spire is defeated

After Defeating Units/Spires:

  • Collect Source Rewards: Gain Source equal to the defeated unit/spire's Source reward value
  • Level Up Heroes: If a hero was responsible for the defeat, it may level up
  • Return to Barracks: Faction minions and spires return to barracks when defeated (merc units are discarded)
  • Remove Heroes: Faction heroes (including merc heroes) are removed from game when defeated

Continuing the Onslaught

Once you have completed a full turn, the next player takes their turn. Continue taking rounds of turns until all units have been defeated or the wave ends.

Download Full Rulebook

Download the official Cloudspire rulebook PDF and other game resources from Chip Theory Games.

Visit Chip Theory Games Support Page

Quick Reference

Quick reference guide for gameplay (Page 36 of the rulebook). Click to view full-size.