Watch the Skies Turbo 1500 is an immersive megagame that plunges players into a world of political intrigue, scientific discovery, and interstellar mystery. Set on Earth around 1500 CE, the game tasks players with navigating the complex interplay between emerging global superpowers and alien factions. 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 Turbo 1500 diplomacy and collaboration are crucial, as each faction vies for influence and power. Nations must manage their resources wisely, balancing growing trade networks 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, there are some relatively simple rules that give Watch the Skies Turbo 1500 a framework. These mechanics 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.
The object of the game is to have fun.
Similar to many tabletop games, megagames are meant to be thematic experiences without a precise win condition. In general, players will focus on improving their power’s position.
Players will be assigned to a power at the beginning of the game. All players at a power share the same goals: improve the position of their power, complete their power’s quests, and be on a team of powers that has the most victory points (stars) at the end of the game.
For players that need the structure of a “mission” – they may focus on maximizing victory points for their power and their power’s allies.
Victory Points (Stars)
Throughout the experience, powers may score victory points. Typically powers score victory points by completing quests.
At the end of the game, you receive credit not only through victory points that you have earned, but also the victory points earned by your allies.
We have taken steps to be mindful of various aspects of the time period we tackle. We aim to honor and celebrate cultures, religions, and people from around the world. We invite you to that celebration, and we encourage you to remain positive about the cultural contributions of every group represented throughout this experience.
Anachronisms
This experience is designed to be fun. In some cases, there are subtle anachronisms used to streamline play (e.g., the Safavid Empire did not secure substantial footholds in Persia until 1501, and the game is set in 1500.) Similarly, there are absurd anachronisms designed to augment the play style of a given power (e.g., Cahokia events that resemble the 1904 Saint Louis Worlds Fair.) These are designed to enhance the experience and build fun.
Disclaimer: This is not a history exercise. It is history-informed, but there are several intentional deviations from history.
Religion
Religion is represented in this game through relics, books, art, treasures, and events that bring people together. In the spirit of the game, we invite you to use religion as a device to increase fun – for yourself and for other players. Please do not engage in stereotypes, tropes, epithets, etc. There is no room for that behavior in an environment aimed at having fun. Deviation from this guidance may result in ejection from the event.
Events
Events are designed to bring players together to accomplish tasks for in-game purposes. We use historical moments to inspire those events, and we invite you to roleplay those experiences as you find comfortable. That said, please do not engage in stereotypes, tropes, epithets, etc. There is no room for that behavior in an environment aimed at having fun. Deviation from this guidance may result in ejection from the event.
In Watch the Skies Turbo 1500, players are part of teams that represent various powers. Powers are defined as nation-states, city-states, or clans within a region.
Players share the same set of common objectives on behalf of their power – regardless of where they are at any given time. Powers may control any number of resources, cities, technologies, travel routes, and other special abilities at a given time. These resources may increase or decrease throughout the game.
Powers
Each power starts with a power sheet, which includes starting resources information and four quests. Quests are optional tasks that powers may accomplish to unlock a reward.
Principal City
Each power starts with a principal city. Principal cities are two-sided with unique production capabilities on each side. Principal cities may not be traded with other powers.
City Cards
Powers start with city cards at the beginning of the game. Powers may gain additional city cards throughout the game. City cards are two sided with unique production capabilities on each side. City cards may be traded with other powers.
Quests
Each power has four quests on their power sheet. Quests are optional thematic tasks that powers may attempt to complete.
To complete a task, confirm that you currently fulfill the requirements listed on the task. Work with a facilitator to confirm that the task is complete. The facilitator will mark your power sheet and distribute benefits from completing the task.
Resources (cubes)
Cubes represent various types of goods and raw materials. They may be used for trade or to complete events. In print, red, yellow, blue, and black resources are represented by squares. In print, green, orange, and purple resources are represented by diamonds.
Special Cubes (silver)
Silver cubes represent unique cubes. These are considered “wild” – either for resource cubes or meeples.
Meeples (meeples, various colors)
Meeples represent various types of human achievement. Meeples of a specific color may not be substituted for meeples of another color.
Fleets and Caravans
Represented by cards, fleets and caravans represent a power’s capacity to establish new travel routes.
Treasure Cards
Treasure cards involve a unique item that is unique and particularly valuable.
The game will progress in a series of turns. Each turn has two main phases:
The Day Phase
During this phase players can move around the play area along travel routes, negotiate treaties, conduct research, trade resources, complete quests, and exchange information with other powers.
The Night Phase
During this phase, players must stay at their current location. Players are not required to return to their home table during the night phase. Players will produce resources using their city cards, technologies, and completed quests on their power card. Players may discuss events, plan for the next turn and discuss any internal political issues.
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.
Players may interact with any players at their current table during the Day Phase.
Production
During the Day Phase, players may produce using any card with a white arrow. 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.
Travel Between Tables
Players may move from table to table along designated travel routes during the Day Phase. If a power has a basic travel route, then players must use their travel pass to move between those tables. If a power has an advanced travel route, then members from that team may move freely between those tables. Multiple players can go as a group from table to table as long as one of them has the travel pass or is from a power with an advanced travel route.
Establishing New Travel Routes
Players may establish new travel routes during the Day Phase. To do so, please bring the required resources to the central bank and work with facilitators to confirm the new travel route (and receive the travel pass). For more information, see the travel section of this guide.
Conducting Research
Players may conduct research during the Day Phase. To do so, please bring the required resources to the central bank and work with facilitators to confirm the technology discovery. For more information, see the research section of this guide.
Quests
Powers have four quests that they may complete. If a power has completed the conditions needed to complete a quest, work with a facilitator to unlock the rewards (if any.)
Issues and Events
Players may resolve issues and events. To do so, please work with a facilitator. Facilitators will confirm that you have completed the event. Effects will either be immediate or take place during the Night Phase.
You may send written messages each other – which can be carried by other players. Some messages may be delivered by facilitators.
During the Night Phase players must remain at their current table. Players may only interact with others at this location.
Production
During the Night Phase, powers may decide which side of their city cards to place face up.
Players may produce using any card with a black arrow or a white arrow. Players may only use cards that match city cards in their city network. 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.
Unless told otherwise, powers should produce twice each night phase.
Technologies
Some technologies may impact how players may produce. Follow the rules on the research registry.
Events and Issues
In some cases, powers will receive issues and events. These narrative moments will ask powers to either acquire or discard a group of resources or complete some other task. Most events and issues are open ended, although some have deadlines within the game.
There is no combat in Watch the Skies Turbo 1500.
Throughout the game, powers may negotiate agreements – both informal and formal (via treaties) with other players. These agreements may be about any topic, including issues, events, crises, in-game negotiations, etc.
Signing Treaties
Treaties are formal written agreements among powers. Powers must do what they can to uphold treaties, else face severe consequences. To create a treaty, players write down what they want to do, and then have all relevant parties sign the treaty.
Breaking Treaties
Teams that break treaties may face severe consequences imposed by facilitator. If you have another team break a treaty, then please let a facilitator 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
Alliances
Alliances are agreements to cooperate as much as possible. This includes not taking hostile actions against each other and working together on projects. All Alliances include Trade Agreements.
Trade Agreements
Trade agreements allow players from each power to use each others’ advanced travel networks.
Scientific Trade
Scientific trades allow one power to give a technology to another power.
From time to time, powers will receive a document outlining a thematic event within the game. Events have no specific deadline, but many players may have interests in certain decisions occurring.
Events are resolved based on the text of the event itself. In many cases, players will need to discard cubes, have met certain conditions, or have accomplished a task. To complete an event, contact a facilitator.
Crises
From time to time, powers will receive a document outlining a thematic event within the game. Crises have a specific deadline.
Crises are resolved based on the text of the event itself. In many cases, players will need to discard cubes, have met certain conditions, or have accomplished a task. To complete an event, contact a facilitator.
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.
Research Registries (Technology Trees)
Each power will receive a research registry that outlines the research requirements for technologies in a given area of research, including prerequisites, cube costs, and meeple costs.
Prerequisites
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. To research a technology, powers must have all technologies with arrows pointing towards the new technology.
Conducting Research
The cost of researching a technology is available on the left side of a given technology. A technology costs a combination of meeples and cubes on the technology listed. Technologies with two or greater meeples require a combination of different colors.
To research a new technology, a power must discard the combination of meeples and cubes. For example, a technology with two meeples requires players to discard two meeples of different colors. Similarly, a technology that has the cost of one meeple and one silver cube may be purchased after discarding one meeple of any color and a silver cube.
Once a power successfully researches a new technology, facilitators will mark the technology as complete on their registry. Players from that power may start using that technology immediately.
Trading Technology
Each round, a power may receive exactly one technology from another faction via trade. Prerequisite technologies are not required to receive a technology from another alien faction via trade.
Each round, a power may give exactly one technology to another faction via trade. Prerequisite technologies are not required to receive a technology from another alien faction via trade.
In Watch the Skies Turbo 1500: players represent various roles in 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. Throughout the game, players will likely take on multiple roles.
Head of State is the team leader for the country. Their primary job is to keep the team focused on the larger goals of the power. The Head of State may sign treaties negotiated by foreign ministers. It is recommended that each power designate a Head of State before the game begins.
Foreign Ministers are responsible for diplomacy with countries. This includes drafting treaties, agreeing to work together on projects (e.g., travel routes or sharing technologies), and sharing information.
Travel Ministers are responsible for establishing travel routes and managing travel passes. They may spend caravans and fleets to establish new travel routes. Whoever has physical possession of the travel registry is considered a logistics secretary.
Scientists are responsible for all research for a country. They maintain their country’s research registry and help the power unlock new abilities. Whoever has physical possession of the research registry is considered a scientist.
Merchants are responsible for ensuring the economy fuels the needs of other players. They are also responsible for establishing travel routes to other tables.
Press Secretaries are responsible for messaging the country’s initiatives to the press. Keeping the media informed and on your side can be critical for in-game goals. Media members are often good sources of information.
Travel during this period is fraught with risk, and large investments must be made to establish travel routes. As a result, players must use established trade routes to move from table to table.
Each power will have a travel registry, showing their travel routes.
Types of Routes
There are two types of routes: basic routes and advanced routes.
Basic Routes
Players may move in groups along basic routes by using a “pass” – similar to a hall pass. Players must be physically touching the “pass” while moving from table to table.
Advanced Routes
Players may move along advanced routes at any time – with or without a pass. Advanced routes are marked at a given table on a travel registry.
Creating New Routes
Players may create new routes by exchanging resources associated on the travel registry. The cost associated with the new route is in the upper corner of the registry. Routes will likely require fleets, caravans, or treasure to complete.
Trade Agreements
Players with a trade agreement with another power may move along their advanced routes as if they were their own.
Rumors abound that there are visitors from the sky. Shamans believe it is a sign of the end times. Scientists demand additional evidence. Diplomats want to discuss who they are and why they are here.
If you receive a written messages from the visitors from the sky, then you may write a message in response. Once completed, give it to a facilitator to deliver.
Several players will work as a team and serve as the media for the entire world. In megagames, gaining and sharing information is critical. Being able to make room-wide announcements is very important, making you a powerful force in the game. Media communication has a real effect on teams’ understanding of the world. Use this to your advantage to reward and punish players according to your objectives and how much they help you achieve them.
Beats
Each media player will be assigned a “beat” – or group of tables where they will focus their reporting.
Live Media Reports
Media reports will occur using the Discord application. Media players will be able to provide messages in real time to players within the game using our Discord server. QR codes to join the discord server will be available at each table.
Media Reports
During the Night Phase, the media will have the opportunity to broadcast a report to the world. This report may be up to two minutes. Each player will deliver this report to tables within their beat at the end of the Night Phase.
Movement
Media movement is not restricted like other players. Media players do not represent any specific characters – instead you are representing a much larger organization. Media players are free to visit any part of the game within their beat at any time. If a media player is trying to listen to a players' conversation and they ask the media to leave, then the media player must respect that it's a private conversation. That said, media players are welcome to follow up other conversation participants later to ask what was being said.
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 remain 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 welcome to learn about private or secret matters from players willing to discuss them.
Original content for Watch the Skies is licensed by Stone Paper Scissors.
Watch the Skies: Turbo is a shorter experience that integrates the narrative into the Basenti Game System.
Watch the Skies 1500 pushes the experience backwards in time, to the dawn of globalization and age of exploration.