Skip to content

Widget types

Every widget has one of five types. The type decides its power and its special trick. Numbers from Clash rules v8 (the Crown).

Type Power As your lead What it does
Producer 2 4 Grows your economy: +2 resources every match. Beats a Defender on top.
Defender 3 6 Solid and steady. Beats an Attacker on top. In Faultline it also defends a zone +2.
Attacker 3 6 Hits hard. Beats a Producer on top.
Booster 1 2 +2 when it touches your lead. Weak on top: it is a support piece.
Wildcard 2 4 On top it becomes the type it touches most. +1 resource every match.

A lead counts its power × 2. Each touching widget of the lead’s type adds +1. See How scoring works.

Attacker
Defender
Producer
Booster
Wildcard

Every widget is drawn as a face of the Core: a pentagon in its type colour with its mark: a spear for an Attacker, a shield for a Defender, a cog for a Producer, three rising chevrons for a Booster and a four-point star for a Wildcard.

Common
Uncommon
Rare
Epic
Legendary

The five finishes: common a gilt hairline; uncommon a double gilt line; rare a gilt rim with studs on the corners; epic a gold frame and a glow in the widget’s edition colour; legendary the same with a gold mark and its number (for example 07/50).

Widgets come in rarities from common to legendary. Rarity changes how a widget looks, never how it plays. A legendary Wildcard scores exactly like your starter Shard. See Rarity and editions.

  • Boosters around your strongest leads: an Attacker or Defender with a Booster beside it scores +2 more.
  • Matching types next to each other: when one is on top, each touching one of the same type adds +1.
  • A mix of types around the Core, so whatever lands on top has a chance to counter.
  • A Wildcard beside two of the same type, so it has something to become.

Next: How scoring works.