Wheels: rules, figurines and every opponent
The board game you play in inns across the world. 10 opponents, 10 rewards.
- 10 items to collect
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Wheels is the tabletop mini-game of Sea of Stars. You and your opponent each field two figurines, spin a set of wheels every turn and use the results to charge attacks, level your pieces and build a wall, until one crown runs out of points. It unlocks in Brisk and you can challenge ten players in all, most of them in inns. Each championship win gives a new figurine or a better wheel, and the last opponent, the Watchmaker, hands over one of the four Flimsy Hammers.
Checklist
| Opponent | Where | Notes |
|---|---|---|
| Wheels: Brisk | Brisk’s inn, where Wheels begins (Chapter 5). | The pirates give you a Copper Wheel, a Warrior Figurine and a Mage Figurine as you try to leave town, which starts the game. |
| Wheels: Stonemasons Outpost | The Stonemasons Outpost (Chapter 4). | Wheels only unlocks later, in Brisk, so this one means a trip back. |
| Wheels: Lucent | The inn north of the fountain in Lucent (Chapter 7). | — |
| Wheels: The Vespertine | Below deck on the Vespertine (Chapter 11). | — |
| Wheels: Mooncradle | The pub just left of the village entrance (Chapter 1). | The walkthrough plays it on the return visit in Chapter 12. |
| Wheels: Docarria Village | The inn in Docarria Village (Chapter 13). | — |
| Wheels: Mirth | The inn in Mirth. | Needs an innkeeper: build the inn from the Inn Plans (a Rainbow Conch reward in Docarria), then send Edgar’s brother over from Lucent. |
| Wheels: Cloud Kingdom | The inn you teleport to from the crystal beside the giant feet (Chapter 19). | — |
| Wheels: Repine | Repine’s inn, once it has a table (Chapter 21). | No table at first. Buy the Deployable Wheels Table from the Watchmaker for 250 gold (after Chapter 24) and bring it here. |
| Wheels: The Watchmaker | Top floor of the Clockwork Castle (Chapter 18). | She only plays once you’ve beaten all nine others. Winning gives the last reward and an achievement. |
How a match works
- Each side has a crown and up to two figurines on the board. The aim is to bring the enemy crown down to zero while keeping your own alive. The spins make it partly a game of luck, with some room for strategy.
| Icon | Effect |
|---|---|
| Square | Charges your left-hand figurine. |
| Diamond | Charges your right-hand figurine. |
| Hammer | Builds up your bulwark (the wall in front of your crown), which soaks enemy attacks. |
- Squares and diamonds sometimes come on a blue background. Those also fill the level bar under the matching figurine. A full bar promotes it from bronze to silver, then to gold, with more attack (or more healing, for the Priest) at each step.
- Levelling a figurine that is already gold gives you a bomb instead, which hits the enemy crown for 2 points.
- Each figurine has its own charge time, so the Mage, for example, takes longer to fire than the Soldier.
The figurines
- You start with the Soldier and the Mage; the other four are rewards. Opponents use the same pieces, so it pays to know them all.
| Figurine | What it does | Worth knowing |
|---|---|---|
| Soldier | Direct attacks on the enemy, with big damage gains as it levels. | An enemy wall stops it easily. |
| Mage | Two fireballs per attack: the first flies low and can be blocked, the second arcs high and lands. | Count its damage as doubled. Brutal when the enemy has no wall up. |
| Archer | Fires at height 3, which may clear the enemy wall or not. | Like a weaker Soldier with a different angle of attack. |
| Engineer | Raises your wall every time it acts. | Little offence; a purely defensive pick. |
| Priest | The only piece that restores crown points, even past the usual 10. Also gives energy to your other figurine. | No attack at all — pure support. |
| Assassin | Strikes the crown directly and drains energy from enemy figurines, which can stop them attacking. | The last figurine you unlock. |
Wheel upgrades
- Better wheels carry better icons. The set from the Brisk pirates is the Copper Wheel; the rewards then go Bronze, Silver, Gold, Diamond and Platinum.
- There’s no downside to an upgrade — switch to each new wheel as soon as you have it.
Rewards
- Every opponent has a Championship Game. The reward doesn’t depend on who you beat but on how many championships you’ve won so far, always in this order:
| Win | Reward |
|---|---|
| 1st | Archer Figurine |
| 2nd | Bronze Wheel |
| 3rd | Silver Wheel |
| 4th | Engineer Figurine |
| 5th | Gold Wheel |
| 6th | Priest Figurine |
| 7th | Diamond Wheel |
| 8th | Assassin Figurine |
| 9th | Platinum Wheel |
| 10th | Flimsy Hammer |
- Following the walkthrough’s route, Lucent gives the Bronze Wheel, Mooncradle the Silver Wheel, Docarria the Engineer and Repine the Assassin — but a different order of wins shifts these.
- The 10th reward always comes from the Watchmaker, since she’s the last opponent. It’s one of the four keys to a secret room; see the side quests page.