A new version of the exciting mine-building adventure game «Clank! A Deck-Building Adventure». This game was developed by the famous Paul Dennen, the author of the entire «Clank!» series.
Instead of a playing field, the game uses tiles and a catacomb tablet. Thanks to the random addition of tiles, you will create a unique playing field every time. The games will become much more diverse, which means that the game is unlikely to ever get boring. The rules for obtaining artifacts have also changed slightly, and to move through blocked tunnels, you now need keystrokes. There is a new action "Unlock a chest, library or prison", a new type of ghost dice, and prisoner tokens, some goods and secrets that were not in the game "Clank! Underground Adventure" have been added.
Deck-building Underground Adventure
These mysterious and dangerous catacombs are the abode of the bone dragon Umbrok Vessna. In the eerie dark dungeon you can come across both ominous ghosts that will haunt you until your death, and all sorts of portals that will transport you anywhere. You will explore underground labyrinths, free numerous prisoners begging for salvation behind bars, and search for sanctuaries with countless treasures…
No journey into the catacombs will be the same as the other, because the dungeons are built differently from individual tiles each time. You can play with just a new dungeon deck from this game or add cards from other games in the «Clank!» series; Test your luck by trying to escape from the dragon with the looted treasures!
Object of the game
All players start the game with the same small decks, but acquire different cards during the game. Each player has their own strategy, because the cards that are added to the decks during the game have different effects. Improving your deck and choosing the optimal strategy — key to victory.
During the game, each player strives to:
- Obtain the artifact token and escape from the dragon, returning to the starting location — The Crypt above the Dungeon.
- Gain as many points as possible for the artifact and other loot to defeat opponents and earn the title of the Kingdom`s Coolest Thief!
Gameplay
Players take turns, clockwise. A player starts their turn with 5 cards in their hand. They must play all of these cards by the end of their turn, placing them in the play area in front of them. Most cards provide resources - "skills", "swords", "boots" - needed to perform various actions. The player can also receive coins or "clanks!" For each "clank!" received, the player must add a dice of their color to the "clank!" area on the catacomb board. If a player is instructed to draw a card, they draw a card from their deck and play it as well.
A player can take any number of actions as long as they have enough resources.
- Draw a card. The player spends a «skill» to draw a card with a blue name from the dungeon row or a card with a yellow name from the supply. The player puts the cards they draw into their discard pile.
- Use a device. The player spends a «skill» to draw a device (a card with a purple name) from the dungeon row. They then immediately apply the card effect described after the word «Use», and then put the card into the dungeon discard pile.
- Attack a monster. The player spends "swords" to attack monsters - cards with red names in the dungeon row. The lower right corner of the monster card indicates how many "swords" must be spent to defeat it. After defeating a monster, the player receives the reward described in the text after the word "Victory", and then puts this card into the dungeon discard pile. The player can also attack the "Goblin" card in the reserve. After defeating a goblin, he does not discard this card. Each player can attack the goblin any number of times per turn, receiving a reward each time.
- Move. The player spends "boots" to move his hero. Each "boot" symbol allows him to move 1 tunnel. Some tunnels have additional requirements and rules. If the tunnel leads to the edge of a tile with no adjacent tiles, the player places a new tile on the empty space, continuing the tunnel his hero was traveling through. A tunnel with a lock symbol can only be passed through using a lock pick. An arrow tunnel can only be passed through in the direction indicated by the arrow. The hero can also move between any portals as if they were adjacent cells.
- Buy at the market. If a player is on a market cell, he can buy any token from the market board for 7 coins and put it in his personal supply.
- Take an artifact. If a player is in a room with an artifact token, he can take it and put it in his personal supply. A player can only take an artifact token once per game.
- Unlock a chest, library, or prison. Some rooms have symbols for a chest, library, or prison with locks. While in such a room, the player can spend a lockpick to unlock a chest, library, or prison. After unlocking a chest, the player takes a Great Secret token. After unlocking a library, the player takes a secret tome. After unlocking a prison, the player frees 2 prisoners – takes 2 random prisoner tokens. Prisoner tokens have different effects and bring points at the end of the game.
- Sanctuary. While in a sanctuary, the hero can mark it with a die of his color, and then receive 1 coin for each sanctuary he has already marked.
End of turn and dragon attack
After playing all cards from his hand and taking all required actions, the player performs the following steps in order:
- Puts all cards from his play area into the discard pile, then draws 5 cards from his deck into his hand for the next turn. If the deck is empty, the player shuffles all cards from the discard pile to form a new deck.
- Fills the dungeon row, filling in the gaps with cards from the dungeon deck.
- Plays a dragon attack. If any of the cards just placed in the dungeon row have a dragon attack symbol, the dragon attacks! The player collects all the dice in the "Clank!" zone and places them in the dragon bag. Shaking the bag, he takes as many dice as the value indicated in the cell of the rage track where the dragon marker is. He puts each black dice into the general supply, and each colored dice inflicts 1 wound on the player of that color. If a white ghost dice is taken from the bag, each player suffers 1 wound. When the attack ends, the player puts all the white dice taken from the bag into the “Clank!” zone.
During the game, the dragon’s rage level increases. Every time someone takes an artifact, frees prisoners, or discovers some small secret, the dragon marker must be moved one cell up the rage track. The more rage, the more dice are taken from the bag.
When suffering wounds, the player adds dice of his color to the health bar of his hero. If the health bar is full, the player is out of the game.
End of the game and scoring
The game ends when all players either escape from the dragon or are eliminated. A player escapes from the dragon if they manage to return to the Crypt with the artifact. Each player who escapes sums up:
- Value of the artifact
- Points for tokens
- Points for coins (adds coin denominations).
- Points for cards in their personal deck, in their hand, and in the discard pile.
The player with the most points wins.