Clank PDF Reglas en Ingles
Clank PDF Reglas en Ingles
Clank PDF Reglas en Ingles
Components
24 Dragon Cubes
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So You Want to Be a Thief?
CLANK! is a deck-building game. Each player has their own deck, and building yours up is part of playing the game.
You start each of your turns with five cards in your hand, and youll play them all in any order you choose. Most cards will
generate resources, of which there are three different kinds:
SWORDS, which are used to fight the monsters that infest the dungeon.
Every time you acquire a new card, you put it face up in your discard pile. Whenever you need to draw a card and find your
deck empty, you shuffle your discard pile and turn it face down to form a new deck. With each shuffle, your newest cards
become part of a bigger and better deck!
Each player starts with the same cards in their deck, but theyll acquire different cards during their turns. Because cards
can do many different things, each players deck (and strategy) will become more and more different as the game unfolds.
Step 1: The Target
The terms of this thieving challenge are clear: everyone must go into the dungeon and steal an Artifact. Escaping with
your life is technically optional, although vastly preferable.
During the game, you have two goals:
Retrieve an Artifact token and escape the dragon by returning to the place you started, outside of the dungeon.
You can normally carry only one Artifact, and once youve
picked one up, youre stuck with it. Choose carefully!
Accumulate enough points with your Artifact and other loot to beat out your opponents and earn the title of Greatest
Thief in the Realm!
This Artifact isnt worth many This Artifact is worth a lot more points,
points, but at least its easy to get to. but the path to it is long and dangerous.
Makesuretogather more loot to keep Makesure you can escape the dungeon
pacewith your rivals! once you have it!
Step 2: The Plan
Stealing from the dragon is far from a simple job. Youll have to navigate through the ruins, deal with monsters, and
acquire valuable treasures.
During your turn, you can use the resources youve generatedSkill, Swords, and Bootsto take any of the following
actions. You may take each action as many times as you like, as long as you have the resources to do so. You can wait and
take your actions after youve played all of your cards, or you can take actions between cards if you wish.
Acquire a New Card for Your Deck Move Through a Tunnel
You can use Skill to acquire cards with blue banners from the Boots are how you traverse the passages of the
Dungeon Row (which change throughout the game) or cards dungeon. Each Boot lets you move along one tunnel to
with yellow banners from the Reserve (which are the same in a new room.
every game). Some tunnels have special rules:
The Skill Cost of a card is found in its lower right A tunnel with Footprint icons requires two Boots to
corner. Once you pay the cost, place the card in your traverse instead of one.
discard pile; it is now part of your deck. A tunnel with Monster icons deals that much
damage to you when you move through it. For
Use a Device each Sword you use, you take one less damage (but
Devices are the cards with purple banners in the Dungeon Row. you dont have to use Swords to move through a Monster
tunnel).
Devices can be acquired with Skill, but they do not become
You cannot use a tunnel with a lock icon unless
part of your deck. Instead, you perform the USE text listed on
you have a Master Key token (purchased from the
the card and then place it in the Dungeon discard pile (next to
Market) in your possession.
the Dungeon Deck).
A tunnel shaped like an arrow can only be used in the
The Skill Cost of a Device is found in its lower right corner. direction of the arrowyou normally cant move through it
in the opposite direction.
Fight a Monster
When you move into a room, you can take one of the tokens
Monsters are the cards with red banners in the Dungeon Row. there (Minor Secret, Major Secret, Monkey Idol, or Artifact)
Instead of acquiring monsters with Skill, you fight them using and put it in front of you.
Swords.
When you take an Artifact token, move the Dragon marker
The Swords required to defeat a monster are up one space along the Rage Track.
found in its lower right corner. You can only take one token when you move into a room.
(If the room has more than one token in it, you must exit
When you fight a monster in the Dungeon Row, you gain the and re-enter to pick up another.)
reward listed in its DEFEAT text. Then the card is placed in the
Dungeon discard pile (not your own discard pile). You cant take an Artifact token if you already have one.
You dont have to take a token if you dont want to.
You may also fight the Goblin in the Reserve. It is not
(Youmight want to pass up one Artifact to go after a more
discarded when defeated; each player may fight it multiple
valuable one elsewhere.)
times each turn, earning its reward each time.
When you take a Minor or Major Secret token, revealit.
Buy From the Market The Secret tokens are described on the back of this
rulebook.
The Market is a series of spaces where merchants
serve those exploring the dungeon. If you are in Whenever you enter a Crystal Cave room,
a Market room, you may make a purchase. you become exhausted while wandering its
maze-like passages and cannot use any
All items at the Market cost 7 Gold. Place each more Boots this turn. You may still be able to
item you buy in front of you, in your play area. move by Teleporting (described in Advanced
Items available at the Market are described on Maneuvers), but you wont be able to use
the back of this rulebook. Boots until your next turn.
There are two other common effects that your cards many have:
The green player takes her turn by playing the following cards:
The green player carries out the text on her cards as soon as she
plays them, adding 1 Clank! to the Clank! Area for her Stumble,
and then removing it when she plays Move Silently. (She has
another -1 Clank! left over from Move Silently, which she could
use later in the turn if she were to make more Clank!)
She has a total of two Boots, which she uses to move through two
different tunnels. She ends up in a Crystal Cave room; she could
not have moved farther this turn, even if she had more Boots.
She uses her two Swords to Fight an Orc Grunt in the Dungeon
Row. She gains 3 Gold ( from the Orc Grunts Defeat text), and
places the monster in the Dungeon discard pile.
She uses her total 3 Skill to acquire a Kobold Merchant from the
Dungeon Row, placing the card in her own discard pile. (She has
just acquired the card; she wont get gold or skill from it until
she reshuffles her discard pile, draws the card, and plays it.)
Having played all cards in her hand and used all the resources
she can, the green player ends her turn.
Step 3: The Mark
The queen of Dragon Keep is Nictotraxianbut we just call her Nicki. Shes not going to like us sneaking around her
lair and taking her things.
At the end of every turn, if any of the six spaces for cards in the Dungeon Row are empty, refill them with new
cards from the Dungeon Deck. If any of the cards drawn have a Dragon Attack symbol, the dragon attacks! (But
only once, no matter how many Dragon Attack symbols were revealed.)
To execute an attack, take all of the Clank! in the Clank! Area and put it in the Dragon Bag. Shake it up and draw
a number of cubes from the bag equal to the number shown in the Dragon markers current space of the Rage
Track. Each black cube drawn is set aside, but each colored cube represents damage dealt to that player. (Undrawn cubes
remain in the bagthey might still be drawn out later.) The more Clank! you make, the more likely the dragon is to notice
and attack you. Managing your noise level is key to survival!
The dragons rage increases throughout the game. Every time an Artifact is picked up, and whenever a Dragon Egg (a type
of Minor Secret) is discovered, advance the Dragon marker one space along the Rage Track. This may cause more cubes to
be drawn in the next attack. The more cubes being drawn, the deadlier the game becomes. Tread carefully!
At the end of the yellow players turn, there are only three cards left in the Dungeon Row. Three cards are revealed from the
top of the Dungeon Deck to fill the empty spaces. Two of them have the Dragon Attack symbol, triggering an attack this turn.
All the cubes in the Clank! Area are placed in the Dragon Bag. The Dragon marker is currently on the fifth space of the Rage
Track, so four cubes are drawn from the bag. One cube is black; it is set aside, affecting no one. The second is green, so the
green player takes 1 damage. The last two cubes are both yellow, so the yellow player takes 2 damage.
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youve earned.
If you havent gotten an Artifact yet, or if you are still stuck in the
Depths, then you cant be rescued. You lose the competition, which
at this point is the least of your worries. Depths
Once youve picked up an Artifact, you can also make your way
back to the place you started, outside of the dungeon. If you
make it all the way back before being knocked out, you will
receive a Mastery token worth an additional 20 points!
Remember, if you dont have an Artifact yet, you cant leave the dungeon,
or even be rescued!
Step 5: The End of the Line
Good timing is crucial in this heistgetting caught by a dragon is far worse than being pinched by the authorities! Butas
in all heists, theres nothing wrong with throwing your rivals under the proverbial carriage once youve made your escape.
Whenever a player leaves the dungeon or is knocked out, they no longer take normal turns. They add no more Clank! to
the Clank! Area. Cards that affect all players dont affect them. If any cubes of their color are drawn from the Dragon Bag,
no damage is dealtthey are treated like black cubes.
In addition, the first time any player leaves the dungeon or is knocked out, that player moves their pawn to the first
(leftmost) space of the Countdown Track near the entrance to the dungeon. On that players next turn, instead of taking
a normal turn, they move their pawn forward one space on the Countdown Track and execute that spaces effects. (Other
players who later leave the dungeon or get knocked out do not use the Countdown Track.)
On the second through fourth spaces, this causes an instant Dragon Attack. Additional cubes are drawn from the
Dragon Bag for each of these attacks: 1 extra for the second space, 2 extra for the third, and 3 extra for the fourth.
On the fifth space, the dragon instantly knocks out all players still in the dungeon.
Once all players are out of the dungeon or knocked out, the game ends. All players who escaped the dungeon (or at least
the Depths) add up their score, counting the following:
Points awarded by cards in their deck. (The top right corner of each card shows the amount its worth.)
The player with the most points is the winner and is declared the Greatest Thief in the Realm! In the case of a tie, the tied
player with the most valuable Artifact is the winner.
Advanced Maneuvers
Never be afraid to learn new tricks of the tradeyou never know when one might save your life.
Acquire A cards Acquire text is Play Area When you play cards during your turn, they go to
carried out one time, when you a play area in front of you. This helps keep track of the cards
acquire it from the Dungeon Row youve used this turn. Note that if you have to reshuffle your
(not when you play it later from discard pile during your turn, these cards are not included.
your hand).
Reserve The Mercenary, Explore, and Secret Tome cards in
Arrive A cards Arrive text is the Reserve are limited. The Reserve can run out of these cards
carried out when the card is if players acquire enough of them.
revealed (before any Dragon
Running Out of Clank! If you ever run out of cubes in your
Attack that may also have been
personal supply, then you cant choose to take damage while
triggered by refilling the Dungeon Row at the end of a turn).
moving through tunnels. But you also cant be forced to add any
Danger For each Danger card more Clank!you get off free! (At least until you get any cubes
in the Dungeon Row, you pull an back from healing. Nothings free forever.)
additional cube from the Dragon
Teleport Teleportation is a special form of movement that
Bag during each Dragon Attack.
allows you to move to any room connected to your current
Discard Some cards ask you to discard a card. You can only room. You do not need to use Boots or fight any monsters in
discard cards in your hand that you havent played yet. The card the tunnel. You can even use locked or one-way passages that
does not have its normal effect, which means discarding can be you normally couldnt. Remember that on the turn you enter a
a useful way to get around cards that generate Clank! If youre Crystal Cave room (by any means), you cant use any Boots for
asked to discard a card to get something, you must actually the rest of the turn.
discard a card to get it.
Trash Some cards and effects can cause you to trash a card.
Example: Sleight of Hand says Discard a card to draw two This removes the chosen card from your deck entirely, which
cards. If you dont have a card in your hand to discard, you is a great thing to do to the relatively weak cards that make
dont get to draw two cards. up your starting deck. When you trash a card, you choose one
Fountain of Healing When you enter a room from your discard pile (or your play area) and return it to the
with a Fountain of Healing, heal 1 damage. box at the end of the turn.
Market On the reverse side of the board, the Wrap-around Tunnels Tunnels that go off the edge of the
Market is not a single group of spaces near the center of the game board connect to the opposite side of the board. They
dungeon. Instead, traveling merchants can be found on spaces only require one Boot, like other normal tunnels.
scattered throughout the dungeon.
Order of Card Plays Some cards have effects that depend on
things you have, or things you have done during your turn. You
get these effects regardless of the order in which you play your
cards.
Examples: Rebel Scout says If you have another companion in
your play area, draw a card. You draw the card whether you
play the other companion before or after the Rebel Scout.
The Mountain King says If you have a crown, + and + .
Ifyou play him and later buy a crown from the Market, you still
get the additional Sword and Boot.
Swagger says For each Clank! you make this turn, + . You
gain Skill even for Clank! you made prior to playing Swagger.
Credits
Game Concept and Design
Paul Dennen
Card Illustration
Rayph Beisner, Derek Herring, Ratislav Le, Raul Ramos
Production
Evan Lorentz, Tim McKnight, Caitlin Satchell
Game Development
Dan Burdick, Matt Nass, Luis Scott-Vargas, Conley Woods
www.direwolfdigital.com www.renegadegamestudios.com
www.twitter.com/direwolfdigital www.twitter.com/playrenegade
www.facebook.com/direwolfdigital www.facebook.com/playrgs
Field Reference Guide
Major Secrets Minor Secrets
Potion of Greater Healing Potion of Healing
Use during your turn to heal 2 damage. Use during your turn to heal 1 damage.
(Keep until you use it, then return it to the box.) (Keep until you use it, then return it to the box.)
Chalice Treasure
Keep this tokenit is worth 7 points at the end of the This token counts as 2 Gold. You may keep it until
game. It is not an Artifact. the end of the game or spend it normally.
Magic Spring
At the end of this turn, trash a card from your
discard pile or play area. Return the card and this
Market Items token to the box.
Master Key
Allows you to use tunnels with a lock icon. Dragon Egg
(Also worth 5 points at the end of the game.) Keep this tokenit is worth 3 points at the end of the
game. Advance the Dragon marker one space along
the Rage Track.
Backpack
Allows you to carry an additional Artifact.
(Also worth 5 points at the end of the game.)
Crown
Worth the number of points shown.
(Each player takes the most valuable Crown available
when they buy one.)