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Clank!: Adventuring Party

Expansion for Clank! Legacy: Acquisitions IncorporatedExpansion for Clank!: A Deck-Building AdventureExpansion for Clank!: Catacombs
Expansions
Clank! Adventuring Party: Lightning Reflexes Promo CardClank!: Promo Pack 1

Clank!: Adventuring Party Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Party of Five (or Six!)
    • Taking an Artifact
    • Market Items
    • Minor Secrets
  • In the Cards
    • React
    • Arrive Choice
    • Watermark
  • Characters
    • Agnet
    • D'allan
    • Garignar
    • Lenara
    • MonkeyBot Prime
    • Whiskers

Components

  • 127 Cards
    • 35 Dungeon Deck cards
    • 12 Reserve cards — 4 Mercenary, 4 Explore, 4 Secret Tome
    • Two regular 10-card starting decks
    • Six 10-card Character starting decks
  • 60 Clank! Cubes — 30 in two new player colors
  • Six Player Pawns
  • Boss Marker
  • Side Board
  • 1 Backpack, 1 Crown, 1 Master Key (Market tokens)
  • Market Board
  • 5 Artifacts
  • 3 Invisibility Cloaks
  • 2 Mastery Tokens
  • Gold
  • Six Character Boards
  • Character Tokens — 4 Conscription, 1 Carnage, 10 Mana, 7 Cogwheel, 3 Behavior

Setup

With CLANK! Adventuring Party, 5 or 6 players can now embark on a deck-building adventure on your existing game board. This includes any of the expansion game boards for CLANK! A Deck-Building Adventure. (Though you should not mix this with CLANK! Legacy: Acquisitions Incorporated until after you've completed the campaign. The paperwork is a nightmare.)

The steps of setting up the original game are modified as follows. Note that where new components are added, unless otherwise specified, it is recommended that you remove those components when playing with 4 or fewer players. (This is because some components are intentionally limited.)

A. CLANK! Adventuring Party offers 30 Clank! cubes in two new player colors, and new pawns for both these colors and the four pre-existing colors.

This expansion contains two 10-card decks that are identical to the four in the original game (6 Burgles, 2 Stumbles, 1 Sidestep, and 1 Scramble). A fifth and sixth player should take one of these if you wish for all players to begin with an identical deck.

You may instead have each player choose one of the six characters in this expansion (even if you have 4 or fewer players). Each player takes the character board, custom starting deck, and any associated components for that character. These are detailed later, in the Characters section.

B. Add the five artifacts from this expansion to the original seven. If there are 5 players, shuffle all artifacts face down, then select two at random to exclude from the game (returning them to the box).

Place all artifacts in their spaces on the board (10 artifacts for 5 players, 12 for 6 players.) Artifacts with identical point values are stacked in the same space, with the original gold version on top and the new silver version on the bottom.

Note that some expansions include artifacts with different point values (for example: the 33-point artifact in CLANK! Expeditions: Temple of the Ape Lords). If there is no space on the board for one of the new silver artifacts, place it on the artifact space with the closest value, putting the higher-valued token on top.

C. There are no changes to the original setup of major secrets.

D. Add the new minor secret tokens to those from the original game. Shuffle them all and place them face down in the Bank. (Do not place any on the board.) The new minor secrets have a differently colored background to help you separate them for a game in which you do not need them.

E. Place the Market Board beside the game board. This becomes your Market area. Add the new Backpack, Crown, and Master Key tokens to the originals, placing them all on the Market Board.

Also place the Invisibility Cloak tokens on the Market board. (You may use these even if you have 4 or fewer players, though you should use only two Cloaks and not all three.)

F. There are no changes to the original setup of monkey idols.

G. Add new Mastery tokens as needed for the fifth and sixth player.

H. Add the new Gold tokens to your existing tokens to increase the size of your Bank. (You may do this even if you have 4 or fewer players; Gold is not limited.)

I. Place the new side board (with the new Rage Track and the Health Meters for the fifth and sixth player) up against the bottom edge of the game board. Place the Dragon marker on the first space of the side board's Rage Track. (For added ambience, you may replace the original Dragon marker with the new Hexavultus boss marker.)

J. There are no changes to the original setup of the dragon cubes in the Dragon Bag.

K. Add the 4 additional copies of Mercenary, Explore, and Secret Tome cards to those from the original game.

L. Shuffle the 35 new Dungeon Deck cards into the Dungeon Deck. (You may use these cards even if you have 4 or fewer players, although they are designed with more players in mind.)

M. Each player places their pawn outside the dungeon, shuffles their starting deck, and draws a five-card hand as usual.

N. There are no changes to the amount of Clank! that the first through fourth players put in the Clank! area. Like the fourth player, the fifth and sixth players put no Clank! there. However, the fifth player takes 1 Gold from the Bank, and the sixth player takes 2 Gold.

Party of Five (or Six!)

Whether you are using the new characters in your game or not, these new rules will apply to your 5- and 6-player games.

Taking an Artifact

Many rooms now contain two artifacts, allowing two different players the opportunity to claim one. The first player to do so should take the original gold version. The second player to do so should take the new silver version.

When totaling points at the end of the game, in the case of a tie between players who both have artifacts of the same value, the gold artifact (the one claimed first) wins the tie.

Market Items

Backpack — Although the backpack still allows you to carry an additional artifact, you can never pick up two artifacts from the same room.

Invisibility Cloak — This new item allows you to ignore monsters in tunnels when you move. (Also worth 5 points at the end of the game.)

Minor Secrets

Minor secrets are now placed in the Bank during Setup, instead of on the board. When you enter a minor secret space during your turn, take one minor secret at random from the Bank and reveal it. You may only take one minor secret per room per turn. (You must re-enter a space on a later turn to take another minor secret.)

It is possible (though uncommon) to run out of minor secrets during the game; in these cases, you get nothing when entering a minor secret space.

Potion of Stealth — This new minor secret is used during your turn to give you -1 Clank! and also give each of your opponents +1 Clank! You may use it even if you have no Clank! to remove. (Keep it until you use it, then return it to the box.)

In the Cards

You'll find these new terms on cards in this expansion.

React

Many new cards in the expansion have text marked with the word React. It's a way to jump in during an opponent's turn and effectively expand your hand size when your next turn comes.

If the condition described in a React occurs, you may announce this and play the card from your hand to your play area. Immediately draw a new card from your deck to replace the card from your hand.

You do not use any of the resources or text on a card at the time you play it as a React. Instead, it remains in your play area until your next turn comes. On that turn, it joins all the other cards you'll now play: you get its resources and carry out its text just as though you'd played it normally.

Example: While refilling the Dungeon Row at the end of an opponent's turn, a monster arrives in the row. You React with your Assassin, immediately drawing a card. You do not get the 2 Swords or the -2 Clank! until your next turn.

If a React condition occurs early in an opponent's turn, you can still React later in their turn; you don't have to do it immediately when the condition is met. If you React and draw a card, that card might also let you React (to the same condition or to a different one).

You can't use React to draw an additional card during your own turn—you must React during an opponent's turn (or, in the case of some cards, between turns, when refilling the Dungeon Row). When you play a card with React on your own turn, you still get everything else it shows—you just don't draw the extra card.

Reacts make it especially important to remember that your hand should not be empty between turns; always end each of your turns by drawing your hand of cards for your next turn. (Your turn is then over, and you then refill the Dungeon Row.)

Arrive Choice

Some new cards with Arrive text present all players with a choice. Each player chooses whether to do what the card offers, starting with the player about to begin their turn (or, in cases where a card Arrives in the middle of a turn, with the player taking their turn).

If an Arrive Choice card presents two different options, each player must choose one of them.

Example: When Leprechaun arrives in the Dungeon Row, players must choose one: either take 2 Gold and make 1 Clank!, or take 5 Gold and make 3 Clank!

Watermark

The cards from this expansion can be identified by this watermark in the game text box. You may use the watermarks to sort and remove cards when you wish to play without this expansion (or to remove them while you play, as they're revealed from the Dungeon Deck).

Characters

CLANK! Adventuring Party includes six unique characters you can use in your game (even if you have 4 or fewer players). The characters in this expansion are made to be played against one another. You should not play them against regular starting decks. If you wish, you may mix these characters with any of the characters in the CLANK! Legacy: Acquisitions Incorporated expansions—the Upper Management Pack or The "C" Team Pack.

During Setup, take the character board for your chosen character and place it in front of you, along with any special tokens you'll need (as described in the section detailing your character). Replace the regular 10-card starting deck with the 10-card starting deck for your character (which includes three unique cards). You can identify the cards in a character's deck by the icon along the right edge.

Agnet

Commanding the Mountain King's forces is Agnet, a tough-as-nails military leader. Her voice and the king's are as one, and so is their thirst to take back everything they've lost to Nictotraxian and Hexavultus.

During Setup, take the four conscription tokens and put them on your character board.

Whenever you acquire a companion card, you may spend one of your conscription tokens (returning it to the box) to put the card on top of your deck instead of in your discard pile as usual.

One card in your deck, Inspire, allows you to put one companion card on top of your deck when you end your turn, rather than discarding it along with all your other cards.

Agnet begins the game with a companion, Rebel Squire, in her deck. She also has Defensive Position, a card that gives her Swords while in a Crystal Cave.

Agnet's starting deck contains 5 Burgles, 2 Stumbles, 1 Defensive Position, 1 Inspire, and 1 Rebel Squire.

D'allan

Plundering riches is fun for the elf adventurer D'allan, but he's not in it just for personal gain. He wants his rarest finds displayed in a museum for everyone to enjoy.

No additional tokens are needed to play D'allan.

During the game, place the first dragon egg you acquire in the designated space on your character board. Do the same with your first artifact, crown, and monkey idol. These four tokens are your "Finds," and three cards in your deck give you bonuses for having them—Collection gives you Gold, while Competition and Exhibit give one special reward (depending on the Find):

  • Dragon Egg — -2 Clank!
  • Monkey Idol — Trash a Burgle from your play area or discard pile.
  • Crown — You don't have to stop in Crystal Caves this turn.
  • Artifact — You may buy from the market this turn. (Any number of items, at regular cost.)

Example: You have a dragon egg and an artifact, both placed on your character board. When you play Exhibit, you may choose either -2 Clank! or to buy from the market this turn.

If other players discover your Finds before you, not to worry—three of D'allan's cards React to that situation.

D'allan's starting deck contains 5 Burgles, 2 Stumbles, 1 Collection, 1 Competition, and 1 Exhibit.

Garignar

Although the brutal orc Garignar was once a minion of Hexavultus, he has seen the error of his ways. Now he's returning to the dungeon he once patrolled—not to fight adventurers, but to steal from the hydra!

During Setup, take the carnage token and place it on the top space ("Start") of your character board.

The first time you defeat a Monster card each turn (even the Goblin), advance the carnage token one space clockwise around the circle of rewards shown on your board and take the reward you move to. Fighting a monster in a tunnel when you move does not advance the carnage token.

In most spaces, you must choose from one of two different rewards: 1 Gold or 1 Skill, 1 Skill or 1 Boot, 2 Gold or draw a card, and 2 Skill or heal one damage. The fourth space rewards you with a minor secret from the Bank.

Garignar begins the game with Wallop, starting him with 2 Swords! Scavenge earns Gold for defeating monsters in tunnels, while Ransack can React when your opponents beat you to defeating monsters.

Garignar's starting deck contains 5 Burgles, 2 Stumbles, 1 Ransack, 1 Scavenge, and 1 Wallop.

Lenara

Larceny is so much easier when you use magic! The talented mage Lenara has decided to use her abilities for thievery and profit.

During Setup, place the 10 mana tokens next to your character board in a pool.

Two cards in your deck, Channel and Study, give you mana to spend (with bonus mana for secrets, potions, and Secret Tomes). When you receive mana, place it on your character board. Take care to keep separate the mana you've earned from the mana you haven't!

At any time during your turn, you may spend your available mana to cast three different spells. Each spell may be cast only once per turn.

  • Transfigure costs 3 mana, and lets you discard a card, then draw a card.
  • Duplicate costs 5 mana, and creates a virtual copy of any card in your play area (all its resources and text).
  • Levitate costs 7 mana, and lets you immediately acquire a card without paying its regular skill cost. You put it in your hand, meaning you will play it this turn.

Remove any mana you spend from your character board and return it to the pool of mana tokens you can earn. You are limited to the 10 mana tokens provided; you can't save any more on your character board.

Most characters begin the game with 2 Boots in their deck, but one of Lenara's is replaced with Mystic Slide, allowing her to teleport!

Lenara's starting deck contains 5 Burgles, 2 Stumbles, 1 Channel, 1 Mystic Slide, and 1 Study.

MonkeyBot Prime

Undying since the time of the Ape Lords, MonkeyBot Prime is the greatest not-quite-living monument to their civilization. It scoops up any treasure it finds, with little regard to the noise it makes.

During Setup, take the seven cogwheel tokens and place them on the seven spaces of your character board (covering the icons).

Whenever you are damaged in a Dragon Attack, remove the leftmost cogwheel token and return it to the box. Remove only one cogwheel token per attack, no matter how much damage you take. Do not remove tokens if you take damage by some other means (such as moving through a tunnel with a Monster icon). Do not replace any cogwheel tokens when you heal damage.

As you remove cogwheel tokens, you reveal the rewards shown beneath. During each of your turns, you get all of the rewards you've revealed: Skill, Swords, and Boots.

The MonkeyBot Prime is noisy, with two cards—Bolt and Persist—that make Clank! However, Persist also heals you, while Bolt doesn't kick in until you've picked up an artifact (and it then also gives you extra Gold). Be sure to grab a monkey idol for a quick escape, because once you have one, Primacy lets you run through Crystal Caves without stopping.

MonkeyBot Prime's starting deck contains 5 Burgles, 2 Stumbles, 1 Bolt, 1 Persist, and 1 Primacy.

Whiskers

He's a cat. You could ask him how he's also a professional thief, but do you really expect an answer?

During Setup, take the three behavior tokens and place them face up on your character board in the spaces with the corresponding icons: 1 Skill in the Play space, 1 Sword in the Hiss space, and 1 Boot in the Chase space.

Two cards in your deck, Cattitude and Saunter, tell you to flip a behavior token face down. You must choose one that is face up. You gain its resource to use during that turn.

When you end your turn (before refilling the Dungeon Row), if all three behavior tokens are face down, you cause a Dragon Attack! (It is not optional.) Draw exactly four cubes, ignoring the Dragon Marker's current space on the Rage Track (and any additional Danger from the Dungeon Row or Countdown Track). You take no damage from any cubes of your color that are pulled. Instead, return those cubes to your supply. (Other cubes are treated normally.)

Once the attack is resolved, draw your hand for your next turn, then flip all three of your behavior tokens face up, making them available again for future turns. (Finally, refill the Dungeon Row normally for the end of your turn, if necessary. This may cause an additional, normal Dragon Attack.)

Saunter doubles the reward from the behavior token you flip, once you have an artifact. There's also another sneaky trick: Pussyfoot lets you ignore monsters in tunnels.

Whiskers' starting deck contains 5 Burgles, 2 Stumbles, 1 Cattitude, 1 Pussyfoot, and 1 Saunter.

  • 18 Minor Secrets