Clank!: Catacombs – Lairs and Lost Chambers
Clank!: Catacombs – Lairs and Lost Chambers Rulebook
Table of Contents
Table of Contents
Components
The expansion contains:
- 50 dungeon cards. All cards in this expansion carry a watermark in the text box. The same watermark appears in the corner of the front of each new tile, so the expansion's components can easily be removed if you want to play without it (or removed during play, if they turn up).
- 12 square dungeon tiles: 10 depth tiles and 2 safe tiles.
- 5 monster tokens: 3 living statues, 1 Medusa and 1 Sphinx.
Setup
Add 10 new depth tiles to the base depth tile stack and shuffle it. Add 2 new safe tiles to the base safe tiles and shuffle them. In each game, all depth tiles are used but only 4 safe tiles are used (choose them at random and return the rest to the box without looking at them). Place these 4 tiles on top of the shuffled depth tile stack.
Place the 5 monster tokens in the treasury: 3 living statues, 1 Medusa and 1 Sphinx.
Add the 50 new cards to the base dungeon deck, shuffle it, and then lay them out in the dungeon row as usual.
Continue the rest of the setup according to the rules of the base game, Clank!: Catacombs.
Sidebar: If you are playing for the first time, you may want to shuffle the new tiles and new cards into the top half of the corresponding stacks and deck, to make sure you get acquainted with the innovations of this expansion.
Trophies
In Clank!: Catacombs – Lairs and Lost Chambers you can collect monster tokens and some cards as trophies.
When you defeat a monster, or use a device whose card mentions "TROPHY", place that card face up in your personal supply. (The card is not in your play area and will never be moved to the discard pile.) The trophy's effect applies for as long as the card remains in your personal supply.
Example: Using 3 swords to defeat the Hoard Keeper, according to its DEFEAT effect, you gain 3 gold and +1 Clank! Then, following the TROPHY effect, you place the card in your personal supply face up. At the end of the game, the Hoard Keeper will earn you 1 victory point for every 5 gold you have.
Monster tokens from this expansion can also be collected as trophies. See "Lairs" on the back of this booklet.
Although some devices in this expansion show only a TROPHY effect (instead of the usual USE), you still "use" them when you take them as trophies.
Example: The card "Tuner" says: "Each device you use this turn costs you 2 skills less." This also applies to the card "Cave Bat Wings", which has only a TROPHY effect and no USE effect.
New Dungeon Tiles
Some new dungeon tiles contain "entrance tunnels" of a special colour. When you open such a tile while moving, place it so that your movement ends on it, using one of its entrance tunnels. Then use the entrance tunnels (move through them and rotate the tiles with them) as usual.
Trap Pits
Each turn, the first time you move into a room with a trap pit, choose one:
- Fall into the pit: take 1 damage. In this turn you can no longer use boots. (You can still use teleport.)
- Avoid the trap: discard any card from your hand except an "Obstacle". Because the choice is made from the cards in your hand, you may decide to explore new tiles before playing your cards. Without cards, you will have to fall into the pit.
During a turn you may move into several rooms with trap pits, making the choice each time: fall into the pit or avoid the trap.
Remember that you cannot voluntarily take damage if you have no cubes left in your personal supply, or if the damage would fill your health track completely. In such a situation, if you cannot avoid the trap, you cannot voluntarily enter a room with a trap pit.
Magic Barriers
If you have an artifact, you cannot move through a tunnel with a magic barrier symbol by using boots. However, you can move through such a tunnel by using teleport, even if you have an artifact.
Linked Arrow Tunnels
Some new tiles have linked arrow tunnels. When moving through such tunnels, choose the tunnel that continues the direction of your movement when you enter the tile.
When you enter this tile through its upper edge, use the tunnel with 2 monster symbols. When you leave the room in the centre of this tile and move upward, use the tunnel without monster symbols and continue your movement beyond the upper edge of this tile.
If you have the big secret "Catacomb Map", you may choose either of the two tunnels.
Buying Cards
Some cards in this expansion (for example "Cave Vagrant", "Plague Rat" and "Acrobatics") allow you to "buy" cards without spending skills. You cannot obtain monster cards this way (you defeat monsters, you do not buy them), nor device cards (you use devices, you do not buy them).
Lost Chambers
Many new tiles contain lairs or lost chambers. These are unique rooms that exist nowhere else in the dungeon, and special rules apply in them. See below for more about lost chambers, and see "Lairs" on the back of this booklet for lairs.
Most lost chambers have one or more spaces into which players may place cubes from their personal supply. Most of the rules for wayside shrines from the base game Clank!: Catacombs apply in lost chambers: you may place your cube only if you are in the room; you may place a cube only in an empty space; you may not place more than 1 of your cubes in one room; and you may not place a cube if you have no cubes left in your personal supply.
Aegis Shrine
After placing a cube in the Aegis Shrine, you may take it during a ghost attack and return it to your personal supply to avoid damage. Later, when you enter the shrine again, you may place a new cube there.
Spirit Altar
This lost chamber has a space for only one cube. To place your cube on the altar, you must get rid of a trophy from your personal supply. Then take 2 gold from the treasury. You may also take an artifact from any room in the dungeon (if you have no backpack, you cannot have more than one artifact).
Mad Bazaar
Each of the 4 spaces of this lost chamber is a separate "stall", where you can buy something special by placing your cube here. To do so, spend 3 gold (return it to the treasury) or get rid of a trophy from your personal supply.
Four wonders are available at the bazaar:
- Mystic Brew: restore 3 health.
- Magic Salve: get rid of a card in your play area or discard pile. Also draw a card. These actions may be performed in either order.
- Showcase: buy a card from the dungeon row, use a device, or defeat a monster (you spend neither skills nor swords).
- Stolen Goods: take a good from the market board (you spend no additional gold).
Temple of Gold
To place your cube on one of the columns around the perimeter of the temple, you must be in a wayside shrine (either on this tile, or in any other wayside shrine in the dungeon). When placing a cube in this temple, you must make an "offering" of gold from your supply (return it to the treasury). Then receive the reward indicated. An offering can be made in the Temple of Gold only once.
The reward depends on the size of the offering:
- 2 gold: restore 1 health and take a lockpick token from the treasury.
- 3 gold: restore 2 health.
- 5 gold: restore 1 health and take a random big secret from the treasury.
- 8 gold: restore 1 health. You may also take an artifact from any room in the dungeon (if you have no backpack, you cannot have more than one artifact).
If the reward for your offering consists of several parts, you do not have to receive it in full. For example, you may give 2 gold to take a lockpick token even if you do not need to restore health. Giving 8 gold, you may restore health but are not obliged to take an artifact.
Treasury of Umbroka Vessna
On entering this lost chamber, take 5 gold from the treasury and gain +2 Clank! (the dragon heard you trying to rob it).
When you take an artifact or open a chest in this lost chamber, you must immediately teleport to either of the two other rooms on this tile.
You may not place cubes in this lost chamber.
Lairs
Each lair is home to a special monster. The first time you place a tile with a lair, place the corresponding monster token(s) from the treasury into that lair.
Living Statue Lair
Place the 3 living statue tokens on the 3 matching spaces of the lair.
While in this lair, you may fight a living statue. After defeating a living statue you are obliged to teleport (if there is another lair or lost chamber in the dungeon to which you can teleport).
Living Statue card: DEFEAT: Teleport to another lair or lost chamber. TROPHY: 1 victory point. Fight with 3 swords.
Medusa's Lair
On entering Medusa's Lair, you must immediately fight her or turn to stone (take 2 damage).
You take no additional damage if you remain in this lair, but you may decide to fight Medusa on the same turn or later (even if you did not fight her when you first entered Medusa's Lair).
Remember that you cannot voluntarily take damage if you have no cubes left in your personal supply, or if the damage would fill your health track completely. In such a situation you cannot voluntarily enter Medusa's Lair.
While Medusa remains with you as a trophy, ignore monsters in tunnels (in addition, she will earn you 1 victory point at the end of the game).
On your turn, play a Secret Tome to fight Medusa.
Medusa card: You must play a Secret Tome during your turn to fight this. DEFEAT: Draw two cards. TROPHY: 1 victory point, ignore tunnel monsters. Fight with 2 swords.
Sphinx's Lair
While in this lair, you may defeat the Sphinx in two different ways: use 4 swords to fight her, or spend 7 skills to solve her riddle.
Sphinx card: DEFEAT: 7 gold. TROPHY: 1 victory point. Fight: 4 swords, OR solve the riddle: 7 skills.