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Clank! Legacy: Acquisitions Incorporated

Clank!: Legacy — Acquisitions Incorporated Rulebook

Table of Contents

Table of Contents

  • Overview
  • Taking Your Turn
  • Actions
  • Board Features
  • Card Effects
  • Ending Your Turn and Dragon Attacks
  • Health and Damage
  • Contracts and Campaign Progress
  • Game End and Scoring
  • End of a Campaign Game

Overview

Clank! Legacy is both a deck-building game — each player starts with the same small deck and acquires different cards to develop a unique deck and strategy — and a legacy game, played over an ongoing campaign in which you accept Contracts, advance the story via the Book of Secrets, and make permanent changes to your copy of the game. Beat your opponents' scores to be declared Most Valuable Employee.

Taking Your Turn

You start each turn with five cards in hand. The one requirement is that you must play all your cards before ending your turn (in any order); played cards go to a play area in front of you until the turn ends. Most cards produce resources; you may take actions at any point, as many times as you can afford. Resources:

  • Skill — used primarily to Acquire a Card.
  • Swords — used to Fight a Monster (and sometimes for Movement).
  • Boots — used primarily for Movement.

Skill, Swords, and Boots pool as you generate them (play multiple cards for one action, or split one card's resources across actions). Unused resources are wasted. Cards also generate:

  • Gold — worth 1 point at game end; also spent during the game (e.g., Buy From a Market).
  • Clank! — for each +Clank!, add that many of your cubes to the Clank! Area of the Franchise Board (skip if your supply is empty). Negative Clank! removes your cubes from the Clank! Area; leftover negative Clank! is lost at turn's end.
  • Card Draws — draw from your own deck (reshuffle your discard pile when empty).

Some card effects depend on what you have or have done that turn, regardless of play order.

Actions

  • Acquire a Card: spend Skill equal to a card's cost to take a blue-banner card from the Adventure Row (or a yellow-banner card from the Reserve) into your discard pile. Do not immediately replace a taken Adventure Row card.
  • Fight a Monster: spend Swords equal to a red-banner monster's cost to defeat it, gaining its DEFEAT reward; the monster goes to the Adventure discard pile. You may also fight the Reserve Cultist repeatedly for its reward.
  • Movement: each Boot moves you along one path to a new space. Paths may require 2–3 Boots (Footprint icons); Monster-icon paths deal 1 damage per icon (prevent one each with a Sword); water paths need a Canoe token; one-way (arrow) paths go one direction only.
  • Buy From a Market: on a Town space, buy a Market token for 7 Gold (one of each type max).
  • Hire a Coach: on a Coach space, spend 1 Boot plus the Gold shown on both the departure and destination Coach spaces to relocate to any other Coach space.
  • Take an Artifact: on a space with an Artifact token, pick it up (max one per player; you cannot drop it). Advance the Dragon Marker one space up the Rage Track. Then head back to HQ.

Board Features

  • Coaches / Towns: enable the Hire a Coach / Buy From a Market actions.
  • Forests (and Mushroom Forests): entering one exhausts you — you cannot spend Boots on Movement for the rest of the turn (other Boot uses and Teleport still work, but you remain exhausted).
  • HQ: your starting space; returning there with an Artifact is the goal. Once you leave HQ you cannot return without an Artifact.
  • Waypoints: spaces marked with a number; entering one pauses your turn to read that Passage in the Book of Secrets.
  • Magic Circles: features some cards interact with (otherwise no effect).
  • Rewards: some spaces give something the first time you enter them each turn — a Minor/Major Secret, Mystic Fruit, Card Draw, Gold, or Healing.

Card Effects

  • Acquire text: carried out once, when you acquire the card.
  • Arrive text: carried out when the card is revealed in the Adventure Row.
  • Danger: for each Danger card in the Adventure Row, pull one additional cube during each Dragon Attack.
  • Plus (+): points to the card's text, which may provide more of the same resource.
  • Trash: place a card in the box for the game (not permanent — trashed cards return at game end). Destroying a card (in the campaign) removes it permanently.

Ending Your Turn and Dragon Attacks

When you finish, in order: 1) Resolve Contracts that resolve at turn's end; 2) Clear your play area to your discard pile and draw five new cards; 3) Refill the Adventure Row to six cards (resolving revealed Events immediately); 4) Check for a Dragon Attack if any newly added card shows a Dragon Attack symbol.

Dragon Attack: put all cubes from the Clank! Area into the Dragon Bag, shake, and draw a number of cubes equal to the Dragon Marker's current Rage Track space. Black cubes are set aside; each colored cube is 1 damage to that player. The dragon's rage rises each time an Artifact is picked up or a Gold Dragon Egg is found. If the Dragon Bag is ever empty after an attack, the game ends immediately and all remaining players are knocked out.

Health and Damage

Damage places cubes on your Health Meter (from the Dragon Bag for attacks, from your supply otherwise). Healing returns a cube to your supply. If your Health Meter is ever completely filled, you are knocked out.

Contracts and Campaign Progress

Contracts (drawn from the Cardporium as directed by the Book of Secrets) represent your work for Acquisitions Incorporated; they are completed by meeting conditions/paying costs (often at end of turn), usually directing you to read a Book of Secrets Passage and giving a reward, then may be destroyed.

Each player's deck box tracks Associate Status (a track filled by earning Checkmarks of Grudging Approval; crossing into a new section earns a promotion — Copper, Silver, Gold — read from the Book of Secrets) and Personal Goals (completing a full row earns a Checkmark).

Game End and Scoring

A game ends when all players have gone off the clock, either by escaping (arriving at HQ with an Artifact — remove your figure and Clank! cubes, and take a Mug token worth 20 points) or by being knocked out (Health Meter full — lay your figure down; if you never picked up an Artifact or are in the Danger Zone, you score 0). A player who is off the clock takes no turns; on their would-be turn, put the Clank! Area cubes in the Dragon Bag and draw exactly four cubes (six in a 2-player game), dealing damage as in a Dragon Attack.

Once everyone is off the clock, each non-zero player scores:

  • The value of their Artifact (you score nothing without one).
  • Points from cards in their deck (top-right corner values).
  • Points from other tokens acquired (including the Mug token).
  • Points equal to their accumulated Gold.

The player with the most points wins the game and is Most Valuable Employee (ties broken by most valuable Artifact).

End of a Campaign Game

At the end of each campaign game: 1) fill out your Mission Report; 2) read Contracts' end-of-game instructions and the Epilogue Passage; 3) conduct Employee Reviews (a Checkmark each for scoring more than 0, winning, and completing a Personal Goals row; promotions read from the Book of Secrets); 4) sort components — reset each deck to its original 10-card starting deck, returning acquired and trashed cards, and keep no tokens between games; 5) if any player scored 0, add an X to the Dran Enterprises Track and read the indicated Passage; 6) continue to the next game or store your deck (carrying over any Contracts still in the row).