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Clonk!

Clonk! Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object of the Game
  • Set-up
  • Course of the Game
    • I. Fill the mine cart
    • II. Unearth treasures
    • III. Sift through the rubble
  • Attention!
  • End of the Game
  • Scoring

Contents

  • 4 Gallery boards
  • 108 Treasure cards
  • 12 Task tiles
  • 4 Task cards
  • 1 Awakening card
  • 8 Snore cards
  • 9 Kablooey cards
  • 1 starting player dwarf

Object of the Game

Collect as many coins as possible. To this end, load treasures in your mine cart, fulfill your special task and avoid waking the sleeping monster.

The symbols on the Treasure cards indicate the different values of the cards. The more coins a card shows, the more valuable it is (e.g., 3 points).

However, the noise that the dwarves make while digging disturbs the sleeping monster in the depths of the mine. Since you don't want the monster to wake up and catch you, you should try to avoid getting cards that show the eye symbol.

The more eye symbols you have on the cards in your mine cart at the end of the game, the greater the risk that the monster will catch you when it finally awakens. Some Treasure cards even depict both symbols or no symbols.

Set-up

  • Place a Gallery board and a task card in front of each player.
  • Divide the Task tiles into two stacks according to their backs. One of the fronts shows crystal colors, the other depicts different types of treasures. Now, everybody draws one Task tile, face down, from each stack and secretly looks at the two. Place one face up and the other face down on the two Task spaces on your Task card. Decide for yourself which information to display open to all players and which one to keep secret.
  • Put out the Snore cards and the Kablooey cards within reach.
  • Put the Awakening card aside for now and shuffle the Treasure cards.
  • Draw Treasure cards from the pile and use them to form 5 mine shafts in the middle of the table. Do this in the following way: Lay out the first 2 Treasure cards, face down and overlapping, to create each mine shaft. Then add 4 Treasure cards to each mine shaft, alternating between face up and face down. Finally, place 2 Treasure cards face up at the top of each mine shaft.
  • Each player gets 4 Treasure cards and takes them into his hand, hidden from the other players.
  • Divide the remaining Treasure cards into as many approximately equal piles as there are players (3 piles in a game with 3 participants; 4 piles with 4 participants...). Put the Awakening card face down on one of these piles and place all the other piles on top. This is the draw pile.

Course of the Game

The player who last heard somebody snore begins the game. He places the starting player dwarf in front of him and leaves him there until the end of the game.

On your turn, you carry out the following actions, one after another:

I. Fill the mine cart: (omitted in the first round) Put all the Treasure cards from your gallery as a pile in your mine cart, with the most recently unearthed treasure lying on top.

II. Unearth treasures: Dig up 1 to 4 matching treasures and, if you want, put one matching Treasure card in another player's gallery.

III. Sift through the rubble: Obtain a bonus for empty gallery spaces, then draw cards and add a Treasure card to one of the mine shafts.

I. Fill the mine cart

First round: On your first turn, you have to put one card from your hand directly in your mine cart. This is the first treasure you have unearthed. Then go to phase 2.

From the second round on: Collect all Treasure cards from your gallery and put them in your mine cart so that the card that previously was on the very right now is the top card of the pile in your mine cart.

Example: The Treasure cards are put in the mine cart - first, the red hammer; then, the green hammer.

II. Unearth treasures

On your turn, you can put up to 4 Treasure cards on the unoccupied spaces in your gallery.

You may use any Treasure card for this - either from the top of a mine shaft or from your hand. The only condition is that the Treasure card shows either the same color of crystal or the same treasure as your previously placed Treasure card.

Put every Treasure card you take on the next free space in your gallery, always filling the spaces from left to right. The card you play has two features (crystal color and treasure type) one of which needs to match the next card.

This way, you form a chain of matching Treasure cards during the game.

The second phase ends when you are not willing or able to lay any more Treasure cards into your gallery since you can no longer add any matching card or since all spaces on your Gallery board are occupied.

ANYTIME during this phase: Once per turn, you may put one Treasure card (from your hand or from one of the mine shafts) on an unoccupied space in another player's gallery. This Treasure card has to match the last card laid out by that player in his gallery (as described above). This way, you can, for example, eliminate an unfavorable Treasure card that blocks the top of a mine shaft, or get rid of a hand card and, on this occasion, unload a few eye symbols onto another player.

Note: In the first round, the players don't have any Treasure cards yet in their mine cart, so that the starting player can't put a Treasure card in another player's gallery.

On your turn, you may discard a Kablooey card. With this card, you can blast away a Treasure card at the top of one of the mine shafts. Place the removed Treasure card on a separate discard pile and put the Kablooey card back on the Kablooey card pile.

Turn over a face-down Treasure card as soon as it has been exposed.

When the last Treasure card has been taken from one of the 5 mine shafts, immediately lay out cards in order to form a new shaft: Take Treasure cards from the draw pile and place 1 card face down and 2 cards face up.

Example, starting with the green necklace at the very top of the mine cart: Thomas chooses a white necklace from one of the mine shafts; this card matches the treasure type of the card (necklace) in his gallery. He could also have played the red necklace from his hand or the pink necklace from the left mine shaft; they would have matched as well.

Thomas puts the white necklace on the first unoccupied space on the left in his gallery. This is now the most recent unearthed treasure; this is the card that the next Treasure card will have to match.

Then Thomas plays the white statue from his hand; it matches the color of the previous card.

Now he decides to put a card - the red statue - in another player's gallery. He immediately turns over the Treasure card that was underneath it and discovers a yellow crown.

Finally, Thomas takes the blue statue and then decides not to put any more Treasure cards in his gallery.

III. Sift through the rubble

At the end of your turn, check whether there are any unoccupied spaces left in your gallery (and if so, how many). For each empty space in your gallery, you obtain the card indicated:

  • 1st gallery space - take a Snore card and put it underneath the pile in your mine cart.
  • 2nd gallery space - take a Kablooey card and put it next to your Gallery board.
  • 3rd and 4th gallery space - pick a Treasure card from the draw pile and take it into your hand.

You don't get any cards for gallery spaces occupied by Treasure cards.

Note: Players unable to dig at least one treasure take a Snore card; their dwarf is sleeping on the job and his loud snoring disturbs the sleeping monster. Each Snore card gives you 3 eye symbols in the end.

After you have taken cards for empty gallery spaces (if applicable), you need to draw another Treasure card and take it into your hand.

Now you have to add a Treasure card from your hand face up to any one of the five mine shafts. Make sure that the treasure underneath it remains visible.

At the end of your turn, you may have a maximum of 5 Treasure cards in your hand. Put excess Treasure cards on the discard pile.

Now the next player in clockwise order has his turn; he continues the game as described above.

Example: This round, Andrea wasn't able to expose any treasures. That means that she just draws one Snore card, one Kablooey card and two Treasure cards, plus the one Treasure card that every player always takes into his hand at the end of his turn. Then she plays a Treasure card from her hand onto one of the five mine shafts.

Attention!

Placed is placed. Once a Treasure card has been properly laid out in the gallery, it cannot be removed. Nor are you allowed to change the order of Treasure cards in your gallery either or to inspect the content of other players' mine carts. However, you may look at the cards in your own mine cart, careful not to change the top card.

End of the Game

The Awakening card triggers the final round of the game. When this card comes up in the draw pile, you put it aside for now. Instead, the player who has revealed it draws the subsequent card. The round is still completed, so that everybody has the same number of turns.

Treasure cards that you have in your hand at the end of the game don't count; they are put on the discard pile.

Now take all cards out of your mine cart and your gallery, as well as all Kablooey cards that you haven't played. They are included in the scoring.

Scoring

Each player adds up his coins as follows:

  • Add up all the coins depicted on your Treasure cards and Kablooey cards.
  • Reveal your secret Task tile and calculate the total of coins you get for your Treasure cards. Depending on the number of matching Treasure cards you have collected, you score points according to the following table:
Matching Treasure cardsCoins
11
22
34
46
59
612
716
820
9+25

This is done separately for each of the two Task tiles. A Treasure card can even count twice if it matches the two Task tiles in crystal color and treasure type.

  • Count the eye symbols on your cards. The player who has the most eye symbols receives the Awakening card and gets caught in a rockfall triggered by the awakening of the monster. The treasures of the player concerned are damaged, and he loses half as many coins as there are eye symbols depicted on his Treasure cards (rounded up).

The player with the highest total of coins wins the game. In case of a tie, the player who has fewer eye symbols on his Treasure cards wins. If there is still a tie, the player with the most Treasure cards wins. And if there is still another tie, the players involved share the victory.

Example: Thomas counts 19 coins on his cards. His task was to primarily expose necklaces and green treasures. He has four necklaces, worth 6 coins, and four green cards that give him another 6 coins. Andrea counts 14 coins on her cards. Her task was to primarily expose crowns and red treasures. She has four crowns, worth 6 coins, and three red cards that give her another 4 coins.

Finally, both players count the eyes on their cards: Thomas has 15 eyes; Andrea, only 14. Since he has the most eyes, Thomas has to take the Awakening card and subtract 8 coins from his total (15 : 2 = 7.5; rounded up: 8).

In the end, Thomas has 23 coins (19+6+6-8) and Andrea has 24 coins (14+6+4). Andrea wins with the most coins.