Advanced Maneuvers in Clank

By: Dennis B. B. Taylor

Mastering Advanced Techniques in Clank!

Don’t shy away from embracing new strategies and tactics – they may prove to be your ultimate lifeline in the game.

Obtain

When you obtain a card from the Dungeon Row, you trigger its Acquire effect. This effect happens only once, right at the moment you acquire the card. It does not occur again when you play the card from your hand.

Activation

When a card is unveiled, its Arrive message is activated. This occurs before any potential Dragon Attacks caused by refreshing the Dungeon Row at the end of a turn.

Beware

When there are Danger cards in the Dungeon Row, I have to add an extra cube from the Dragon Bag for each Dragon Attack.

Getting Rid of Cards

There are some cards that tell me to get rid of a card. I can only get rid of cards in my hand that I haven’t played yet. Discarding a card means it doesn’t do its normal effect. This can be helpful when there are cards that make noise. If I’m told to get rid of a card to get something, I have to actually get rid of a card.

For example: the card called Sleight of Hand says “Get rid of a card to draw two cards”. If I don’t have a card in my hand to get rid of, I don’t get to draw two cards.

Healing Fountain

When I walk into a room with a Fountain of Healing, I’m able to heal 1 damage. It’s like a magical oasis that replenishes my health.

The Market

Now, here’s something interesting. The Market in this game isn’t just one place. It’s actually a group of spaces scattered all over the dungeon. You never know where you’ll find a traveling merchant!

Playing Cards in Any Order

Here’s a cool thing about this game: the order in which you play your cards doesn’t matter for some effects. Some cards will give you bonuses based on what you have or what you’ve done during your turn. And guess what? You get those bonuses no matter when you play the card!

Let me give you an example. There’s a card called Rebel Scout. It says “If you have another companion in your play area, draw a card.” It doesn’t matter if you play the other companion card before or after the Rebel Scout. You still get to draw a card!

When the Mountain King comes across a crown, he exclaims, “Hey, check out my stylish headgear!” #image.jpgand #image.jpg

But here’s the exciting part: if you decide to play as the Mountain King and happen to purchase a crown from the Market later on, you’ll not only look regal but also gain an extra Sword and Boot. How awesome is that?

Swagger tells me that whenever you make a Clank! during this turn, you’ll gain Skill. Isn’t that neat? Even the Clank! you made before playing Swagger counts!

The Area Where I Play

When you play cards during your turn, they go into a special area right in front of you. This helps you keep track of the cards you’ve already used. Just remember, if you have to reshuffle your discard pile, these cards don’t go back in.

My Special Space

We have some cards in the Reserve that are pretty rare – the Mercenary, Explore, and Secret Tome cards. If enough players get their hands on them, they might run out!

Really Out of Clank

If you run out of cubes in your personal supply, you won’t have any Clank! left to make noise while moving through tunnels. But here’s the cool part – nobody can make you add any more Clank! cubes. You’re safe…for now. Just remember, if you find a way to heal and get your cubes back, the silence won’t last forever.

Superpower: Teleport

So, teleportation is this really cool way of moving around in the game. It lets you go to any room that’s connected to the one you’re currently in. And get this, you don’t need to bother with boots or battling any monsters in the tunnel. How amazing is that?

What’s really neat is that you can even go through locked passages or one-way passages that you wouldn’t normally be able to. It’s like having a secret power that lets you access places others can’t. There’s just one thing to keep in mind: when you enter a Crystal Cave room, for the rest of that turn, you can’t use any boots. But hey, the benefits of teleportation totally outweigh that small inconvenience.

Trash

Now, let’s talk about trash. Sometimes, certain cards or effects in the game might make you trash a card. When this happens, you basically remove the chosen card from your deck altogether. It’s a smart move to trash those weak cards that you start off with, right?

When you decide to trash a card, you just choose one from either your discard pile or your play area. And here’s the cool part: at the end of the turn, that card goes back to the box. It’s like clearing the clutter and getting rid of stuff you don’t need anymore.

“Wrap-around” Tunnels

There are these really cool tunnels in the game that connect to the opposite side of the board. They’re called “wrap-around” tunnels, and you only need one Boot to use them, just like regular tunnels.

Now, let me tell you about Dragon Keep. It’s a dangerous place, full of secrets and treasures, and only the best thieves dare to enter. And guess what? You and your friends have decided to challenge each other to sneak in, steal from the dragon, and make it out alive.

But be careful! One small mistake, like making too much noise, and the dragon will come after you. And the more stuff you steal, the angrier it gets. It’s a race against time and your friends’ ability to distract the dragon. Are you ready to test your thieving skills in the treacherous depths of Dragon Keep?

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