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Clank 0552RGS - The Deck Building Adventure Game, 60 x 80 cm

4,8 4,8 van 5 sterren 1.419 beoordelingen

Merk Renegade Game Studios
Materiaal Karton
Thema Fantasie
Genre Actie en behendigheid
Aantal spelers Aantal spelers: 2-4
Aanbevolen minimumleeftijd 156
Productafmetingen 31L x 31B centimeter
Batterijen vereist? Nee
Kleur goud
CPSIA-waarschuwing Stikgevaar - kleine onderdelen, Waarschuwing niet van toepassing

Over dit item

  • Vanaf 13 jaar
  • Speelduur: 60
  • Aantal spelers: 2-4
  • Renegade Game Studios

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Veiligheidsinformatie

Niet geschikt voor kinderen jonger dan 3 jaar. Voor gebruik onder toezicht van volwassenen

Productbeschrijving

Productbeschrijving

Burgle your way to adventure in Clank!, het nieuwe deck-building board game. Sneak in een boze draak berg in de buurt van stalen kostbare voorwerpen. Dieper om er waardevoller uit te vinden. Verzamel kaarten voor je dek en bekijk je vish vaardigheden groeien. Wees snel en wees stil. One false-step and -- CLANK! Elk careless geluid trekt de aandacht van de draak en elk artistiek stolen verhoogt de race. Je kunt alleen van je plunder genieten als je het uit de diepten van het leven maakt! Inhoud totaal: Dubbelzijdig spelbord, 182 spelkaarten (+ 4 regels summary kaarten), doek "Dragon Bag", 4 Thief meeples, 120 spelers Clank! cubes, 1 Dragon Rage Meeple, 24 Dragon Cubes, 32 gouden stukken tokens, 11 major geheime tokens, 18 Minor Secret Tokens, 7 Artifact Tokens, 3 Crown Tokens, 2 Rugzak Tokens, 2 Master Key Tokens, 3 Monkey Idol Tokens, 4 Mastery Tokens

Veiligheidswaarschuwing

Niet geschikt voor kinderen jonger dan 3 jaar. Voor gebruik onder toezicht van volwassenen

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Klantenrecensies

4,8 van 5 sterren
1.419 wereldwijde beoordelingen

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  • Martin Gonzalvez
    5,0 van 5 sterren Clank! is a solid deck builder with a dungeon game board that adds strategy, and clever Clank! and Rage Track mechanics that inc
    Beoordeeld in de Verenigde Staten op 6 maart 2018
    There’s a lot going on in Clank!, which our family played last night for the first time. Spoiler alert: we had a blast, and we will play this again very soon.

    The Game

    You play a dungeon thief, and your goal is to compete with other thieves to delve as deep as you dare into a dungeon to nab artifacts and treasure. The one who gets in, gets the most cool stuff (victory points), and gets out alive, wins the game. However, there is a complication: this dungeon is the lair of a dragon who is none too thrilled about you taking her pretty things. If you make too much noise down there, the dragon will find you and roast your behind. So don’t make noise, don’t overstay your welcome, and make sure to have most points at the end of the game to win. That’s Clank!

    Starting Deck and Resources

    Each player starts with the same 10 low-level cards. Each card will generate one or more of the following resources:

    Skill — used to acquire new cards to upgrade your deck. Analogous to Ascension’s Runes or Star Realms’ Trade.

    Swords — used to fight monsters in the Dungeon Row. Just like Ascension’s Power or Star Realms’ Combat

    Boots — used to move around the dungeon. Closest analogy to my mind are the Expedition Cards that allow you to move across the board in Quest for El Dorado.

    Dungeon Row and Reserve Cards

    The top six cards of the Dungeon Deck are dealt face up to form the Dungeon Row, which is just like Hero Realms’ Market Row, Star Realms’ Trade Row, Ascension’s Center Row, or the Hogwarts Deck in Harry Potter Hogwarts Battle. You use Skill to purchase upgraded cards from the Dungeon Row, and/or use Swords to vanquish monsters from the Dungeon Row to gain the benefits listed on the Monster card. While purchasing cards from the dungeon/center/market/trade row is a standard feature of all deck builders I’ve played, the ability to fight monsters that appear in the row I have only seen in Ascension.

    (That said, I haven’t played either Marvel’s Legendary or the DC Deck Building game, so for all I know, those games let you beat on bad guys in the center row as well. Let me know in the comments.)

    The Reserve cards are a row of slightly upgraded cards that are a decent default Skill purchase if you can’t afford cards in the Dungeon Row. This is most similar to the Mystics, Heavy Infantry and Cultists cards in Ascension. Reserve cards are comprised of Mercenaries who provide Swords (like Heavy Infantry in Ascension), Explore cards which provide Skill and Boots, Secret Tomes that provide victory points at the end of the game (but nothing else, thus cluttering up your deck during play), and the ever-present Goblin that you can always fight if there are no more interesting/attractive opponents in the Dungeon Row (reminiscent of the Cultists in Ascension).

    The Game Board

    Here’s where Clank! starts to differentiate itself from other deck builders. It has a game board that represents your path down into the dragon’s dungeon. The only other deck builder I’ve played with a game board is Quest for El Dorado. The game board really does add extra strategy to the game. Do you take a direct path to a single chosen Artifact, then hightail it out of there as fast as possible? Or do you burgle as many rooms as possible, earn enough gold to buy a backpack or two, and spend extra time collecting multiple Artifacts, even though this exposes you to more time underground, and greater risk of death by dragon attack?

    While the Artifacts are placed in designated rooms (the further from the entrance and harder to reach, the higher value the Artifact), the Major and Minor Treasures are randomly assigned to rooms at the start of each game. This adds an element of randomness that increases the game’s replay value, since players won’t know where the more valuable treasures are located in a given game session.

    Also on the game board: health counters for 1–4 players (similar to Harry Potter Hogwarts Battle), the Clank! cube area, and a mechanic called the Rage Track.

    The Clank Cubes, Dragon Bag, and Rage Track

    The eponymous and clever Clank! mechanism is what makes the game unique. Each player has a set of Clank! cubes. When you draw Stumble cards into your hand, or when other players tattle on you, or play other cards with that increase the noise you make…you must add one or more of your player-color Clank! cubes to the Clank! area. The more noise you make, the more time you spend in the dragon’s lair, the more of your color Clank! cubes will accumulate in that Clank! area.

    When a card with a Dragon Attacks! symbol is drawn from the Dungeon Deck, the dragon — um — attacks. When this happens, all players’ cubes in the Clank! area are placed inside the Dragon Bag that Renegade Studios thoughtfully included in the box, unlike some other game companies (*cough* FFG *cough* Arkham Horror: The Card Game), and players draw the number of cubes indicated by the dragon’s current position on the Rage Track. The Rage Track mechanic reminds me of the Infection Rate in Pandemic, or the water level meter in Forbidden Island, in that game events cause the track to gradually advance, which increases the likelihood that one or more players will get damaged or knocked out by dragon attacks. The Rage Track really ratchets up tension as the game progresses.

    In the early game, the Dragon Bag is filled with more black (neutral) cubes than player-color cubes, which means there is a lower probability of a player’s cube being pulled and that player suffering damage. But here’s the clever bit: as they are pulled from the bag, those neutral cubes are set aside. As the game goes on and players make more noise, more player cubes are added to the Dragon Bag. The more time you spend in the dragon’s lair, the greater the chance that you will be roasted by dragon’s breath. It’s a genius mechanic that, along with the steadily advancing Rage Track, amp up your sense of urgency to achieve your objective and get the heck out of Dodge, fast!
    Impressions

    When a game tries to implement too many different mechanics, there’s potential for creating an over-complicated, bloated mess that’s hard to teach and takes forever to play. This is even more true of deck builders, whose primary appeal is pick-up-and-play simplicity. There’s a reason why Ascension (2010) and Star Realms (2014) remain popular years later: accessibility and direct, no-nonsense playability.

    Which makes it even more impressive that Clank! harmoniously blends all of these elements into a light, brisk-playing, family-weight package with enough crunchy strategy and variability to keep more “serious” gamers entertained as well.

    At its core, Clank! is a very good deck builder. The Dungeon cards provide a wide variety of upgrade options to purchase, challenging monsters to conquer, and treasures to collect. The card special abilities provide meaningful in-game benefits (or penalties!). Unlike the base game of Harry Potter Hogwarts Battle, Clank! thoughtfully provides cards that allow you to cull unwanted cards from your deck.

    On top of this strong deck builder foundation, they added a double-sided (easy map on one side, harder on the other) game board with the brilliant Rage Track and Clank! Area mechanics, for a sense of pulse-pounding tension that rivals the Doom Track in FFG’s Eldritch Horror. The paths on the game board require strategy and planning to navigate, tempting you to press your luck while simultaneously managing your health level, treasures, and likelihood that you’ll make it out alive to enjoy the spoils of your labors.

    Earlier I compared Clank! to Reiner Knizia’s Quest for El Dorado, which was a nominee for 2017 Spiel des Jahres. As good as that game is, Clank! is better. It is more ambitious, and succeeds at most of what it tries to do.

    Bottom line: Clank! is a solid deck builder with a dungeon game board that adds strategy, and clever Clank! and Rage Track mechanics that increase tension and fun. I can’t wait to try the 2017 follow up, Clank! In! Space!
    Klantafbeelding
    Martin Gonzalvez
    5,0 van 5 sterren Clank! is a solid deck builder with a dungeon game board that adds strategy, and clever Clank! and Rage Track mechanics that inc
    Beoordeeld in de Verenigde Staten op 6 maart 2018
    There’s a lot going on in Clank!, which our family played last night for the first time. Spoiler alert: we had a blast, and we will play this again very soon.

    The Game

    You play a dungeon thief, and your goal is to compete with other thieves to delve as deep as you dare into a dungeon to nab artifacts and treasure. The one who gets in, gets the most cool stuff (victory points), and gets out alive, wins the game. However, there is a complication: this dungeon is the lair of a dragon who is none too thrilled about you taking her pretty things. If you make too much noise down there, the dragon will find you and roast your behind. So don’t make noise, don’t overstay your welcome, and make sure to have most points at the end of the game to win. That’s Clank!

    Starting Deck and Resources

    Each player starts with the same 10 low-level cards. Each card will generate one or more of the following resources:

    Skill — used to acquire new cards to upgrade your deck. Analogous to Ascension’s Runes or Star Realms’ Trade.

    Swords — used to fight monsters in the Dungeon Row. Just like Ascension’s Power or Star Realms’ Combat

    Boots — used to move around the dungeon. Closest analogy to my mind are the Expedition Cards that allow you to move across the board in Quest for El Dorado.

    Dungeon Row and Reserve Cards

    The top six cards of the Dungeon Deck are dealt face up to form the Dungeon Row, which is just like Hero Realms’ Market Row, Star Realms’ Trade Row, Ascension’s Center Row, or the Hogwarts Deck in Harry Potter Hogwarts Battle. You use Skill to purchase upgraded cards from the Dungeon Row, and/or use Swords to vanquish monsters from the Dungeon Row to gain the benefits listed on the Monster card. While purchasing cards from the dungeon/center/market/trade row is a standard feature of all deck builders I’ve played, the ability to fight monsters that appear in the row I have only seen in Ascension.

    (That said, I haven’t played either Marvel’s Legendary or the DC Deck Building game, so for all I know, those games let you beat on bad guys in the center row as well. Let me know in the comments.)

    The Reserve cards are a row of slightly upgraded cards that are a decent default Skill purchase if you can’t afford cards in the Dungeon Row. This is most similar to the Mystics, Heavy Infantry and Cultists cards in Ascension. Reserve cards are comprised of Mercenaries who provide Swords (like Heavy Infantry in Ascension), Explore cards which provide Skill and Boots, Secret Tomes that provide victory points at the end of the game (but nothing else, thus cluttering up your deck during play), and the ever-present Goblin that you can always fight if there are no more interesting/attractive opponents in the Dungeon Row (reminiscent of the Cultists in Ascension).

    The Game Board

    Here’s where Clank! starts to differentiate itself from other deck builders. It has a game board that represents your path down into the dragon’s dungeon. The only other deck builder I’ve played with a game board is Quest for El Dorado. The game board really does add extra strategy to the game. Do you take a direct path to a single chosen Artifact, then hightail it out of there as fast as possible? Or do you burgle as many rooms as possible, earn enough gold to buy a backpack or two, and spend extra time collecting multiple Artifacts, even though this exposes you to more time underground, and greater risk of death by dragon attack?

    While the Artifacts are placed in designated rooms (the further from the entrance and harder to reach, the higher value the Artifact), the Major and Minor Treasures are randomly assigned to rooms at the start of each game. This adds an element of randomness that increases the game’s replay value, since players won’t know where the more valuable treasures are located in a given game session.

    Also on the game board: health counters for 1–4 players (similar to Harry Potter Hogwarts Battle), the Clank! cube area, and a mechanic called the Rage Track.

    The Clank Cubes, Dragon Bag, and Rage Track

    The eponymous and clever Clank! mechanism is what makes the game unique. Each player has a set of Clank! cubes. When you draw Stumble cards into your hand, or when other players tattle on you, or play other cards with that increase the noise you make…you must add one or more of your player-color Clank! cubes to the Clank! area. The more noise you make, the more time you spend in the dragon’s lair, the more of your color Clank! cubes will accumulate in that Clank! area.

    When a card with a Dragon Attacks! symbol is drawn from the Dungeon Deck, the dragon — um — attacks. When this happens, all players’ cubes in the Clank! area are placed inside the Dragon Bag that Renegade Studios thoughtfully included in the box, unlike some other game companies (*cough* FFG *cough* Arkham Horror: The Card Game), and players draw the number of cubes indicated by the dragon’s current position on the Rage Track. The Rage Track mechanic reminds me of the Infection Rate in Pandemic, or the water level meter in Forbidden Island, in that game events cause the track to gradually advance, which increases the likelihood that one or more players will get damaged or knocked out by dragon attacks. The Rage Track really ratchets up tension as the game progresses.

    In the early game, the Dragon Bag is filled with more black (neutral) cubes than player-color cubes, which means there is a lower probability of a player’s cube being pulled and that player suffering damage. But here’s the clever bit: as they are pulled from the bag, those neutral cubes are set aside. As the game goes on and players make more noise, more player cubes are added to the Dragon Bag. The more time you spend in the dragon’s lair, the greater the chance that you will be roasted by dragon’s breath. It’s a genius mechanic that, along with the steadily advancing Rage Track, amp up your sense of urgency to achieve your objective and get the heck out of Dodge, fast!
    Impressions

    When a game tries to implement too many different mechanics, there’s potential for creating an over-complicated, bloated mess that’s hard to teach and takes forever to play. This is even more true of deck builders, whose primary appeal is pick-up-and-play simplicity. There’s a reason why Ascension (2010) and Star Realms (2014) remain popular years later: accessibility and direct, no-nonsense playability.

    Which makes it even more impressive that Clank! harmoniously blends all of these elements into a light, brisk-playing, family-weight package with enough crunchy strategy and variability to keep more “serious” gamers entertained as well.

    At its core, Clank! is a very good deck builder. The Dungeon cards provide a wide variety of upgrade options to purchase, challenging monsters to conquer, and treasures to collect. The card special abilities provide meaningful in-game benefits (or penalties!). Unlike the base game of Harry Potter Hogwarts Battle, Clank! thoughtfully provides cards that allow you to cull unwanted cards from your deck.

    On top of this strong deck builder foundation, they added a double-sided (easy map on one side, harder on the other) game board with the brilliant Rage Track and Clank! Area mechanics, for a sense of pulse-pounding tension that rivals the Doom Track in FFG’s Eldritch Horror. The paths on the game board require strategy and planning to navigate, tempting you to press your luck while simultaneously managing your health level, treasures, and likelihood that you’ll make it out alive to enjoy the spoils of your labors.

    Earlier I compared Clank! to Reiner Knizia’s Quest for El Dorado, which was a nominee for 2017 Spiel des Jahres. As good as that game is, Clank! is better. It is more ambitious, and succeeds at most of what it tries to do.

    Bottom line: Clank! is a solid deck builder with a dungeon game board that adds strategy, and clever Clank! and Rage Track mechanics that increase tension and fun. I can’t wait to try the 2017 follow up, Clank! In! Space!
    Afbeeldingen in deze recensie
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  • O. Schimmer
    5,0 van 5 sterren Einsteigerfreundlich und mit Tiefgang
    Beoordeeld in Duitsland op 15 maart 2019
    Ein sehr schöner Deckbuilder für Jedermann. Das Regelwerk ist sehr übersichtlich - wer schonmal Star Realms/Hero Realms oder etwas in der Richtung gespielt hat, wird sich hier schnell wiederfinden.

    Es entwickelt sich eine witzige Dynamik, je nachdem, wer wie spielt: gehe ich tief in den Dungeon, um das bessere Artefakt zu bekommen, und nebenher mein Deck und damit meine Punkte zu optimieren? Oder schnappe ich meinen Mitstreitern das erste vor der Nase weg, und gehe direkt wieder heraus - wodurch für die anderen ein gewisser Zeitdruck entsteht, heil wieder rauszukommen. Die Dauer des Spiels ist damit auch sehr unterschiedlich, was allerdings auch die Planbarkeit des Abends erschweren kann. Dennoch dauert das Spiel nie super-lang, und man sollte auch nicht lange im Regelwerk verbringen, um irgendwelche Randfälle zu klären.

    Gelungen finde ich auch den Mix aus Glück und Strategie. Da der „Glücksfaktor“ hier nicht durch Würfel entsteht, sondern durch einen Token-Beutel (bei dem man immer mitzählen kann, was genau drin ist) und Loot-Tokens (die oft situativ sind), dürften sowohl Gelegenheits-Spieler ihre Glücksmomente haben, als auch Fortgeschrittene nicht das Gefühl haben, durch Pechsträhnen die Kontrolle zu verlieren.

    Einzige Nachteile: die Karten hätten etwas mehr Wortwitz in den Flavor-Texten und etwas abwechslungsreicheres Artwork vertragen meiner Meinung nach, und der Preis ist mit 50-60€ recht hoch für ein solches Spiel. Dafür ist eigentlich alles solide gemacht, das Drachensymbol auf dem Token-Bag ist z.B. schön vernäht, und nicht einfach aufgedruckt. Das reicht für mich jedoch nicht, um einen Stern abzuziehen, da es insgesamt ein wirklich tolles Spiel ist.
  • Eva
    5,0 van 5 sterren Que estuviera completo y en buen estado
    Beoordeeld in Spanje op 6 januari 2019
    Era un regalo y les gustó mucho
  • Marie laure Martin van montagu
    5,0 van 5 sterren Version fr
    Beoordeeld in Frankrijk op 5 november 2018
    Super jeu a jouer en famille ou entre amis 😉
  • G. J. Perkins
    5,0 van 5 sterren Great Game!!!!!!!!
    Beoordeeld in het Verenigd Koninkrijk op 10 maart 2017
    What can I say, had game 3 hours and had 3 solo games, (get the app for the solo game,) the game is brilliant, well balanced and no two games will be the same, why?, well with 100 dungeon cards that are very themeatic and with monsters, equipment, companions, dragon attacks, treasure of all shapes and sizes and three wise monkeys would you believe, it is a great game, nearly died but just made it out in time so I got all my points for treasure. The board is double sided, one easy, one not so easy. The trouble is you not only have to get to the treasure but you have got to get out alive, but with the best treasure being deep in the dungeon it can be very tricky to get out again in time ahead of your other dungeon buddies that will start the end game were the dragon attacks on every turn. In summery, a very easy game to learn, very good quality pieces and great game play, you can't go wrong !!

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  • Waarschuwing:Gebruiken onder direct toezicht van een volwassene

  • Waarschuwing:Niet geschikt voor kinderen jonger dan 3 jaar. Te gebruiken onder toezicht van een volwassene