Clank! Legacy: Acquisitions Incorporated
224 questions players ask about Clank! Legacy: Acquisitions Incorporated, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-30.
224 questions players ask about Clank! Legacy: Acquisitions Incorporated, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-30.
Several players agree and nothing contradicts them; no official ruling.
Yes — play a normal game and simply ignore the Legacy elements: don't trigger waypoints, don't read the Book of Secrets, and skip any unlocks or checkboxes. Practice games like this don't damage the campaign and you can replay as many as you want.
Not recommended — finish the campaign first. The publisher's FAQ (relayed by players) encourages finishing Legacy before adding the Upper Management or C Team packs, and players add that the campaign changes starting decks and its cards and events reference the Upper Management characters, so using them early feels odd. Use the campaign's own starting decks.
Only one or two replies address this, with no official ruling.
No — the campaign is designed for up to four players. After the campaign, Adventuring Party supports five or six players.
Several players agree and nothing contradicts them; no official ruling.
Yes — characters are identified by player colour, not by the miniature, and the cards carry no character art. Any miniature works as long as you remember which colour is yours; the coloured base is the only thing that matters.
Several players agree and nothing contradicts them; no official ruling.
Yes. Nothing in the rules prevents it. The newcomer misses the story, so groups usually give them a few Grudging Approval checkmarks and goal marks based on how many games they missed; they are not handicapped by the checkmarks already earned.
Yes, the rules don't forbid it, as long as at least one player stays consistent. It's discouraged, though: absent players fall behind on checkmarks and goals, and mixing groups spoils story for others. A player who skips sessions can rejoin, but must apply the missed deck changes retroactively.
Only one or two replies address this, with no official ruling.
No — the characters are essentially symmetrical. The only differences are Personal Goals, and those come from the tuckboxes, not from the character.
Several players agree and nothing contradicts them; no official ruling.
Four artifacts, worth 5, 7, 9 and 12 points, so every player has one to chase.
Several players agree and nothing contradicts them; no official ruling.
The player who won the spotlight (the previous game's top scorer) picks first, then the others in descending order of last game's score. Roles carry forward and can only be switched where the game offers it.
Players haven't seen any path that destroys roles. Unused roles are stored in the filing cabinet and the role in use is part of your starting deck; one reply allows that a different story path could differ.
Competitive — each game has one winner and individual scoring. Groups may informally soften the competition, but the rules don't make it cooperative.
Players relaying the publisher's FAQ agree; the rulebook describes 2 to 4 players.
No — the game is for 2 to 4 players and the publisher's FAQ says no solo support is planned. Any solo play is an informal adaptation.
Only one or two replies address this, with no official ruling.
Each player gets one Vault card at the start of the campaign, and it begins in the discard pile rather than the starting deck.
Several players agree and nothing contradicts them; no official ruling.
Mostly yes. Most cards are compatible both ways; some use Legacy-only terms or components and need adapting, some roles don't apply, and AI-specific cards are skipped. The back of the Legacy rulebook covers combining the sets.
Two players report different counts (10 versus 10 or 11, plus Envelope X); no official ruling.
Roughly 10 to 11 sessions for the core campaign, plus one more from Envelope X. Players report slightly different counts depending on the story path, so treat it as an estimate.
Only one or two replies address this, with no official ruling.
You physically can, but don't — it spoils surprises. Open only what the Book of Secrets tells you to open.
Several players agree and nothing contradicts them; no official ruling.
They mark where stickers go. Apply a sticker only when the Book of Secrets directs you to, not earlier.
Players report 24 black cubes at the start of the campaign, with any extra black cubes in the box being packing spares. One player who finished the campaign saw only the Dran Enterprises Track destroy black cubes, so a missing cube is probably in the bag.
Only one or two replies address this, with no official ruling.
Yes — remove the cubes from the Health Meter and the player cubes from the Dragon Bag before starting the next game.
No — that is a Clank! In Space! rule and doesn't exist in Clank! Legacy.
Players treat interns as a limited supply: hand them out starting with the active player and going clockwise, and the last player goes without. Gold is not limited; the Adventuring Party rules say to add more tokens if needed.
Only one or two replies address this, with no official ruling.
There is no official placement. Repliers suggest the green-dragon alt-art Mister Whiskers can go in the Legacy deck (or replace the base game's), while the red-dragon Fabulous Display fits base Clank!. Shadow Council's Blessing can go in either.
Only one or two replies address this, with no official ruling.
The campaign charter tells you which side to play on, starting with the overworld. After the campaign you may use either side.
Several players agree and nothing contradicts them; no official ruling.
Random and face-down; the players do not choose them.
The designer confirmed the order is free, and the rulebook says the same.
Yes — you must play all five cards before your turn ends, but in any order, and you can take actions (buy, fight, move) at any point as resources pool. A card's effects can be used in any order too, as long as all mandatory text is used by end of turn; "may" effects are optional.
Only one or two replies address this, with no official ruling.
Rarely. It matters mainly when a card lets you affect another card still in your hand before you play it. Effects that depend on what you have or have done that turn count regardless of play order, according to the rulebook.
The rulebook says unused resources are wasted, and players agree spending is optional.
No — you must play all your cards and resolve their required text, but spending Skill, Boots and Swords is optional. Unspent resources are wasted and don't carry over to the next turn.
Several players agree and nothing contradicts them; no official ruling.
You must play every card each turn; there is no saving or discarding cards from hand. Playing a card puts it in your play area, so you also can't discard a card from hand to use its effect.
The rulebook describes Card Draws as coming from your own deck and the end-of-turn draw.
Yes — draws come from your own deck (not the Adventure deck), and you reshuffle your discard pile if the deck is empty. Your hand is refilled to five at the end of the turn.
No — Clank! is not an action you can take at will. It arises from card effects, and some contracts add "make Clank!" rules of their own.
Several players agree and nothing contradicts them; no official ruling.
No limit on either — buy as many cards as your Skill allows, and duplicate cards are fine. The Adventure Row refills only at the end of your turn, and all non-starting cards return to the Adventure deck after each game.
The rulebook says Acquire a Card costs Skill.
No — cards cost Skill; Gold cannot substitute for it.
Yes — Boots are spent independently except where a path's footprint icons require several together. Using Boots to move is optional, and you cannot teleport with them.
Several players agree the damage is immediate; the rulebook says monster paths deal damage but not explicitly when it can be prevented.
No — the damage happens the moment you move along the path, so the Sword must already be available then. Paths crossed and secrets taken are not retroactive.
The rulebook's Forest rule applies on entering by any means, and players confirm it for teleport.
Yes — entering a Forest by any means, including teleport, exhausts you. You can't spend Boots on movement for the rest of the turn, though Boots can still be used for other effects.
Several players agree and nothing contradicts them; no official ruling.
Players agree you may undo it if the revealed text changed nothing meaningful. Once drastic information is revealed, such as new goals or map changes, undoing is blocked; minor cases can be settled by table agreement.
No — players say the pre-printed Coach spaces on the starting map are free to travel between; later Coach spaces may show a gold cost.
The rulebook limits you to one of each Market token type.
Yes — you can take Buy From a Market more than once per turn if you can pay, but you may hold only one token of each type.
Yes, according to a quoted publisher support reply: shuffle the Tome cards and leave them face up so you see what you are buying. One group played blind purchases instead.
Only one or two replies address this, with no official ruling.
No — interns block damage, they don't defeat a Dran Agent. They can block damage when it comes out of the bag; one reply isn't sure whether they can block the damage from failing to fight it.
Only one or two replies address this, with no official ruling.
Plundering a Ruin means claiming its gold and adding its cube to the Dragon Bag.
The rulebook says rewards trigger the first time you enter a space each turn.
No — each space's reward can be collected only once per turn, however many times you step on it, but you may collect rewards from several different spaces, and may collect it again on a later turn. Major secrets can be claimed only once per game.
Several players agree and nothing contradicts them; no official ruling.
Yes — you take one from each different space you enter, but not a second one from the same space that turn. Minor secrets come from the bank, not from the board.
A player compiling the rules corrected this himself; no official ruling.
No — you may wait and choose the card to trash at the end of your turn. An earlier ruling list said trashing was immediate; it was corrected later.
Used secrets go back in the box and are never reused. When the minor secrets run out you get nothing — the rules give no substitute — and the pool does not refill.
No — the space stays empty once a Major Secret is taken.
Only one or two replies address this, with no official ruling.
Check the separate punchboard: the five Seal of Excellence major secrets are added by scenario text, not from the main supply. Also, some roles and upgrades set major secrets aside. If you are still short, re-read the start and end of the early scenarios in the Book of Secrets.
Mostly no: potion secrets are meant to be kept for later use, and another reply adds money. Other secrets are used when taken.
Yes, but only one per turn — you can come back on later turns to take more.
Yes — when you enter such a space its effect simply happens; there is no choice. One reply read the Ruin reward as optional without citing any text.
No — you must move out and back in to trigger it. You also don't have to end your turn on a space; rewards resolve when you enter, and you may keep moving.
Several players agree and nothing contradicts them; no official ruling.
No — only the hexagonal artifact tokens are artifacts. The egg's red symbol is just a reminder to advance the Dragon Marker.
The rulebook limits each player to one artifact.
One per character per game; a Backpack allows a second. Players cannot drop an artifact.
Use every artifact that has a space on the current map, unless the text says not to.
The rulebook states the Forest exhaustion rule directly.
No — once you enter a Forest you can't spend Boots on movement for the rest of the turn, and unspent Boots aren't lost; they can still pay for other things like contract costs. A card that lets you ignore the Forest, or the Cartographer's single bonus Boot, is the exception.
The rulebook treats Mushroom Forests the same as Forests.
Yes — it is treated as a forest for cards that reference forests.
Yes — Legacy has no such rule. The original Clank! requirement is about leaving the dungeon entirely, not the Depths.
Several replies agree and the passage text supports it, but one reading the dead-end rule dissented.
Yes — the path's passage tells you to read Passage 100 as you move along it, which counts as a valid destination. The rule against moving along paths that lead nowhere applies to plain dead ends.
Several players agree, including one citing the rulebook; one dissenting post was corrected by a later reply. No official ruling.
Back into the Dragon Bag. Only cubes removed by an effect that says to remove them go to the general supply.
At setup each Ruin gets a white cube. The first player to enter takes the cube's reward (2 gold) and the cube goes into the Dragon Bag. The space stays empty for the rest of that game and is refilled only in the next game's setup. Minor secrets and gold on Ruins are repeatable.
Publisher support was relayed second-hand and another player disputed it.
Yes, per a relayed publisher-support reply — entering the shrine lets you take its token even if someone holds it. A dissenting reading says the token must still be on the space.
Only one or two replies address this, with no official ruling.
It applies for the rest of each turn in which you hold the token — not the whole game — and you can use it every turn you hold it. You still need Boots to move. Swapping for another token lets you change it.
Yes. After entering a shrine you must teleport to the pyramid at the centre of the Underworld board, just above the mushroom forest, whether or not you took the token. A reply quoting the shrine rules says this applies even when the token is already gone.
Only one or two replies address this, with no official ruling.
No. Shrine tokens are not kept between games; the rulebook's end-of-game steps say no tokens carry over.
Several players agree and nothing contradicts them; no official ruling.
Keep playing: shrines are revealed through waypoints, contracts and the Book of Secrets, with no special requirement.
Only one or two replies address this, with no official ruling.
Yes — the dizziness rule after teleporting comes from Clank! In! Space! and doesn't exist in Legacy.
No — it adds the Helpful NPC card as a seventh card at the start, and the row returns to six after the first purchase. The Scrying Pool does enlarge it permanently.
No — adjacent spaces must be linked by a path of any kind, ignoring its icons; that is the adjacency Teleport uses.
Only spaces with the Market sign (the 7-gold sign) count as towns. Named places such as castles or the Wizard's Tower aren't towns; a Forest replacing a Town has no Market.
Only one or two replies address this, with no official ruling.
Any number of players may share a space, and there is no jumping over players in this game. Forest spaces stop movement, so players often gather there.
Yes — spend one Boot per water path for as many as you can afford.
Players disagree. One reply says the pickaxe cuts a mountain path to 1 Boot in total, another says 1 Boot per space along it. A third notes that without the pickaxe you can ignore only the mountain icon, not the footprints, which still cost their listed Boots. Check your pickaxe card's wording.
Several players agree and nothing contradicts them; no official ruling.
Another player should read it aloud so the active player can't read ahead of their choices. Waypoint tokens are reminders on spaces lacking a printed feature, and Waypoint destination tokens optionally mark spaces that contracts send you to.
Shuffle the Adventure discard pile into a new Adventure deck; this is rare.
A single reply addresses this, hedged, with no official ruling.
The player who creates the volcano places a cube. One reply suggests other players already on the space don't place one and must re-enter it to do so, but this is a reading rather than stated text.
The rulebook lists the Cultist as a Reserve card separate from the Adventure Row, but no source rules on the Occultant itself.
No — the Cultist sits in the Reserve row, which is separate from the Adventure Row.
Only one or two replies address this, with no official ruling.
It is plain rolling hills — not mountains, forests, towns, castles or coaches.
Only one or two replies address this, with no official ruling.
Yes — the circle remains visible and functional.
The designer said all text on played cards must be executed, and players agree.
Yes — everything on a played card is mandatory unless it says "may". Smoke Bomb must teleport you and be trashed on the turn you play it, and a trash instruction like Synergy's is not optional.
Several players agree; one dissenter describes only their own house rule. No official ruling.
Yes — a card's effect can't be undone once played, so its Clank!, Skill or other results stay even if you trash it afterward, and you can use a card's benefits before trashing it. Only trashing a Stumble from hand before playing it avoids the effect, and only where a card allows that.
Several players agree and nothing contradicts them; no official ruling.
No, not unless the card's text names your hand. Generic trash effects target cards in your play area or discard pile, so you must play the card first.
Several players agree, relaying a publisher statement; one early dissent was withdrawn.
Gremlins stack together in one Adventure Row slot, count as one card for the row, and are fought together; each Gremlin still counts separately when defeated, so each gives its reward.
Yes. Shuffle the Mysterious Tome deck each game so the special Tome shows up at random. One group plays that it triggers when it reaches the top of that deck, not merely when you shuffle or set up.
Yes — one coin each turn, using the same coin symbol as entering a space, not a one-time discount.
Several players agree and nothing contradicts them; no official ruling.
2 Swords alone and 4 with at least one companion in play. The bonus applies once, not per companion, and the left-side resources are available as soon as you play it.
A relayed publisher reply supports it, and it matches the rulebook's draw rule.
Reshuffle your discard pile into a new deck, then look — the same as drawing from an empty deck. This comes from a relayed publisher email.
Trash a card from your play area or discard pile, the same as the Trash a Card minor secret.
The rulebook says conditional effects ignore play order, and most players extend that to location and companion conditions; one early dissenter wanted the condition met when the card is played.
Yes. A card's conditional effect (location, companion, fruit, Town Guard draw) can be used at any point before your turn ends, regardless of play order, as long as the condition holds when you use it.
Generally no — an "if" bonus applies once when its condition is met. Only effects whose text says "per" (such as 1 coin per Clank!) multiply, and the plus sign is just a visual cue for Skill, Sword and Boot icons.
The most valuable artifact holder still in the game; players already off the clock are skipped. This comes from relayed publisher support.
One reply gives the reasoning and another reads it the opposite way; no official ruling.
No — played cards stay in your play area until your turn ends, so they only return to discard then; you recover them after ending a turn on a Magic Circle and use them on a later turn.
Use it immediately after drawing the card. A hand is drawn as a batch, so if the draw needed a reshuffle there is no discard pile left to swap with. This is relayed from a publisher response.
Once per turn: it gives one more card if you draw at least one extra card that turn, and doesn't chain off later draws. No publisher ruling was posted.
Only one or two replies address this, with no official ruling.
Yes — Market items cost 1 less for the whole turn, so each purchase gets the discount.
Only one or two replies address this, with no official ruling.
Generally yes — acquired cards go to your discard pile, so effects can target them.
Players disagree and there is no official word.
Contested: one group ignored the effect because those cubes were never in the bag; another put the set-aside cubes into the bag. If none are available, you put none back.
Only one or two replies address this, with no official ruling.
Players read it differently. One reply says you can use it once during each other player's turn; another group plays it as a one-off by house choice because they find it too strong.
Only one or two replies address this, with no official ruling.
The role triggers once per turn: when you take any secret that turn you also take one set-aside secret, and the bonus doesn't stack. For Loremonger's Jar, a reply says each secret taken from board or card play also brings one set-aside major secret.
Only if she was drawn just before the Adventure Row refills. Your hand is discarded and redrawn before the row refills, so she can act then, but not if she was in hand since the start of your turn.
Each player in turn draws three Vault cards, keeps one and passes the rest to the next player, who repeats the process.
Only one or two replies address this, with no official ruling.
Yes — Herbology doesn't consume the fruit, and expending a fruit doesn't remove the bonus. Only Mystic Smoothie expends it when played.
Yes — each Intern blocks one point of damage, so you can sacrifice one per monster icon on the path (one Intern for one hit, two for two hits).
Only one or two replies address this, with no official ruling.
No — only the flat cost stated on the event is paid.
Only one or two replies address this, with no official ruling.
Each time you play the card it heals 1 damage, and the rest of its text applies as well.
The rulebook says negative Clank! removes your cubes from the Clank! Area.
Cubes removed with a negative Clank! effect leave the Clank! Area and go back to your own supply, not the bag. The effect removes only your own cubes, never another player's.
Two consistent replies give this reading, but the poster's account is not a verified designer account and one player read it differently.
Yes, the gold option can still be chosen. The vote is only about which option to take, so players with no gold simply lose nothing. The other outcome happens only if the group doesn't agree. A reply from Wood4Sheep says playing it the stricter way won't break the game.
Two replies say it triggers once, when the dragon first lands on the seal, rather than staying in play. Neither cites the card or rulebook text.
Yes — there is no rule delaying a Minor or Major Secret until a later turn.
Only one or two replies address this, with no official ruling.
It removes cubes from the bag without dealing damage to you.
The rulebook lists the four end-of-turn steps in this order.
The rulebook checks for a Dragon Attack once, based on newly added cards.
At most one per refill, and only dragon symbols on newly revealed cards count; dragon cards already in the row don't trigger further attacks. Several symbols in one refill still mean one attack. An attack caused by an Event is separate and isn't limited by this.
The designer confirmed Danger cards stack, matching the rulebook.
Yes — each Danger card in the Adventure Row adds one extra cube to the attack, and they stack. A Danger card that also carries a Dragon Attack symbol counts itself.
Only one or two replies address this, with no official ruling.
Yes — actions are optional, and a refill only happens for taken cards, so skipping purchases is legal. Off-the-clock players still draw cubes each turn, and in a competitive endgame it may stop being sensible.
The rulebook says to resolve revealed Events and refill the row to six.
Yes — resolve and discard the Event, then keep refilling until the row has six cards again.
No — contract resolution is the first step of ending your turn, so your turn is already over. Any cards drawn stay in your hand, and you still draw five new cards afterward, so you start next turn with extras.
Only one or two replies address this, with no official ruling.
Only when a card or Book of Secrets entry tells you to. Otherwise they stay out of the bag, separate from player Clank! cubes.
The rulebook says an empty Dragon Bag after an attack ends the game.
The game ends immediately and every player still in the dungeon is knocked out. It ends even if wight cubes would have been returned to the bag afterward.
The rulebook describes the off-the-clock draw of four or six cubes.
They take no regular turn: put the cubes from the Clank! Area into the Dragon Bag and draw exactly four cubes (six in a 2-player game), ignoring the Rage Track. Damage is resolved like a Dragon Attack, but off-the-clock players take no damage, so their own cubes drawn this way hurt no one and are simply set aside (some players hand them back to their owner). Cards that affect all players skip off-the-clock players.
The rulebook says escaping removes your cubes from the Clank! Area.
Cubes already in the Dragon Bag stay there. If you escape, your cubes are removed from the Clank! Area; if you're knocked out they stay in the Clank! Area.
Several players agree, the rulebook lists what raises rage, and a community post relays the maxed-track clarification; no direct official ruling.
Picking up an Artifact and finding a Gold Dragon Egg raise the Rage Track; dragon eggs of other kinds, which show no rage arrow, don't. At the maximum the marker cannot increase, so trying to raise it counts as no increase and any effect triggered by an increase (such as extra black cubes) doesn't happen.
Only one or two replies address this, with no official ruling.
They trigger when the marker reaches them: one gives each player 1 gold, a Clank! space makes every player Clank! once, and the red seal on the final space triggers your patron's seal effect once only.
Only one or two replies address this, with no official ruling.
Before the refill, since refilling comes only after the rest of the turn is done.
Yes, you must still play every card, including one that deals you damage. Resolving the damage after you reach HQ with an artifact still earns the Mug token, even if that damage then knocks you out. Whether reaching HQ should protect you is disputed: some groups only count you as escaped once the turn is over, so the damage would hit first.
The rulebook says each monster icon deals 1 damage that a Sword can prevent.
No — you take 1 damage per monster icon as you cross, and each Sword you spend prevents one. You can take the damage voluntarily, as in base Clank!, unless you have no cubes left in your supply or the damage would fill your Health Meter. Using a Sword this way doesn't count as defeating a monster.
Damage, not Clank! — players report that drawing a wight cube deals damage, and the early reading that it gives Clank! was withdrawn.
Only one or two replies address this, with no official ruling.
No — a knocked-out player doesn't drop the artifact for others to pick up, and a player knocked out in the Danger Zone scores nothing.
No — a knocked-out player is unaffected by cards and game effects, so they don't join the vote or feel its outcome.
The rulebook describes the off-the-clock draw for knocked-out players.
They take no normal turn; on each turn they put the Clank! cubes in the bag and draw the off-the-clock number (four, or six in 2-player), while the others keep taking turns.
Only one or two replies address this, with no official ruling.
Trash it by healing on the turn you play it, or by another trash effect such as Synergy. A Heart effect is enough to handle Necrosis even if you have no damage to heal. If no player has died in any game, the Necrosis rule doesn't apply.
Yes — the end-of-game consequence applies when it happens, so the character takes Necrosis for the next game.
Only one or two replies address this, with no official ruling.
Yes, most likely — one group plays the heart symbol as separate from the card's contract text, so you heal whenever you play it, whether or not you are also using the contract side.
Among the numbered cards in the card podium, which the rule tells you to pull at that point.
The designer confirmed contracts can require spending resources, in line with how players read the Contracts rules.
Yes — a contract can require you to spend resources or do something such as discard three cards, and that is treated as a cost you pay. Resources spent on a contract can't also be spent on something else.
The rulebook says Employee Review checkmarks are awarded for scoring, winning and goals.
No — you earn a checkmark only when a contract, passage or end-of-game step explicitly says so. Most checkmarks come from the end-of-game Employee Reviews (scoring, winning, completing a Personal Goals row).
The designer said to record every checkmark; the last box holds several.
Keep recording them — the last box is big enough to hold many, and your ability to earn checkmarks is unlimited.
The rulebook says completing a full Personal Goals row earns a Checkmark.
Each completed row gives one checkmark, once, at the end of the game it is completed — four in total. A "new" artifact is one you haven't scored in an earlier game.
Only one or two replies address this, with no official ruling.
Each player reaching Silver adds one Franchise Board sticker (an HQ/tavern upgrade), and the Game 3 epilogue adds one more, so the total equals players plus one once everyone is Silver. At Gold you upgrade a single card; if the best upgrades are gone you may take a lesser one.
In the Game 5 prologue. Until then, ignore any goal that mentions interns; if you haven't seen purple cubes, interns haven't been added yet.
The rulebook adds an X when any player scores 0 and a passage says so.
Only when the end-of-game steps or a passage tell you to — in the end-of-game steps, when any player scores 0 — not after every unfulfilled contract.
A campaign step was skipped: the Game 1 epilogue or Game 2 prologue should have placed an alternative path, depending on the bushwhacking contract. If you never got the Walk in the Woods contract, you likely overlooked card 109 from the Game 1 instructions.
The rulebook says unresolved contracts carry over when a deck is stored.
Yes — they stay in the contract area until resolved, and some direct you to a different waypoint if they aren't resolved by a set time. If a deadline has passed, players generally resolve the alternative text right away.
Several players quote the epilogue's text; one disagreed without quoting.
If you have the Investigate Magic Circles contract, destroy that one and read passage 159; otherwise destroy Circles and Volcanoes. Only one of the two can be out at once.
Only one or two replies address this, with no official ruling.
Yes — the cube placement also triggers when a player creates a space with a magic circle or volcano, for example through a Waypoint. Check the order the instructions give: if you are told to put the contract into play before applying the volcano stickers, do so.
Most players read the 20 points as any mix of tokens and gold, and allow an artifact to be sacrificed. You can't read both the offering passage and the two-dragon-eggs passage: the eggs passage destroys the contract, so only one applies. The teleport reward comes at end of turn, so you can't then pick up an artifact.
Only one or two replies address this, with no official ruling.
Players treat it as closing the Market entirely, so even role abilities that buy from a Market don't work. It stops using Coaches, but you can still teleport to a Coach space with the Express Route event, since the space still exists.
Players disagree on the details; no official ruling.
Players are split and there is no official ruling. Some complete the contract as if the covered space were still there; for Game 9's Artifact 12 space others play without it and treat the contract as unavailable.
Yes — a relayed publisher reply says it triggers every time its conditions are met, though some groups played it once per turn.
Every third Seal earns 10 points and a checkmark. A card can carry only one Seal; if there is no legal card the chance is lost.
The rulebook's Contracts section shows the token as a marker.
They are optional reminders marking board spaces that matter for a contract.
Only one or two replies address this, with no official ruling.
The Ancestral Sword counts as an artifact, so you can't pick it up if you already hold one, and nobody can if everyone does. When its quest ends it simply stays in the box. Anyone may go reclaim it for the elves from the Duke.
Only one or two replies address this, with no official ruling.
Between missions after the second player has finished their selections — never during a game.
The designer confirmed Danger Zone knockouts score zero, matching the rulebook.
No — a knockout in the Danger Zone scores 0 even if you carry an artifact, and a knockout without an artifact also scores 0. Either condition alone is enough. The Goblin King's Crown card is the exception, scoring its point regardless.
The rulebook says you score nothing without an artifact.
No — you score nothing without an artifact in hand at game end, so an artifact you gave up or never took gives no points.
Several replies agree; one argued the card takes precedence.
0 — none of your points count when you are knocked out below the line, so Necrosis's -10 doesn't apply. Necrosis is also taken only when you score zero.
The rulebook says you score points equal to your accumulated Gold.
One point per gold; the picture of five gold doesn't change that.
Almost certainly no. The rules don't say, but players treat an all-zero game as having no winner, no Associate Spotlight and no winner checkmark.
Only one or two replies address this, with no official ruling.
It is a title awarded by an event during the campaign; it doesn't decide the winner (most points does). Some passages have the Spotlight holder make a decision.
Several players agree, but the rulebook does not say whether you can move on after arriving at HQ.
Most players say yes — you clock out only if your turn ends with you on HQ, so you can leave again and still buy from the Adventure Row or Reserve. The rules don't spell this out. Escaping takes you off the clock, and the Mug token is only taken on escape, which requires an artifact.
The rulebook defines going off the clock by escaping or being knocked out.
When you arrive at HQ with an artifact or pass out; a game ends when every player is off the clock. In a game where the bag runs out, the game ends immediately.
Draw whatever cubes remain, apply that damage, and the game then ends because the bag is empty. The empty-bag check comes before any wight cubes would be returned. A publisher support reply, quoted in the thread, backs this.
The rulebook says escaping removes your cubes.
No — cubes are removed only when you escape; if you're knocked out they stay in the Clank! Area.
Only cubes of players who scored under 60 are removed, namely the ones placed on magic circles and volcanoes. For the artifact total, it appears only scored artifacts count, so knocked-out players below the line don't contribute.
7 points. Players say the German-edition rules print 3 by mistake, while the sticker says 7, and a Schwerkraft errata confirms 7. It also still counts as a Seal of Excellence.
Yes — every third Seal earns 10 points and a checkmark. Cards that were marked with seals go back to the Adventure deck, not into your starting deck.
The sticker text is quoted in the thread; an early reply disagreed.
No — a Seal sticker's text says never to add one to a card that already has one; an early reply said yes before being corrected.
Only one or two replies address this, with no official ruling.
Yes — the artifact keeps its sticker seal and also counts as a seal because of the patron card.
The rulebook says to keep no tokens between games.
They go back to the supply when the game is over; players keep only their starting deck between games. Don't return them earlier on escape or death.
Players quote rulebook page 11 and relayed publisher support; no direct official ruling.
Each row gives only one checkmark, but some goals can be checked off multiple times in a game, like taking a major secret or consuming a potion. A rage increase from a passage counts, but not when the track is already maxed. Taking 2 gold and putting a white cube in the bag counts as plundering. 'Scored' means counted into your score at game end.
Only one or two replies address this, with no official ruling.
Most likely yes — read it as having 20 or more gold when the game ends and you score, so gold spent earlier doesn't count.
No — they are printed openly outside the player boxes; players keep them open but needn't help each other.
Only one or two replies address this, with no official ruling.
No — going off the clock inside the Danger Zone scores nothing, including the artifact. Checkmarks are processed only at the end of the game.
The rulebook adds an X to the Dran Enterprises Track when any player scores 0.
Only if you scored 0 points. A player knocked out above ground still scores their artifact, so no X; a knockout with zero points counts the same as a Danger Zone knockout.
The rulebook says to reset each deck to its original 10-card starting deck.
No — every game begins with your original 10-card starting deck. Sort cards back by banner colour: grey to the starting deck, blue to the Adventure deck, gold with the other gold cards.
Only one or two replies address this, with no official ruling.
Checkmarks go on the character boxes; check the box under the numbered book and read that Passage number.
Acquire and Arrive text count; ambient or flavor text doesn't, per a quoted Dire Wolf reply.
Only one or two replies address this, with no official ruling.
Without a tiebreak rule assume everyone or no one gets it; with one token, no one. By a strict reading, the player with most cards takes the crown even if knocked out.
No — only icons in their traditional printed locations count, since cards aren't being played during scoring.
Several players agree and nothing contradicts them; no official ruling.
Yes — you end with a fully playable copy and can mix in boards, cards and expansions from other versions of Clank!. Post-campaign games use the Legacy rulebook's post-campaign rules, not plain base Clank!, since the board and cards have changed. The added purple and white cubes remain in post-campaign games, unexplored waypoints can still be triggered, and Necrosis is not used.
Several players agree and nothing contradicts them; no official ruling.
Not really — stickers and torn cards make a full reset very hard. Some people have partly rebuilt a copy with photocopies and a replacement sticker pack from the publisher.
One reply cites the post-campaign rules and another recalls differently.
Post-campaign you choose a Patron from the Filing Cabinet; Patrons that never came into play stay in the Patron envelope. Some groups use them all anyway.
Upgrade unused decks to the Silver and Gold promotion level the post-campaign rules describe so all starting decks are roughly equal.
The Vault holds only Vault cards; the Filing Cabinet holds temporarily unused cards like past Patrons and occupations. Completed or destroyed items go out of play, for example in a separate bag.
Players quote the scoring rule; the Seals case was contested.
No — a Danger Zone knockout scores nothing, so scoring-based checkmarks (gold, new artifact, etc.) aren't earned; whether Seals still count was argued.
No — a relayed publisher reply says there is no modification for player count.
Only one or two replies address this, with no official ruling.
The rules leave it to the group — anything you build can qualify.
Any adventure card from anywhere; cards taken from a player's hand don't count for that game. Adventure cards always start each game in the main deck.
Only one or two replies address this, with no official ruling.
It depends on the event, which says where its cards go. Most go to the Vault or the Adventure deck; one player recalled the Necrosis card as the only case in their storyline that went into a starting deck, though this may vary with the story branches you followed.
The rulebook says to reset decks to the original 10-card starting deck.
Only grey-banner starting cards stay in your deck. Blue and red banner cards, even from contracts, return to the Adventure deck; yellow cards go back to their own decks. Trashed cards return from the box in cleanup, sorted the same way.
The rulebook has promotions read from the Book of Secrets during Employee Reviews.
Right away, during the after-game steps.
Only one or two replies address this, with no official ruling.
From Token Punch Board III, as the Game 5 prologue tells you to retrieve them.
Only one or two replies address this, with no official ruling.
No — they are story flavor with nothing to remember.
Turn the artifacts face down only to pick at random which to exclude, then place the kept ones face up on their normal spaces.
Several players agree and nothing contradicts them; no official ruling.
Not during the campaign — it is balanced for four players and the added content is meant for after the campaign. Afterward, Adventuring Party characters work with Legacy's board and extend post-campaign play to 5 or 6 players, without adding legacy elements.
Players quote the Adventuring Party rulebook; a few conflicting readings were corrected.
You may react when the condition occurs during an opponent's turn, and you can still do so later in that turn; you can't use a React to draw during your own turn. You can also react between turns while the Dungeon Row is refilled after your hand is drawn, so a dragon attack from the refill can be answered. A Whiskers attack resolves before the new hand is drawn, so a React like Pussyfoot can't answer it.
Only one or two replies address this, with no official ruling.
Yes — reacts have no limit outside your turn, so every matching react can resolve.
Players quote the setup note, but one experienced player says new minor secrets need not be removed.
Leave out the 5-6 player extras: the expanded Rage Track (it only has start positions for five or more), one Invisibility Cloak (use two), and other new components unless the rules specify otherwise. Most players also leave out the new minor secrets and fill the board with the originals; the bank is meant for 5 or 6 players.
Yes. At 4 or fewer players leave out the 5-6 player extras; Catacombs' rules use four of five artifacts only at 5-6 players and skip the Master Key market item.
Several players agree, citing the Adventuring Party Backpack rule; no official ruling.
No — the Adventuring Party Backpack rule says you can never pick up two artifacts from the same room; the duplicate artifacts exist so two different players can each take one.
The rulebook advances the Dragon Marker whenever an artifact is taken.
Yes — picking up any artifact advances it; the dragon egg icon is only a reminder, and Whiskers' dragon attacks don't move the marker.
Only one or two replies address this, with no official ruling.
No — defeating needs Swords spent on the monster; ignoring or taking damage gives no gold.
Only one or two replies address this, with no official ruling.
It triggers on only four Finds (Dragon Egg, Monkey Idol, Crown, Artifact) — not minor secrets. If you have no Finds you still draw a card and gain the card's printed resources. Playing a Find to buy from the market doesn't put you on a market space.
Only one or two replies address this, with no official ruling.
Mystic Fruit (the 5-point kind) stands in for Monkey Idols, and the canoe replaces the extra key in the 5-6 player setup.
Only one or two replies address this, with no official ruling.
He loses at most one cog per dragon attack, only from dragon damage, regardless of how much he takes. Healing doesn't put cogs back, and the heal and Clank! actions on the card are independent, so the Clank! still happens with nothing to heal.
Only one or two replies address this, with no official ruling.
At most 1 extra mana in total on top of the card's base 1, not one per secret or potion.
No — only a companion you played this turn can go on top of the deck; one acquired this turn goes to the discard pile as normal. Agnet starts with four single-use sword tokens.
Only one or two replies address this, with no official ruling.
Yes to the 2 Swords if you are in a Crystal Cave at any point in the turn; the Swords go into your pool then, so most players spend them later, though one reads them as usable only in the cave.
Only one or two replies address this, with no official ruling.
Garignar's draw is an ordinary draw from your deck, and the Bronze Guardian counts as a monster for his ability. Berserk's react applies only to the Goblin. Pixie Swarm gives each player who reveals a sword 1 gold, not 1 per sword.
Only one or two replies address this, with no official ruling.
Yes — the effect applies to all players.
Only one or two replies address this, with no official ruling.
From the bank with 5 or 6 players or when using the new minor secrets; with 4 or fewer using the original placement, take one from the board without looking.
Only one or two replies address this, with no official ruling.
It is a potion of stealth: -1 Clank! for you and +1 Clank! for each opponent, described on page 3 of the expansion rules.
Yes — base Clank! and Catacombs together provide enough starter decks, and Adventuring Party adds two generic starter decks plus meeples and cubes. The Hexavultus marker is simply a three-headed stand-in for the dragon meeple.
Only one or two replies address this, with no official ruling.
Yes — their rulebooks say to use role cards; an early claim that they use none was corrected.
Yes — Omin's player announces the chosen card, and may mark it as a reminder through the round. Which card carries the contract is meant to be open information.
The publisher confirmed the Acrobat works on tunnel monsters, one at a time.
The Acrobat can defeat one tunnel monster by spending Skill, but not two in the same tunnel. The defeat is paid entirely in Skill; Swords can't be combined with it.
A player relays the designer's ruling but it is not a direct designer post.
It goes to the dungeon discard pile. If you add it to the row, no refill happens until the row drops below six, and no dragon attack is triggered.
Only one or two replies address this, with no official ruling.
Yes — without "may" or "can" the effect is mandatory. Only Secret Tomes existed in the Clank line when this was answered.
Several players agree and nothing contradicts them; no official ruling.
No — the pack is meant for play after the campaign. The box warns against using it earlier, its characters are NPCs in the story, and its decks are stronger than the campaign expects.
Only one or two replies address this, with no official ruling.
Yes, as played by the posters' group: treat Evade like a reaction. Discard it when your cube is pulled, then draw a card to get back to five.
Only one or two replies address this, with no official ruling.
It is worth nothing alone; if you hold five tokens or cards each worth 7 or more points, it is worth 5 points. Tokens and cards combine toward the five.
Only one or two replies address this, with no official ruling.
Yes — each character's Burgle equivalent counts.
The designer explained the ability directly.
When you generate at least 3 Swords on your turn and Loyal Steed is in your discard pile, you may bring it into your play area. This can repeat on each qualifying turn.
Only one or two replies address this, with no official ruling.
Telepathy ignores one footstep or one monster icon on a single path for the turn. Invoke the Ur works as a react: when one of your cubes is pulled you may discard it to draw 2.
Not recommended — the pack is meant for normal Clank! or after the campaign. Its decks are stronger than the standard 10-card starter that the campaign relies on.