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Full rulebook
Browse the manual or download the original PDFFull manual text available to read Open text
Faithful
Immediately take 1 undercoin from the Bank.
Also worth 1 point at the end of the game.
Haunted Myrmidon
Immediately take a Ghost cube from the Bank and
place it in the Clank! area. Each turn that you’re in
the Underworld at any point (including the turn on
which you free this prisoner), you gain 1 Sword.
Also worth 1 point at the end of the game.
Soul Elixir
Immediately advance the Dragon marker one space
along the Rage Track. You may use this token one
time while in the Underworld to heal 2 damage. It is
not a Prisoner for any purpose. (Keep until you use it,
then return it to the box.)
Underworld Market Items
These can only be bought from a market room in the Underworld.
Blood Amulet
This item is the same as the Blood Amulet in CLANK!
Catacombs (though it can only be bought in the
Underworld). You must have at least 5 damage to buy it.
When you buy it, immediately heal 2 damage.
(Also worth 7 points at the end of the game.)
Boots of the Wind
Each turn (including the turn in which you buy this
item), you gain 1 Boot.
(Also worth 1 point at the end of the game.)
Gauntlets of Destiny
When you buy this, immediately draw three cards from
the fate deck. Choose one to keep, then return the
other two to the bottom of the fate deck. Your fate card
limit is increased to two.
(Also worth 6 points at the end of the game.)
Jester’s Cap
At the end of the game, this is worth 7 points for each
Stumble card you have. It also counts as a crown. Corbin has the Jester’s Cap. He scores 6 points for The
Empress fate card at the end of the game, because the Cap
counts as a crown.
River Boat
For the rest of the game, every time you trash a card,
stack it under this item. When counting your score at
the end of the game, count those cards as if they were
part of your deck (for their own points and any other
effects). In addition, River Boat is worth 8 points, plus
an additional point for every card in its stack.
River Lamp
When you buy this, immediately take three undercoins
from the Bank. (Also worth 5 points at the end of the game.)
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Darkiron Ingot
You may use this token one time while buying an Underworld market item to pay 3 less Gold.
(Keep until you use it, then return it to the box.) If you don’t use it, it is worth 2 points at the end of the game.
Potion of Hope
Use during your turn to gain 1 sword. If you’re in the Underworld, you also gain 1 Boot.
(Keep until you use it, then return it to the box.)
Underworld Chute
You may use this token one time while you’re in a room that isn’t in the Underworld. (Keep until you use it, then place it in the room where you used it.) It becomes an underworld chute that any player may use to descend to (but not return from) the Underworld. If you don’t use it, it is worth 1 point at the end of the game.
Book of the Dead
Keep this token until the end of the game. At that time, it is worth 5 points, and also becomes a Secret Tome (it counts when scoring an Imp Assistant).
Greater Potion of Hope
Use during your turn to heal 1 damage (or 2, if you’re in the Underworld) and gain 1 Boot.
(Keep until you use it, then return it to the box.)
Undercoin Cache
This token counts as 4 undercoins. You may keep it until the end of the game or spend it normally (getting change from the Bank as needed).
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Lost Chambers Aegis Shrine
If you have a cube in this lost chamber, then when a Ghost would deal damage to you, you may return that cube to your personal supply to prevent that damage. Although you may have only one cube in the Aegis Shrine at a time, if you remove it to prevent damage, you may place a new one by visiting the room again.
Altar of the Haunted
There is only one space to place a cube in this lost chamber. To do so, you must trash a trophy from your personal supply. You then take 2 Gold from the Bank. You may also take an artifact from any room in the dungeon. (You may still only carry one artifact unless you have a Backpack.)
Bizarre Bazaar
Each of the four spaces in this lost chamber is a unique “stall” offering a specific “purchase” when you place your cube. To do so, you must either spend 3 Gold (returning it to the Bank) or trash a trophy from your personal supply.
The four stalls and their offerings are:
Mystic Stew — Heal 3 damage.
Magic Ointment — Trash a card in your play area or discard pile. Also draw a card. You may do these things in either order.
Display Case — From the Dungeon Row, acquire a card, use a device, or defeat a monster (without paying Skill or Swords).
Stolen Goods — Take an item from the Market Board (without paying additional Gold).
Remember that you can’t voluntarily take damage if you have no cubes in your supply, or if doing so would completely fill your Health Meter. In these situations, you can’t enter Medusa’s Lair.
While you have Medusa as a trophy, you ignore tunnel monsters (in addition to the point it gives you for the end of the game).
Umbrok Vessna’s Hoard
When you enter this lost chamber, take 5 Gold from the Bank and make +2 Clank! (You stealing from the hoard has caught the attention of the dragon.)
When you either take the artifact or pick the chest in this lost chamber, you choose one of the other two rooms on this tile and immediately teleport there.
No cubes are placed in this lost chamber.
Temple of Gold
To place a cube on one of the pillars adjoining this lost chamber, you must be in a Wayshrine (the one on this tile, or any other Wayshrine in the dungeon). This cube placement requires you to make a “donation” of some amount of Gold from your personal supply (returning it to the Bank). You then receive the indicated reward. You may only donate to the Temple of Gold once.
The four donations and their rewards are:
— Heal 1 damage and take a Lockpick from the Bank.
— Heal 2 damage.
— Heal 1 damage and take a major secret at random from the Bank.
— Heal 1 damage. You may also take an artifact from any room in the dungeon. (You may still only carry one artifact unless you have a Backpack.)
If a donation provides you with more than one reward, you do not have to be able to take them all. For example: you could donate 2 Gold to take a Lockpick even if you have no damage to heal, or you could donate 8 Gold to heal damage even if you are unable to take an artifact.
Towers
When you start your turn in a tower room, you get a Boot.
Magic Barriers
When a tunnel is marked with a magic barrier, you can’t move through it using Boots if you have an artifact. (However, you may teleport through the tunnel even if you do have an artifact.)
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When you discover a new tile
with a harpy room, take a harpy
token from the Bank and place it
in that room.
When you enter a room with a harpy token, you
must immediately fight it (using 2 swords) or take 1
damage.
When you defeat a harpy token, you receive two
benefits:
1. Take it as a trophy,
2. Take one undercoin from the Bank for each
harpy trophy you have (including the one you just
defeated).
You do not take additional damage if you remain in
a room with a harpy token, but you may choose to
fight it on the same turn or a later one (even if you
did not fight the harpy when you first entered).
Remember that you can’t voluntarily take damage if
you have no cubes in your supply, or if doing so
would completely fill your Health Meter. In these
situations, you can’t enter a harpy token’s room.
Harpies Fate Rooms
The first time you enter any fate room,
draw three cards from the fate deck.
Choose one to keep, return the other
two to the bottom of the fate deck.
You may have only one fate card per
game (though the Gauntlets of Destiny
market item allows you to have one
more).
9 Combining with Lairs and Lost Chambers
You may combine this expansion with CLANK! Catacombs: Lairs and Lost Chambers.
Treat the Underworld Guardian marker and reference card together as a single trophy. The harpies
(both the tokens, and the Harpy Matriarch) are also trophies. All of these are used like other
trophies in Lairs and Lost Chambers.
Each fate room is a lost chamber (as marked by their golden walls), and thus is affected by cards
like Silver Arch and Swap Meet. The Underworld Guardian’s room, however, is not a lair. (Antimagic
properties there prevent the Silver Arch from taking you there.)
Lair of Medusa
When you enter this lair, you must
immediately either fight Medusa or
turn to stone (take 2 damage). You
do not take additional damage if you
remain in the lair, but you may
choose to fight on the same turn or a
later one (even if you did not fight
Medusa when you first entered).
Lair of the Sphinx
While you’re in this Lair, you have
two different ways to defeat the
Sphinx: use 4 Swords to fight it, or
pay 7 Skill to solve its riddle.
Lairs
Lair of the Living Statues
Underground Lakes
When you enter an underground lake
room, you may immediately trash a
card in your play area or discard pile.
As with other rewards you receive
from entering a room, you may do
this only once each turn per
underground lake room.
Pit Traps
The first time each turn that you enter a Pit Trap room, you must either:
• Fall In: Take 1 damage, and you also cannot spend any more Boots for the
rest of the turn. (You can still move
using a teleport.)
• Evade the Trap: Trash a non-Stumble card from your hand. (Because it must come from your hand, you may
find it wise to discover any new tiles during your turn
before playing all your cards. Otherwise, you must Fall In.)
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