How to Play Clank!: Catacombs – Underworld

Dire Wolf, Lucrum Games, Origames · Board game · 2025
2–4 · best 3 45–90 min Weight 2.9/5
9.6 rating Ludopedia
8.2 rating BGG

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Step by step

Objective of the Game

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Preparation (Setup)

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Flow of the Game

Towers

When you start your turn in a tower room, you get a Boot.

Harpies

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.

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.

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.)

Actions and How to Play

Prisoners

  • 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.

Tokens

  • 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.)
  • 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).

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.
  • 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.)

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.
    • 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.

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.)

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).

Lairs

  • 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.
  • Lair of the Living Statues: Consulte o manual para detalhes sobre esta seção.

End of Game and Scoring

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Tips for Winning

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Rules manual

Official PDF file

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Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Clank!: Catacombs – Underworld?
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How do you set up Clank!: Catacombs – Underworld?
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How do you play Clank!: Catacombs – Underworld?
Prisoners 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. Tokens Soul Elixir: Immediately advance the Dragon marker one space along the Rage Track. You may use this token one time while…
How does Clank!: Catacombs – Underworld end, and how do you score?
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What are some tips for winning Clank!: Catacombs – Underworld?
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