Clank!: The Mummy's Curse

Dire Wolf, Renegade Game Studios, Devir · Board game · 2018
2–4 · best 3 30–60 min Weight 2.3/5
rating Ludopedia
7.9 rating BGG
STEP BY STEP

1. Objective of the Game

The adventure takes place inside the pyramids of the Ancients, where untold riches await but are fiercely protected by a Mummy guardian and a dragon. Players must navigate the tomb, avoid curses, and collect treasures. The exact victory condition is not detailed in the provided text; consult the manual for the official win condition.

2. Setup (Preparation)

  1. Place the board (either the new Mummy’s Curse board or another board). If using the Mummy’s Curse board, mark the four zones and place the Mummy marker in the space for the zone where the game starts.
  2. Place the new Mummy monster card in Reserve, next to the Goblin.
  3. Place the pyramid die next to the board.
  4. Place the Supreme Monkey Idol in the marked space on the board.
  5. Shuffle the Major Secrets (Mummy’s Treasure, Mummy’s Chalice) and Minor Secrets (two Scarabs) together with the original Secrets, then place them on the board. If there are not enough spaces, return any extras to the box without looking at them.
  6. Place the Market Board beside the board. Put all Market items on it, including the two Ankhs.
  7. Place the 24 Curse tokens in the Bank next to the board.
  8. Shuffle the 40 new The Mummy’s Curse cards into the Dungeon Deck. (For a first game, do not include cards from the Sunken Treasures expansion unless you wish to mix expansions.)
  9. All other setup steps are the same as in the base CLANK! A Deck‑Building Adventure rules.

3. Flow of the Game

Each player takes turns in the following order:

  1. Player Turn – The active player performs any number of actions (see Section 4). Actions may include moving, taking artifacts, buying items, or defeating the Mummy.
  2. End of Turn – After the player finishes, the empty spaces in the Dungeon Row are refilled with new cards from the top of the Dungeon Deck.
  3. Arrive Text & Mummy Movement – If any card that was just drawn has Arrive text that instructs to roll the pyramid die, do so. The result determines the zone to which the Mummy marker moves. If the Mummy moves to a new zone, every player currently in a room in that zone takes one Curse token from the Bank.
  4. Repeat – The next player takes their turn.

Players can defeat the Mummy during their turn if the marker is in the same zone as their current room. After defeating the Mummy, the player rolls the pyramid die to move the Mummy again, potentially causing additional curse penalties.

4. Actions and How to Play

During a turn, a player may perform the following actions:

  • Move – Travel to an adjacent room or tunnel. If the tunnel has one or more Curse icons, the player must take a Curse token from the Bank for each icon.
  • Take an Artifact – An artifact can be taken as an action during a turn, even if the player did not just enter the room containing it.
  • Buy a Market Item – Spend gold to purchase an item from the Market Board. Items include the Ankh (costs 7 gold, heals 1 damage, worth 7 points at game end) and other items listed on the board.
  • Defeat the Mummy – If the Mummy marker is in the same zone as the player’s current room, the player may use swords to defeat it:
    • Use two Swords: gain 4 gold and take one Curse token from the Bank.
    • Use three Swords: remove half of the player’s Curse tokens (rounded up).
    After defeating the Mummy, roll the pyramid die to move the Mummy again. If the Mummy moves, players in the new zone take a Curse token. A player may defeat the Mummy more than once during a single turn.
  • Remove a Curse – A player may remove a Curse token from themselves by returning it to the Bank. (Curses cannot be removed from opponents.)
  • Roll the Pyramid Die – This is required when moving the Mummy (after defeating it or when a card’s Arrive text triggers it).

Cards drawn from the Dungeon Deck may contain Secrets or other effects. When a Secret is found:

  • Mummy’s Treasure – worth 5 gold; roll the pyramid die and move the Mummy.
  • Mummy’s Chalice – worth 7 points; roll the pyramid die and move the Mummy.
  • Scarab – keep it; worth 3 points at game end; roll the pyramid die and move the Mummy.

5. End of Game and Scoring

The game ends when the end‑game trigger specified in the official rules is reached (the manual provides the exact condition). At that point, scoring is performed as follows:

  • Supreme Monkey Idol – worth 10 points.
  • Mummy’s Chalice – worth 7 points.
  • Scarab – worth 3 points.
  • Each Curse token a player holds at the end of the game subtracts 2 points from their score.
  • Gold is used during play to purchase items; it does not directly contribute to the final score.

Consult the manual for details about the exact end

Rules videos

In English

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