Posted 20 hours ago

Renegade Game Studios Renegade Games Studios RGS0594 Clank in Space Game, Multicolor, 31.12 x 8.26 x 31.12 cm

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If you make it to the cargo bay before taking one too many lasers to the face, you still get to add up your score because your allies will drag your loot-laden body to safety. I like the dungeon theme slightly more than space, but that won’t strongly sway me one way or another. So it’s not that the modularity does nothing, it absolutely does, I only wish it better integrated into the deck building too. The manual suggests the sneakiest player, but I recommend the player who most recently has gone to space! It gives you more to think about as you may be going back and forth to the modules to make sure you hack dataports in two of them.

Move your character around the ship, hacking the terminals to open your pathways and building up your deck with tools and allies to aid in your endeavours. None of this is explained and it wasn’t until I came to the forums did I find the answers to these questions. While I think “Stumbles” are important to have and should be difficult to get rid of (if there is no chance of you generating Clank, then the game becomes too easy), decks get pretty large and unwieldy. The player interaction is pretty low other than when you grab an artifact or major secret that someone else was eyeing.While you’re pushing your luck, they are deciding how to push theirs, and both of you meet in the middle. Many of them (like the Toxigenic Plague) refer to one of the new modules so you should definitely make sure that module is in play. The Monkey Bot 30000 lets you draw 3 cards, and that’s really good, but it also makes you add 3 Clank and that’s really bad.

Apocalypse is designed by Andy Clautice and Evan Lorentz with art by a number of people (Rayph Beisner, Ralph Beisner, Raul Ramos, Le Rastislav, Nate Storm, Franz Vohwinkel). where two to four adventurers attempt to acquire and build their own individual deck of cards during the game - these cards enable them to move through Lord Eradikus’ spaceship, attack enemy guards and procure new cards, all while trying to creep around the ship and avoid any false steps that will result in… Clank!

It’s kind of like turning in tickets at Chuck E Cheese… only with less microwaved pizza and screaming children. If they reach the end of their track before the end of the game, they are knocked out and are unable to complete the journey.

Over time you will end up adding more and more of your colored cubes based on how much noise you make, which is usually determined by the cards you play. Players start in the central hub, but once they get their artifact, they have to get all the way to the bottom of the station to get an escape pod. The dragon is now an angry alien robot, the ice caves have become security zones, the coins are credits, and the market has a key card instead of the key.

The artwork is playful, and the game is colorful, but the components still look relatively realistic between the credit chips, market items, and spaceship board. Many of the games’ cards, including those two infuriating stumbles in your deck, force you to add “clank”. You might try to keep an eye on what adventure cards they want, not just to potentially hate draft them, but to figure out what their plan is. The average player probably wouldn’t realize the significance, but that’s part of its brilliance, it just works, so that you never have a reason to think about what’s behind the curtain in the first place. This slows you down in the early game, limiting the sprint in and out strategy of the original, by requiring you to hack two of the green terminals spread throughout the modules (done simply by moving into the space with them).

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