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Expansions — Each card from a CLANK! IN! SPACE! expansion
can be identified by a watermark in its game text box. You may
use these to sort and remove cards when you wish to play
without an expansion.
Apocalypse! — The helmet of Lord Eradikus, viewed
straight on.
Cyber Station 11 — The face of Commander Preon.
G0/B-L1N — This card is printed with the Eradibot on the
reverse side. You begin each game with the G0/B-L1N side face
up. If the Lord Eradikus enemy card is defeated during the
game, you will flip the G0/B-L1N over to the Eradibot side.
Health Meter — Each player’s health meter has spaces to
mark 10 damage. The first damage cube should be placed on
the space with the heart icon, not next to it.
Hyperlift — You do not need Boots to use a Hyperlift or
Telepad. However, you suffer dizziness after using either, and
then can’t use any Boots until your next turn. You may use the
Hyperlift immediately upon reaching a Hyperlift space; you do
not need to wait for a future turn.
Hyperlift spaces are not considered to be “adjacent” to each
other. Any card that allows you to teleport to an “adjacent
space” (such as Don Uno) does not allow you to teleport from
one Hyperlift space to another.
Market — Buying from the Market is an action. Actions aren’t
normally limited to once a turn; you may buy more than one
item from the Market if you wish. (But not more than one of
the same item. Note that this limitation is different than in the
original CLANK!)
Memory Core — When you buy a Memory Core, place it in
your discard pile, just like all other cards you acquire. It does
nothing when you draw and play it (though it’s a great card to
discard when you need to, such as for the Fe-Lion).
Movement — Every path requires at least one Boot to move
through it. Any icons on a path note additional requirements to
move through it.
See also Plus, Secrets.
Playing Cards — A card provides everything on it each time
you play it: Skill, Swords, Boots, and text.
Any Skill, Swords, or Boots you don’t spend during your turn
are wasted. Skill, Swords, and Boots go into a single “pool”;
the resources from one card can be split up to take two or
more different actions.
You must play all cards in your hand during your turn. You
must also carry out all effects in the text of each card you play.
Example: Thunder Bug 1701 makes +1 Clank! and says that if
you have a power crystal: “You may trash any card in your play
area or discard pile.” Whether you trash a card or not; you still
must add the Clank!
Plus — Some cards have a plus sign attached to the Skill,
Swords, or Boots they provide. This is meant to point you to
the card’s text, which may provide more of the same resource
that the card has already given.
Example: Nibbling Beast always provides you one Sword when
you play it. In addition, if you play another Resistance faction
card on the same turn, its text provides you two more Swords,
for a total of three.
Power Crystals — You can only take a power crystal from the
Bank, not from an opponent.
You don’t need to “spend” a power crystal to activate a bonus
on one of your cards. Simply having the power crystal makes
such text work, on any number of cards in a single turn.
Installing Cyberware is an exception; you must spend a power
crystal to do so, as described in the rules of the Cyber Station
11 expansion.
When you pick up a power crystal, it instantly activates any
bonuses on your cards, even if you played them earlier in the
turn.
The power crystals are placed generally in the Bank, and are
not allocated “one to each power crystal space.”
See also Reward Spaces.
Psychic Pool — Turning the top card of the Adventure Deck
face up is not dealing it to the Adventure Row; any Arrive text
or Boss Attack is not triggered. The player who revealed the
card may acquire it for its regular skill cost (triggering any
Acquire text as per normal) or, if it is an Enemy, defeat it for its
regular Sword cost.
If the card is still face up on the Adventure Deck at the end
of the turn, ignore it. The next time you refill cards on the
Adventure Row, it will be the first card placed there. (Any
Arrive text or Boss Attacks will be triggered at that time.)
Reward Spaces — You pick up the reward printed on a space
every time you enter it, even if you enter the same space more
than once during the same turn. (Though for most cards,
having more than one power crystal will not benefit you.)
Savage Gorklar — Here’s how you make a friend (in CLANK! IN!
SPACE!, anyway): when you defeat the Savage Gorklar, put it in
your discard pile instead of the adventure discard pile. Later,
whenever you play the Gorklar, you draw two cards.
Secrets — Picking up a secret does not “end” your movement
for a turn; if you still have Boots (or the means to teleport), you
may keep moving. You pick up the secret when you first enter
the room. Any other actions you might choose to take in the
room (such as Hacking a Data Port) happen afterward.
If you enter a space with two minor secrets (picking up one)
and then exit the space, you may re-enter it later (on the same
turn or a later turn) to pick up the other one.
Setup — See Arrive.