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The key takeaways are that this is a legacy game where your choices permanently affect future games, and the campaign tells a continuing story over 10 or more games. You will modify components like adding stickers and will have to carefully follow the instructions in the Book of Secrets.

Contract cards are cards that can be acquired during a previous game or revealed at the start of a new game by the Prologue passage. They are placed above the game board and may have special instructions to follow at the start of the game.

The Cardporium contains cards that get added during the campaign, and the Sticker Sheets contain stickers used to modify game components. Both are not opened until instructed by the Book of Secrets.

PLEASE READ THIS PAGE BEFORE LOOKING AT ANYTHING ELSE IN THIS BOX!

CLANK! Legacy: Acquisitions Incorporated is a legacy game. (It’s right there in the name.) Choices you make while playing can affect the next time
you play. You will make permanent changes to the components: adding stickers to them, writing on them with a marker (provided by you), or even
destroying them (seriously, ”destroy” means to permanently remove something from this copy of the board game, never to be used again).
A campaign of at least 10 games tells the continuing story of you and your friends building your own Acquisitions Incorporated franchise.
Your decisions will result in a unique copy of this board game—a personal setting for further play.
For the best experience, and to preserve the surprises of the campaign, take special care with the following:

We strongly suggest that more than one player read this Rulebook, to help
ensure all rules are followed correctly.
You should also check for any rules updates and answers to Frequently
Asked Questions in the FAQ document at:
clankacqinc.com/faq
If you have played the original CLANK! A Deck-Building Adventure,
look for this symbol on the bottom of some pages. It highlights key
rules differences from that game.

Don’t open the following components yet!

The Book of Secrets contains the campaign The Sticker Sheets (hidden inside the Sticker
story. During play, you’ll be asked to read Sheets envelope) are used to modify game
numbered Passages from the book (aloud, components during the campaign.
to all players). You can designate one reader
Some stickers get applied to this Rulebook.
or take turns, though each Passage (and any
The Cardporium contains cards you’ll add Some rules here are contained in boxes you
decisions it presents) is directed at the player
during the campaign. Before your first game, will cover later with revised rules. Other boxes
who caused it to be read.
open the box, remove the shrink wrap from are empty now, to be filled in with brand new
When you read a Passage, read it completely. each group of cards, then put them back rules. Whenever you add a rules sticker, read
If you stop in the middle to do something it without shuffling or looking at them. it aloud to all players.
tells you, make sure you go back and finish.
Each card has a unique number along the
right edge. (They should be in numerical
This Rulebook will tell you when to order.) Use the numbers to find specific The Book of Secrets will tell you
cards without looking at any others.
use the Book of Secrets. when to use the Cardporium
Whenever you fetch a new card, read it
Read the Book of Secrets only when aloud (or show it to all players) before placing
and Sticker Sheets.
directed to. Avoid reading anything it where the Book of Secrets instructs. Avoid looking at anything but the specific
but the specified entry. cards and stickers identified by the Book.

Ready to play?
Follow the Setup instructions on the next two pages.
Setup

1) Read the Game Prologue and Contracts R1


Identify the current game of your campaign on the Mission Reports
document. Read aloud the specified Prologue Passage within the Book of
Secrets. Carry out its instructions, which will include telling you which
side of the board to use this game. (The Overworld side is shown in the
example at the right.)
If you have any Contract cards (either remaining from a previous game,
or revealed in the Prologue Passage you just read), place them in a
Contracts row above the game board. Read them aloud, and carry out
any instructions for the start of this game.

2) Place Your Patron R2


If the Prologue Passage gave you a Patron card to use this game,
read the card aloud and place it in the Reserve next to the board.
Note that its instructions may modify these Setup rules.

3) Place Your Franchise Board


Place the Franchise Board below the game board. You will add stickers
to it during the campaign, providing permanent abilities that will affect
your game (and which may modify these Setup rules).

4) Create the Bank


Create a Bank next to the game board, containing the
Gold tokens (valued 1 and 5).
Shuffle the minor secret tokens face down and add them to the
Bank.

R3

R4

5) Prepare the Dragon Bag and Rage Track


Place all the black cubes in the Dragon
Bag, and set the bag next to the game
board. (There are 24 black cubes at the
start of the campaign.)
Place the Dragon Marker on the Rage
Track.
• In a 4-player game, place it on the
first space.
• In a 3-player game, place it on the
second space.
• In a 2-player game, place it on the third space.

2
6) Stock the Reserve and Adventure Row 8) Take Your Deck Box
Add the Cultist monster card to the Reserve row next to the board, along Each player takes a deck box. If this is the first game of the campaign,
with the piles of Mercenary, Explore, and Mysterious Tome cards. they should write their character’s name on the box. During the
campaign, players should use the same box for each game.
The remaining cards are the Adventure Deck. Shuffle them and deal six
cards to form the Adventure Row, face up on the table. From their deck box, each player takes 30 Clank! cubes of their player
color, forming a personal supply in front of them. They also take the disc
Certain cards cannot be part of the Adventure Row at the
of their color from their deck box, select a player figure, attach the disc
start of the game. If you reveal any Event cards or any cards
to its base, then place the figure on the HQ space along the top edge of
that have the Dragon Attack symbol along the right edge, set
the game board. Lastly, they take a 10-card starting deck, shuffle it, and
them aside and replace them with another card. Once you
place it face down in front of them.
have six legal cards, shuffle any cards you set aside back into
the Adventure Deck.
Leave room next to the Adventure Deck to form an Adventure discard
pile during the game.

7) Place Remaining Tokens Around the Boards


Place the Mug tokens near the HQ space, one for each player. Each deck contains the following: R8
• 6 Burgles • 1 Sidestep
Shuffle the major secrets face down. Place one at random on • 2 Stumbles • 1 Scramble
each major secret space, then place any extras face down next to
the board (in the Bank, separate from the minor secrets).
Place the mystic fruit on their marked spaces, with the R9
“unexpended” (whole fruit) side face up.

Place the various Artifacts face up on the spaces marked with


their corresponding values. (Not all of them are used in every
game. Return artifacts without a space to the box.)
9) Determine Player Order and Add Starting Clank!
Choose a player at random to take the first turn of the game. Play will
proceed clockwise from there. The first player places 3 of their Clank!
cubes in the Clank! Area of the Franchise Board (the banner on the right
R5 side). The second player places 2 Clank! If there are additional players,
the third player places 1 Clank! and the fourth places none.

10) ??? R10


This step of the setup will be revealed during the campaign.
R6

R7

Place the market items in the Market Area of the Franchise Board.
(The different market items are listed on the back cover of this
Rulebook.)

11) Draw Opening Hands


Each player draws five cards from their shuffled deck. The starting player
begins their first turn.

New components that were not a part of CLANK! A Deck-Building Adventure


are used in steps 1, 2, 3, and 7 of Setup. In step 4, minor secrets are placed in
the Bank instead of on the board. (Major secrets are placed on the board,
though extras are put in the Bank.) Event cards can’t be part the starting
Adventure Row you create in step 6.

3
The Goal of the Game
Put simply, you have two goals in each game (whether you’re playing the campaign or not):
• Retrieve an Artifact token and escape death (by returning your franchise headquarters).
• Beat your opponents’ scores to be declared Most Valuable Employee.
But it’s actually not quite as simple as that.
For one thing, CLANK! Legacy: Acquisitions Incorporated is a deck-building game. Each player starts with their own small deck containing the
same cards, but they’ll acquire different cards during their turns. Because cards can do many different things, each player’s deck (and strategy)
will become more and more different as the game unfolds. Developing your deck (and strategy) is a key to success.
Also, CLANK! Legacy: Acquisitions Incorporated is a legacy game. (Again, it’s right there in the name.) You’ll play several games in an ongoing
campaign. During this campaign, you’ll accept a variety of contracts to promote your franchise and the greater reputation of Acquisitions
Incorporated. Players can cooperate in this to some extent, making decisions as a group, dividing up exploration, and foregoing actions that
might make things harder for each other. Or you can be as cutthroat as you like, looking out for yourself first and foremost. (The health of the
franchise will surely follow. It employs someone as wonderful as you, after all.)

Taking Your Turn


You start each of your turns with five cards in your hand. The one Cards also often generate gold, Clank!, and card draws:
requirement of your turn is that you must play all your cards before GOLD. Whenever you gain Gold, take it from the Bank
ending it, but you may play them in any order you choose. Cards you play and put it in front of you. Each Gold is worth 1 point
go to a “play area” in front of you, where they remain until the end of when the game ends, but you can also use it during the
your turn for easy reference. game, such as for the Buy From a Market action.
Most cards produce the resources you need to take actions. There are a CLANK! Whenever you make Clank! (for example: “+1 Clank!”),
variety of actions you can take during your turn, described in the Actions add that many cubes from your personal supply to the Clank!
section on the next page. You may take each action as many times as Area of the Franchise Board. (If your supply is empty, you skip
you like, so long you have the resources required to do so. You can wait this.) It’s also possible to remove Clank! For each negative Clank!
to take actions until after you’ve played all your cards, or take actions you get, remove one of your Clank! cubes from the Clank! Area.
between your card plays if you prefer. If you don’t have enough there, you can still remove Clank! later
Most cards produce one or more of the following resources: if you add any later on in the turn. Any leftover negative Clank! is
lost when your turn ends.
SKILL, used primarily for the Acquire a Card action. CARD DRAWS. Whenever you get to draw one or more cards,
draw from your own deck, not the Adventure Deck. Whenever
SWORDS, used for the Fight a Monster action (and you need to draw a card and have none remaining in your deck,
sometimes as part of the Movement action). shuffle your discard pile (without adding any cards currently in
your play area) to form a new deck.
Some cards have effects that depend on things you have, or things you
BOOTS, used primarily for the Movement action.
have done during your turn. (Some are detailed later in the Card Effects
section.) You get a card’s effects regardless of the order in which you
Skill, Swords, and Boots pool as you generate them, so you may play play your cards.
multiple cards to gather the resources for one action. You may also
Freelance Fighter says “If you have another companion in your
split the resources made by one card to take multiple actions. Any Skill,
Swords, or Boots you don’t use during your turn are wasted, so try to play area, + .” You get the Swords whether you play the other
make them count! companion before or after the Freelance Fighter.
Herbology says “If you have any mystic fruit, + .” If you pick up
a mystic fruit token after playing Herbology, you still get the extra
Skill.
Once you’ve played all of your cards and taken all the actions you wish,
declare the end of your turn. (See the Ending Your Turn and Dragon
Attacks section for details.)

4
Actions

Acquire a Card Buy From a Market


You can use Skill to acquire cards with blue banners from the Adventure If you’re on a Town space, you may buy a token from
Row. the Market Area of the Franchise Board.
The Skill Cost of a card is found in its lower right corner. Once All items are available in each town, each for a cost
you pay the cost, place the card in your discard pile. It does of 7 Gold. Place each item you buy in front of you,
nothing now, but you’ll have the chance to draw and play it in your play area. You may possess only one item of
later once you reshuffle your discard pile to form a new deck. each type (but as with all actions, you may take the
Do not immediately replace a card taken from the Adventure Row with a Buy action more than once in a turn, buying different
new one from the Adventure Deck. items).
You may also acquire cards with yellow banners from the Reserve. These Items available at the Market are described on the back of this Rulebook.
cards are the same in every game. The supply is limited, and can be
depleted if players acquire enough cards from the Reserve.
Hire a Coach
If you’re on a Coach space, you may hire a Coach to
Fight a Monster relocate to any other Coach space on the board.
Monsters are the cards with red banners in the Adventure Row. Instead Hiring a Coach always requires one Boot. You may
of acquiring them with Skill, you fight them using Swords. also need to spend Gold: the total amount of Gold
The Swords required to defeat a monster are found in its shown on both the departure and destination Coach
lower right corner. spaces. (For example: if your departure Coach space
shows 3 Gold and your destination Coach space shows 5 Gold, you must
When you fight a monster in the Adventure Row, you spend 8 Gold total to make the move.)
gain the reward listed in its DEFEAT text. Then the card is placed in the
Adventure discard pile (not your own discard pile). Do not immediately
replace it with a card from the Adventure Deck. Take an Artifact
You may also fight the Cultist in the Reserve. It is not discarded when If you’re on a space with an Artifact token, you may pick it up and place
defeated; each player may fight it multiple times each turn, earning its it in your play area. Unlike other tokens described later in the Board
reward each time. Features section, you do not have to pick up an Artifact when you first
enter the space.
You can’t take an Artifact token if you already have one. Once you’ve
Movement picked one up, you’re stuck with it. Choose carefully! You might want to
Boots are how you traverse the board. Each Boot lets you move pass up one Artifact to go after a more valuable one elsewhere.
along one path to a new space. (Many spaces have special When you take an Artifact token, move the Dragon Marker up one space
properties, described in the Board Features section.) along the Rage Track. Once you have an Artifact, you should try to make
All paths require at least one Boot. Some paths have additional your way back to the HQ space at the top of the board.
requirements and rules:
• A path marked with Footprint icons requires two or
three Boots total, as shown.
Some of these are “mountain paths” (marked in grey
stone). Some tokens can interact with this; otherwise,
it has no additional effect.
• A path with Monster icons deals one damage to you for
each icon when you move through it. (See the Health and
Damage section for details.) For each Sword you spend,
you prevent damage from one icon. You don’t have to use
Swords to move through a Monster icon.

R11

• You cannot use a path across open water (marked with the
Canoe icon) unless you possess a Canoe token (purchased
from the Market).
• A one-way path is shaped like an arrow, and can only be used in the
direction of that arrow. You can’t move through it in the opposite Three Footprint and Canoe icons described under Movement
direction. are new, as is the Hire a Coach action. Also note that Taking
• Some paths on the board lead nowhere—there are no spaces on the an Artifact is an action you can take at any point in your
other side of the path. You can’t move along these paths. During the turn—you can do it as long as you remain in a space with an
campaign, you’ll be able to use them once you add destinations to artifact, and don’t have take it when you first enter.
the ends (as directed by the Book of Secrets).

5
Board Features
Coaches Magic Circles
A Magic Circle is not a space itself, but a feature marked on the
While you’re on a Coach space, you may take the corner of some spaces on the board. Some cards have text
Hire a Coach action described in the Actions section. allowing you to interact with a Magic Circle; otherwise, they
have no effect.

Rewards
Some spaces on the board give you something when you enter them.
You don’t have to end your turn there, but you only get these things once
each turn; you must re-enter the space on a later turn to receive the
thing again. (You may enter more than one space of the same type during
a single turn, receiving something from each one.)
The things you can receive from a space include:

Minor Secret — Take one minor secret at random from the


Bank and reveal it. The effects of the minor secrets are
described on the back of this Rulebook.
Major Secret — Take the major secret token from the space
R12 and reveal it. If the token from your space was previously
taken, you do not get to take one from the Bank. The effects of
the major secrets are described on the back of this Rulebook.
Mystic Fruit — Take one mystic fruit token from the space
and put it in front of you with the “unexpended” (whole fruit)
side face up.

Card Draw — Draw one card from your deck.

Gold — Take the amount shown from the Bank.

Healing — Heal 1 damage. (See the Health and Damage section


for details.)
Forests
R13
When you enter a Forest (or Mushroom Forest) space,
you become exhausted. You cannot spend any more
Boots on the Movement action for the rest of the turn.
You may still spend Boots for other purposes (for
example, to complete a Contract requiring Boots).
You can still move via Teleport (described in the Card
Effects section). However, even if you do, you remain R14
exhausted and can’t spend Boots on the Movement
action this turn.

HQ
The space you start from each game is your HQ.
Returning there with an Artifact is the goal of the
game. (See the Game End and Scoring section.)
Once you leave HQ, you cannot return empty
handed; you must take an Artifact from somewhere
on the board before you return.

6
Towns

While you’re on a Town space, you may take the Buy


From the Market action described in the Actions
section.

R16
R15

Waypoints
A Waypoint is any space on the board marked with a number.
20 The number refers to a Passage in the Book of Secrets. When a
player enters such a space, pause their turn and read the
corresponding Passage in the Book. (They resume their turn afterward.)
Some secret tokens (major and minor) may present additional Waypoints.
These work the same way; pause your turn when you find one, and read
the corresponding Passage in the Book of Secrets.

Forests work like Crystal Caves from CLANK! A Deck-Building


Adventure. Towns work like Markets. Other Board Features are
new, so you should read this section in full.

7
Card Effects
Acquire
A card’s Acquire text is carried out
one time, the moment you acquire it
R18
from the Adventure Row (not when
you play it later from your hand).

Arrive
A card’s Arrive text is carried out
immediately when the card is
revealed in the Adventure Row R19
(before any Dragon Attack that may
also have been triggered by refilling
the Row). If any cards with Arrive text are in the Adventure Row at the
start of a game, carry out that text before the first player takes their
turn. Plus
Some cards have a plus sign attached to the Skill, Swords, or Boots they
Danger provide. This is meant to point you to the card’s text, which may provide
For each Danger card in the more of the same resource that the card has already given.
Adventure Row, you pull an Example: Freelance Cleric always provides you at least 2 Skill.
additional cube from the Dragon Bag Its text says: “If you have another companion in your play
during each Dragon Attack. area, + .” This makes for a total of 4 Skill when you have
another companion in your play area.
Discard
Some cards allow you to discard a card. You can only discard cards in
your hand that you haven’t played yet. The card does not have its normal
effect, which means discarding can be a useful way to get around cards
that generate Clank!
If you’re asked to discard a card to get something, you must actually
discard a card to get it. R20
Example: Consultant says “You may discard a card to draw two cards.” If
you don’t have a card in your hand to discard, you don’t get to draw two
cards.

Each Player
Most of the time, when “each player” is required to do a thing, the order
will not matter. In the rare case that it does (for example: when taking a Teleport
limited resource), begin with the player taking (or ending) their turn and
proceed clockwise. (Ignore players who have escaped or who have been Teleportation is a special form of movement that takes you directly from
knocked out; see the Game End and Scoring section for more details.) one space to another. No Boots are required for this move (though you
remain exhausted if you entered a Forest space this turn).
Often, teleporting takes you to an “adjacent space”: one connected by a
path to your current space. You ignore any icons along that path, and can
even teleport against the arrow of a one-way path.

R17 Trash
Some cards and tokens can cause you to trash a card. This removes the
chosen card from your deck entirely, which is a great thing to do to the
relatively weak cards that make up your starting deck. When you trash a
card, place it in the game box.
Note that trashing a card is not the same as destroying it! Trashing is not
permanent; at the end of the game, return a trashed card to the place it
originally came from (a player’s starting deck, the Adventure Deck, etc.),
to be used again in your next game.

Take care not to confuse “trash” with “destroy.” Trashing is the


same as in CLANK! A Deck-Building Adventure, and is not
permanent. In the campaign, you will destroy cards,
permanently removing them from your copy of the game.

8
Ending Your Turn and Dragon Attacks
Once you’ve played all of your cards and taken all the actions you wish for your turn, you simply declare the end of your turn. You then do the
following, in order:

1) Resolve Contracts 4) Check for a Dragon Attack


If you’ve fulfilled the conditions of any Contracts that resolve at the end If any of the new cards just added to the Adventure Row has a
of a turn, do as they say. (Contracts are described in more detail later, in Dragon Attack symbol, the dragon Malathrex attacks! (See the
the Contracts section.) next section, Dragon Attacks, for details.) The dragon attacks
only once, no matter how many Dragon Attack symbols were
revealed. Also note that only new Dragon attack symbols
cause an attack. Cards that remain in the Adventure Row for
2) Clear Your Play Area and Draw a New Hand multiple turns do not repeatedly trigger attacks.
Put all of the cards from your play area into your discard pile. Keep this
To execute a Dragon Attack, take all of the cubes in the Clank! Area
discard pile face up, to easily distinguish it from your deck.
and put them in the Dragon Bag. Shake it up and draw a number of
Draw five new cards from your deck in preparation for your next turn. cubes from the bag equal to the number shown in the Dragon Marker’s
(In the rare case that you already have cards in your hand as a result of current space of the Rage Track. Each black cube drawn is set aside, but
resolving a Contract, draw five more cards for your next turn.) each colored cube represents damage dealt to that player. (Undrawn
cubes remain in the bag—they might still be drawn out later.) The more
Clank! you make, the more likely the dragon is to notice and attack you.
Managing your noise level is key to survival!
3) Refill the Adventure Row
If there are fewer than six cards in the Adventure Row, refill the empty
spaces with new cards from the Adventure Deck. (The Adventure Row
should have no empty spaces at the start of the next player’s turn.)
R21
• If you reveal an Event card while refilling the Adventure Row, carry
out its effects immediately, discard it to the Adventure discard pile,
then continue refilling the Adventure Row.
• If there are already more cards than you need in the Adventure
Row (due to instructions from a card or the Book of Secrets), leave The dragon’s rage level increases throughout the game. Every time an
the Row alone. Artifact is picked up, and whenever a Gold Dragon Egg (a type of minor
secret) is discovered, advance the Dragon Marker one space along the
• In the rare case that there aren’t enough cards in the Adventure
Rage Track. This may cause more cubes to be drawn in the next attack.
Deck to fill the Row, reshuffle the Adventure discard pile to form a
The more cubes being drawn, the deadlier the game becomes. Tread
new Adventure Deck.
carefully!
In the rare case that the Dragon Bag is empty after an attack, the game
ends immediately—all remaining players are knocked out.

Health and Damage


Each player’s health is tracked on a Health Meter on the left side of the Franchise Board. When you take damage during the game, place
your cubes on the Health Meter of your color, starting on the lowest space.
• If the damage came from a Dragon Attack, use the cubes that were pulled from the Dragon Bag.
• If the damage came by some other means, take the cubes from your personal supply. You can’t voluntarily take damage this way (for
example, moving along a Monster path without a Sword) if you have no cubes in your supply, or if doing so would completely fill your
Health Meter!
Some effects can heal damage you’ve taken. When you heal, take back a cube of your color from your Health Meter and put it in your
personal supply. You can use it again later for more Clank!
If your Health Meter is ever completely filled, you are knocked out. (See the Game End and Scoring section.)

There is an order to the steps you take when ending your


turn. Step 1 (Resolve Contracts) is completely new. Step 3
(Refill the Adventure Row) now includes dealing with Event
cards. Also, the game ends immediately if the Dragon Bag is
ever empty after an attack.

9
Example Turn
The green player takes her turn by playing the following cards:

She carries out the text on her cards as she plays them, adding 1 Clank!
to the Clank! Area for her Stumble, then removing it when she plays
Fancy Disguise. (She has another -1 Clank! left over from Fancy Disguise,
which she could use later in the turn if she were to make more Clank!)
She has a total of three Boots. She uses two of them to move along two
separate paths, but then enters a Forest space. She can’t spend any more
Boots to move this turn, so she ignores her third Boot.
Because she is now on a Forest space, she can defeat a Dryad in the
Adventure Row. She uses her two Swords to do so, gaining 2 Skill
( from the Dryad’s DEFEAT text). She then places the monster in the
Adventure discard pile.
She now has a total of 5 skill (3 from the cards she played, and 2 more
from the Dryad she defeated). She uses her 5 Skill to acquire a Sales Call
from the Adventure Row, placing the card in her own discard pile.
(She has just acquired the card; she won’t get gold or Boots from it until
she reshuffles her discard pile, draws the card, and plays it.)
Having played all cards in her hand and used all the resources she
can, the green player announces the end of her turn. She has fulfilled
no Contracts this turn, so she just puts all the cards she played in her
discard pile, then draws five new cards for her next turn.

Next, it’s time to refill the Adventure Row. There are only four cards there after the green player’s turn, so two cards are now revealed
from the top of the Adventure Deck to fill the empty spaces. One has a Dragon Attack symbol, triggering an attack this turn.

All the cubes in the Clank! One cube is black; it is set aside,
Area are placed in the Dragon affecting no one. The second is green,
Bag. The Dragon Marker is so the green player takes 1 damage.
currently on the fifth space of The last two cubes are both yellow, so
the Rage Track, so four cubes the yellow player takes 2 damage.
are drawn from the bag.

10
Contracts
During the campaign, the Book of Secrets will instruct you to take Contract cards from the Cardporium and place them in a Contracts row
(above the Reserve). Contract cards are used during the campaign to represent your work for Acquisitions Incorporated. They are never
shuffled into the Adventure Deck or into any player’s deck.
Some Contracts show a number at the top, matching the number of the Waypoint that brought
the Contract out of the Cardporium. This serves as a reminder that the story surrounding this
Contract is already in progress; you do not repeatedly read the Book of Secrets every time a
player enters the space with that number.
To complete a Contract, you are usually required to meet certain conditions and/or pay certain costs described in its text. Any player may do
this as specified, often at the end of their turn.
• Completing a Contract usually directs you to read a Passage from the Book of Secrets, and may give you some reward. Remember to
always read each Passage completely. If you stop in the middle to do something it tells you, make sure you go back and finish.
• Some Contracts present more than one way to complete them. You must choose just one of the options.
• Some Contracts can be completed only during a game on one particular side of the board: Overworld or Underworld. During setup, you
may put aside any Contracts that can’t be completed on the current side of the board, bringing them back in an appropriate future game.
• Some Contracts require you to travel to a particular space on the board. You may use the Waypoint destination tokens
to mark these spaces.
When a Contract card is complete, you may destroy it. You will never need it again.

Individual Campaign Progress


On the outside of each player’s deck box are two ways to track individual progress during the campaign: Associate Status and Personal Goals.
Associate Status is a measure of your standing in Acquisitions Incorporated. It’s a track you fill in by earning Checkmarks of Grudging
Approval. Checkmarks can be earned in many ways, including the rewards of a fulfilled Contract, Passages in the Book of Secrets, and
employee reviews at the end of a game. Each time you earn a Checkmark, use a marker to check off the next empty space of your Associate
Status track. You may notice the track is divided into sections. This is explained later (along with employee reviews) in the End of a Campaign
Game section.
Personal Goals are a list of tasks unique to each player. Whenever you complete one, use a marker to fill in one of its boxes. It is the nature
of some Personal Goals that you can complete them more than once per game. (For example: “Take a major secret.”) Whenever you fill in a
complete row of Personal Goals, you earn a Checkmark of Grudging Approval (as described above).

This page describes entirely new features of CLANK! Legacy:


Acquisitions Incorporated. You should read it in full.

11
Game End and Scoring
A game ends when all players have gone “off the clock.” There are two ways a player can do this:

You voluntarily go off the clock when you You’re involuntarily taken off the clock
escape. This happens when you arrive at the when you’re knocked out. This happens
HQ space with an artifact. when your Health Meter is full (as detailed

{
Finish taking the rest of your turn, then before in the Health and Damage section).
refilling the Adventure Row, remove your Lay your figure on its side.
figure from the board and all your Clank! cubes If you didn’t pick up an Artifact yet, or if
from the Clank! Area. Also take one of the your figure is in the Danger Zone of the
Mug tokens near the HQ space; it is worth an board, well… that’s bad for you. Instead
additional 20 points! of counting your score
as described below, you Danger
score 0 points. (There are
additional effects if you’re
Zone
playing the campaign; see the
End of a Campaign Game
section.)

Once a player is off the clock (by either means), they stop taking regular game turns. From then on, they add no more Clank! to the Clank! area.
Cards that affect all players don’t affect them. They take no damage from cubes drawn from the Dragon Bag. They neither draw nor play cards,
and they take no regular game actions.
Instead, whenever a turn comes for a player who is off the clock, they take all the cubes in the Clank! area and put them in the Dragon Bag.
They shake the bag up and, ignoring the Dragon Marker’s current space on the Rage Track and any additional Danger in the Adventure Row,
draw exactly four cubes (or, in a 2-player game, six cubes). Damage is taken just like in a Dragon Attack.
Once all players have gone off the clock, each player (who wasn’t knocked out in the Danger Zone) counts their score as follows:

Points awarded by cards in their deck,


The value of their Artifact. •
• (You can’t score any points without one!)
including their hand and discard pile.
(The top right corner of each card shows
the amount it’s worth.)

R22 • R23

Points from any other tokens they acquired


• (including, if they reached HQ safely, their Mug • R24
token).

• Points equal to the amount of Gold they


accumulated.

The player with the most points is the winner of this game and is declared your franchise’s Most Valuable Employee! (Until the start of your
next game, at least.) In the case of a tie, the tied player with the most valuable Artifact is the winner.
If you’re playing the campaign, continue to the End of a Campaign Game section on the next page.

The Depths of CLANK! A Deck-Building Adventure are now


known as the Danger Zone. There is no Countdown Track when
a player goes “off the clock” (escapes or is knocked out); read
above to see how eliminated players are handled. When a player
escapes, they remove all their Clank! from the Clank! area.

12
End of a Campaign Game
When you finish playing most board games, you simply return all the components to the box and start over again next time you want to play. Because
CLANK! Legacy: Acquisitions Incorporated is a legacy game, there’s more to ending the game than just totaling scores and determining the winner.
During the campaign, complete the following steps at the end of each game.

1) Fill Out Your Mission Report 4) Sort Components


Fill in game scores in the appropriate row of your Mission Reports Each player now resets their deck. Any cards they acquired from the
document. (Determine scores as described in the Game End and Scoring Reserve or Adventure Deck during the game are returned to those
section). If you have not already filled in Associate Spotlight information places. Any cards that were trashed are also returned to where they
for this game, the Epilogue Passage you read in the next step will explain. began. Each player should end up with their original 10-card starting
deck.
Your Mission Reports (along with your personal Checkmarks of Grudging
Approval) will be considered by the Home Office when assessing your
performance at the end of your campaign. R26

Players keep no tokens of any kind from one game to the next. Return
2) Read Contracts and the Epilogue Passage any Gold, secrets, and other tokens to the general supply, including any
Check for any Contracts that have instructions for the end of the game, you set aside or put in the box during the game.
and do as they say.
Next, read aloud from the Book of Secrets the Epilogue Passage for
the game you just completed (as specified on the Mission Reports
R27
document). Carry out any instructions the Passage gives you.

3) Conduct Employee Reviews


Each player marks the Associate Status track on their own deck box
with one Checkmark of Grudging Approval for each of the following 5) Check for Player Death R28
conditions they met in the game: If any player scored 0 points in this game, add an X to the
Dran Enterprises Track (on the back cover of this rulebook).
• Scoring more than 0 points. Add no more than one X, even if multiple players scored 0 points.
• Winning the game.
• Completing a row of Personal Goals on their deck box.
After adding the X, read 167 in the Book of Secrets.

R25

When you check off the first space of a new section of the track, you’ve
earned a promotion to a new Associate Status: Copper, Silver, or Gold!
Read the entry from the Book of Secrets indicated by the number you
checked off.

Note that if your promotion happens during a game, you have to wait for 6) Continue?
the paperwork to be processed. (You read from the Book of Secrets at You may choose to continue directly into the next game of the campaign.
the end of the game, during employee reviews.) If not, each player stores their starting deck in their deck box (along with
their Clank! cubes).
Any Contract cards still in the Contracts row are carried over into the
next game. You’ll place them on the board during the first step of Setup.
(If you’re storing the game for now, keep these Contracts with your
Reserve cards; you’ll find them when you’re setting up the game.)

This page details the steps you take at the end of a campaign
game. You should read it in full.

13
Taking Your Franchise on the Road
When Franchises Collide A Classic Adventure
In the course of the campaign, each copy of CLANK! Legacy: Acquisitions Once you have completed the campaign, it is possible to mix parts
Incorporated becomes as unique as the people playing it. Your choices of CLANK! Legacy: Acquisitions Incorporated with the original CLANK!
will result in a different board, a different mix of cards in the adventure A Deck-Building Adventure.
deck, and more. You can take your franchise on the road to a different You may use your completed Legacy game board and Franchise Board as
copy of the game, mixing your game board with a different Adventure an expansion for CLANK! Set up the components normally, but use the
Deck, your Franchise Board with a different Vault—whatever you can original CLANK! Dungeon Deck.
imagine!
You may also choose to shuffle cards from the CLANK! Legacy:
Mixing copies of CLANK! Legacy: Acquisitions Incorporated is not Acquisitions Incorporated Adventure Deck into the original CLANK!
recommended until the campaign in both copies of the game is Dungeon Deck. Note that some elements of the Legacy game are not
completed, to preserve surprises in the story. But if you simply cannot present in the original, such as mystic fruit, wights, and Dran Agents.
wait, do not use the Book of Secrets! Ignore Waypoints, Contracts, If you play on an original CLANK! board, you may wish to exclude cards
and any other reference to ongoing story elements. Also, because referencing these elements.
you’re outside your assigned territory, you do not earn Checkmarks of
Grudging Approval. You can resume your campaign progress later, with Building Character
your copy of the game intact.
You can also add to the mix with CLANK! Character Packs: bite-sized
expansions that you can play with both CLANK! A Deck-Building
Adventure and CLANK! Legacy: Acquisitions Incorporated!
Break out the big wands with the Upper Management Pack! Play as
legendary adventurers Omin Dran, Jim Darkmagic, Viari, and Môrgæn —
with unique starting character decks and gorgeous collectible
miniatures. (Use during the campaign may result in mild narrative
inconsistency. Consult your alchemist.)
If you’d rather work your way up the corporate ladder, The “C” Team
Pack (coming Winter 2019) brings Walnut Dankgrass, Rosie Beestinger,
K’thriss Drow’b, and Donaar Blit’zen to the table — with more great
miniatures and character decks. They may not be Upper Management
material, but they’ll totally (probably) survive and, if not… hey, we’re
always hiring.

14
Credits
Game Design
Andy Clautice
Design Direction
Paul Dennen
Executive Producer
Scott Martins
Art and Graphic Design
Clay Brooks, Anika Burrell, Derek Herring,
Raul Ramos, Nate Storm, Alain Viesca
Card Illustration
Harvey Heinrich, Derek Herring, Kenan Jackson,
Eun Kyung, Samson Ledesma, Han Pyo Lee, Paul Medalla,
Melvin Quito, Raul Ramos, Hyung Sun, Man Suk, Alben Tan
Writing
Andy Clautice
Production
Evan Lorentz, Tim McKnight
Additional Game Design and Game Development
Paul Dennen, Evan Lorentz, Tim McKnight, Kevin Spak

For Penny Arcade


Additional Writing
Jerry Holkins
Cover Art
Mike Krahulik
Design Direction
Francisco Villaseñor
Production
Elyssa Grant

Special thanks to:


All of the awesome Dire Wolf Digital team members, and their friends and
families, who helped to playtest CLANK! Legacy: Acquisitions Incorporated.

www.penny-arcade.com www.direwolfdigital.com www.renegadegames.com


Published by: Dire Wolf Digital and Renegade Game Studios.
Acquisitions Incorporated®
© 2010 Penny Arcade, Inc., All Rights Reserved.
CLANK! © 2016 Dire Wolf Digital, LLC. All Rights Reserved.
Acquisitions Incorporated and AI logo are registered trademarks of Penny Arcade, Inc.
Jim Darkmagic and Omin Dran characters, © 2010, are properties of Penny Arcade, Inc., All Rights Reserved.
Viari and Môrgæn characters, © 2013, 2014, licensed from Penny Arcade, Inc., All Rights Reserved.

15
Field Reference Guide

Market Items Major Secrets


Canoe Dark Dragon Egg
You may use paths that cross open water (marked with a Keep this token—it is worth 3 points at the end of the game.
dashed blue and white line). All your opponents get +3 Clank!
(Also worth 5 points at the end of the game.)
Crown Flash of Brilliance
Worth the number of points shown. Immediately draw three cards, then return the token to the
(Each player takes the most valuable crown available when they box.
buy one.)
Greater Treasure
This token counts as 5 Gold. You may keep it until the end of
the game or spend it normally.
R29
Potion of Greater Healing
Use during your turn to heal 2 damage.
(Keep until you use it, then return it to the box.)

R30

R32

R31

Minor Secrets
Gold Dragon Egg Potion of Swiftness
Keep this token—it is worth 3 points at the end of the game. Use during your turn to gain 1 Boot.
Advance the rage level by one. (Keep until you use it, then return it to the box.)

Potion of Healing Trash a Card


Use during your turn to heal 1 damage. Trash a card from your discard pile or play area. Return the
(Keep until you use it, then return it to the box.) card and this token to the box.

Potion of Strength Treasure


Use during your turn to gain 2 Swords. This token counts as 2 Gold. You may keep it until the end of
(Keep until you use it, then return it to the box.) the game or spend it normally.

R33

Some market items and secrets differ from CLANK! A Deck-Building


Adventure. The Dran Enterprises Track is a new element of the game.

DRAN ENTERPRISES TRACK


Acquisitions Incorporated is the premier adventuring-for-hire organization on this plane and several others. But there are competitors. One you’ll
hear about a lot is Dran Enterprises. Whenever the Book of Secrets (or a rule) directs you to add an X to the Dran Enterprises Track, mark off the
leftmost empty space below. Whenever your X covers a number, immediately read that entry from the Book of Secrets.

17 88 93 148

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