The beauty of the catacomb system is that the board changes every game, so it makes the playing field more even between novice and expert players. Expert players know how they will maneuver on a set board like the original game but this... was awesome. We played against a seasoned player and the scoring at the end was VERY close (yeah she still won anyway LOL) BUT NOT BY MUCH!!!
One of my favorite things about Clank! is how much stuff you can get, I find it very rewarding to rack up a pile of various loot while exploring! I also really like the addition of the lock pick system, it makes exploring more interesting and thematic
This game is a top 20 (maybe top 10, but it's a big gaming universe) game for me. All the things that are problems for you (except for the quality of the lockpick tokens, on which I absolutely agree) are positives for me. Part of pushing your luck is the chance of pushing too hard. Part of the variability is the variable card row, though it's of course annoying when somebody else gets that card you really want. And all the things you can pick up in the game allow for a variety of experience that I really like. I also like that you can easily include most of the card deck from any of the other Clank! games to this one to increase its replayability. (I leave out cards that have mechanics specific to other boards, like underwater or curse areas.) Horses for courses and all that; I expect to have this game in heavy rotation for quite a while.
Gunna have to heavily disagree with you about base clank mechanics ( clank additions, attacks, crystal caverns) all are very fluid and simple. great game (haven't played catacombs). I agree about the market is somewhat luck based, but I feel it evens out over the course of the game. Legacy definitely broke the flow with all the sticker adds, but still the discovery was fun.
I liked the fixed boards of original Clank! and expansions, so I was skeptical of having random pathways and token placement. Well, this is another level, in a good way. The artifacts can pop up anywhere, and the higher values can be on the opposite side from your location. That becomes a challenge, and a choice to make. The new and evolving layout makes getting back to the start more challenging. The prisoners, portals, and ghosts improve an already great game. And the market now has health and lockpicks for sale, which may be sold out just before you wanted to buy them! Now I agree that this is the best version. I will sometimes play the older version, since Temple Of The Ape Lords has a neat mechanic with moving tunnels. But, this is the one to grab most of the time.
I love Clank! I enjoyed this version a lot too but as I already have most of the expansions for original Clank (as well as Space and finished Legacy), I don’t think I will get this version too (esp as a friend has it now). Most of the elements you mentioned are good design to keep things competitive and create indirect interactions that I like best. If you get stuck in the depths, it is usually because you got greedy which is a good risk/reward system. Thanks for the review!
I MUST ask, if you prefer a fixed card market over a variable market. What stops somebody from always doing the same strategy by building the same optimized deck every game? I think more player agency and asking players to adapt to dynamic game states is far more of a positive point for any game. I also find it odd that you thought the game should have removed mechanics, whether it be prisons, ghosts, Monkey Idols, etc, as I feel like those also give players more to think about. Again, more agency and opportunities to change their strategy and adapt to a dynamic game state which keeps the game fresh and exciting.
@@BoardGameCo Yea I think a popular example would be something like Quacks of Quedlinburg where you buy the same ingredients, but the effects can vary every game. The problem I have with it is that I've had games where we all just bought the same combination of items as it was the optimum combo.
Spot on with component quality thoughts, very thin and flimsy. My lockpick tokens and one of the room tiles split apart, not glued properly and super thin...
I've always enjoyed Clank and have gotten to play a friends copy in the past. Been thinking about getting this one for my collection. Definitely agree with static card markets in deck builders. Might need to give this a go before buying my own copy. Thanks for the review!
When people told me about the game clank The game I pictured was clank catacombs so when I saw the original game I was big disappointed so now seeing clank catacombs I'm mega excited
Is there not a certain area you can reach in Catacombs that if you don't get out in time you still count your points? Like the depths in base Clank? Alex was complaining about getting 0 points but in the other Clank games it's not hard to make it to the respective "safe zones" to count points. You are really going deep and pushing your luck if you can't make it back above the depths in time.
Yeah they have that distinction here. Blue vs purple tiles. you need to make it back to a purple tile to still score. I was sadly killed off one tile next to the purple and didn't score. Was pretty frustrating given how little I pushed my luck in the game.
@@Schlagathor78 Okay, I figured Catacombs would have had that. I haven't played this version of Clank, but with all of the other ones, it was easy to make it back to a point where you didn't score 0 points.
Really don't understand the comment about potentially missing adding clank. It's literally written on the cards. As someone who likes deckbuilders, you should be used to reading what's on them, no?
I completely agree that it's written on the cards, I think the issue is that most deck builders don't have you doing something when you refill the market, and so this is a different step than usual
@@Schlagathor78 if you didn't push your luck then you never traveled down to the depths, if you didnt travel to the depths then you score the cards, artifacts, and secrets. It's not possible to score 0 points if you did 0 luck pushing. If the game ended cause the final position of the top track was triggered then you should have had plenty of time to exit if you didn't push your luck. On top of all that, pushing luck is part of the game and knowing when to do so and when not to is part of the planning. There is a small fixed market to buy cards to fill your deck with what you need if the fluid market yields nothing helpful. I'm sorry if you don't want to hear the truth, but you played badly and the 0 points is strictly your fault, not the games.
@@thereal4579 I left one tile next to the purple. If that is pushing my luck too much then 0/10. I'll just go play Quacks. Waste of my time playing this. That's okay if you enjoyed it but it was trash to me. Move on.
@@Schlagathor78 haha ok bud, it's ok to not like a game, to each their own. It's also ok to admit you may have played poorly. Understand when to push to get more points and when to start your ascent to guarantee your points. If someone is looking to end the game quickly then buy nothing but boot cards and hall ass. Both are great games. Happy gaming.
I understand the rating since you don’t like the Clank system, but I loved this game. One of my highlights of the whole year!
The beauty of the catacomb system is that the board changes every game, so it makes the playing field more even between novice and expert players. Expert players know how they will maneuver on a set board like the original game but this... was awesome. We played against a seasoned player and the scoring at the end was VERY close (yeah she still won anyway LOL) BUT NOT BY MUCH!!!
One of my favorite things about Clank! is how much stuff you can get, I find it very rewarding to rack up a pile of various loot while exploring! I also really like the addition of the lock pick system, it makes exploring more interesting and thematic
This game is a top 20 (maybe top 10, but it's a big gaming universe) game for me. All the things that are problems for you (except for the quality of the lockpick tokens, on which I absolutely agree) are positives for me. Part of pushing your luck is the chance of pushing too hard. Part of the variability is the variable card row, though it's of course annoying when somebody else gets that card you really want. And all the things you can pick up in the game allow for a variety of experience that I really like.
I also like that you can easily include most of the card deck from any of the other Clank! games to this one to increase its replayability. (I leave out cards that have mechanics specific to other boards, like underwater or curse areas.)
Horses for courses and all that; I expect to have this game in heavy rotation for quite a while.
I strongly prefer deck building with a river of cards rather than a fixed market. More variety FTW! :)
Gunna have to heavily disagree with you about base clank mechanics ( clank additions, attacks, crystal caverns) all are very fluid and simple. great game (haven't played catacombs). I agree about the market is somewhat luck based, but I feel it evens out over the course of the game. Legacy definitely broke the flow with all the sticker adds, but still the discovery was fun.
When are we getting an updated tip 10 solo list it's been 2 years!
I liked the fixed boards of original Clank! and expansions, so I was skeptical of having random pathways and token placement.
Well, this is another level, in a good way. The artifacts can pop up anywhere, and the higher values can be on the opposite side from your location. That becomes a challenge, and a choice to make. The new and evolving layout makes getting back to the start more challenging. The prisoners, portals, and ghosts improve an already great game. And the market now has health and lockpicks for sale, which may be sold out just before you wanted to buy them! Now I agree that this is the best version. I will sometimes play the older version, since Temple Of The Ape Lords has a neat mechanic with moving tunnels. But, this is the one to grab most of the time.
Favorite non-Legacy Clank for me!
I love Clank! I enjoyed this version a lot too but as I already have most of the expansions for original Clank (as well as Space and finished Legacy), I don’t think I will get this version too (esp as a friend has it now). Most of the elements you mentioned are good design to keep things competitive and create indirect interactions that I like best. If you get stuck in the depths, it is usually because you got greedy which is a good risk/reward system. Thanks for the review!
I MUST ask, if you prefer a fixed card market over a variable market. What stops somebody from always doing the same strategy by building the same optimized deck every game? I think more player agency and asking players to adapt to dynamic game states is far more of a positive point for any game.
I also find it odd that you thought the game should have removed mechanics, whether it be prisons, ghosts, Monkey Idols, etc, as I feel like those also give players more to think about. Again, more agency and opportunities to change their strategy and adapt to a dynamic game state which keeps the game fresh and exciting.
In nearly every fixed card market game I play, the fixed cards are different game to game.
@@BoardGameCo Yea I think a popular example would be something like Quacks of Quedlinburg where you buy the same ingredients, but the effects can vary every game. The problem I have with it is that I've had games where we all just bought the same combination of items as it was the optimum combo.
Ty for the video!
Spot on with component quality thoughts, very thin and flimsy. My lockpick tokens and one of the room tiles split apart, not glued properly and super thin...
5 out of 7 time stamps started with the words „as far as…“
What are some of your favorite deck builders with fixed card markets?
I've always enjoyed Clank and have gotten to play a friends copy in the past. Been thinking about getting this one for my collection. Definitely agree with static card markets in deck builders. Might need to give this a go before buying my own copy. Thanks for the review!
When people told me about the game clank
The game I pictured was clank catacombs so when I saw the original game I was big disappointed so now seeing clank catacombs I'm mega excited
Is there not a certain area you can reach in Catacombs that if you don't get out in time you still count your points? Like the depths in base Clank? Alex was complaining about getting 0 points but in the other Clank games it's not hard to make it to the respective "safe zones" to count points. You are really going deep and pushing your luck if you can't make it back above the depths in time.
Yeah they have that distinction here. Blue vs purple tiles. you need to make it back to a purple tile to still score.
I was sadly killed off one tile next to the purple and didn't score. Was pretty frustrating given how little I pushed my luck in the game.
@@Schlagathor78 Okay, I figured Catacombs would have had that. I haven't played this version of Clank, but with all of the other ones, it was easy to make it back to a point where you didn't score 0 points.
Really don't understand the comment about potentially missing adding clank. It's literally written on the cards. As someone who likes deckbuilders, you should be used to reading what's on them, no?
I completely agree that it's written on the cards, I think the issue is that most deck builders don't have you doing something when you refill the market, and so this is a different step than usual
Do you get clank or damage when you enter hunting tile ?
Damage
I didn't push my luck ever in this game and I died only because of luck; scoring 0 points.
I give this game the same score. 0/10
Seems like a player problem lol
Unless this was sarcasm, then carry on
@@thereal4579 nope it was a luck problem. Not sure how you could extract that it was on me but thanks for trying and chiming in.
@@Schlagathor78 if you didn't push your luck then you never traveled down to the depths, if you didnt travel to the depths then you score the cards, artifacts, and secrets. It's not possible to score 0 points if you did 0 luck pushing. If the game ended cause the final position of the top track was triggered then you should have had plenty of time to exit if you didn't push your luck. On top of all that, pushing luck is part of the game and knowing when to do so and when not to is part of the planning. There is a small fixed market to buy cards to fill your deck with what you need if the fluid market yields nothing helpful. I'm sorry if you don't want to hear the truth, but you played badly and the 0 points is strictly your fault, not the games.
@@thereal4579 I left one tile next to the purple. If that is pushing my luck too much then 0/10. I'll just go play Quacks.
Waste of my time playing this.
That's okay if you enjoyed it but it was trash to me. Move on.
@@Schlagathor78 haha ok bud, it's ok to not like a game, to each their own. It's also ok to admit you may have played poorly. Understand when to push to get more points and when to start your ascent to guarantee your points. If someone is looking to end the game quickly then buy nothing but boot cards and hall ass. Both are great games. Happy gaming.