$22.99Clank! Steal loud, leave rich
Sneak into a dragon's lair, grab the shiniest artifact you can carry, and get out before the noise you made catches up with you. Clank! mixes deckbuilding with dungeon exploration: every card you play is a step deeper, a sword swing, or one more careless rattle. Outsmart the dragon and three rival thieves, and walk out rich.
Is Clank! worth it?
Clank! is worth it if…
- you like board games but struggle to get a table together
- you want a deckbuilder with a map to run through, not just a card row
- you enjoy pushing your luck and paying for it in fire
- you have half an hour and want a full heist, start to finish
- you like friendly rivalry where the dragon is the real enemy
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Steal loud, escape quiet
The deal is simple: the deeper you go, the more valuable the artifacts. The catch is the dragon. Every careless move adds noise, and when her attention lands on the thieves, that noise decides who gets roasted. You drop into a dungeon, push further down while your nerve holds, then turn around and climb back out with your prize. Die in the depths and you lose everything you grabbed; collapse near the surface and you keep the loot but miss the escape bonus. Greed versus caution, decided one step at a time.
A deck built for burglary
You start with a small, identical deck: ten cards, no character advantages, everyone equal at the entrance. From there, you spend skill to buy new cards from an open market: boots to move faster, swords to handle monsters, allies and items with tricks of their own. The market shifts as cards go, so no two decks grow the same way. The rules take minutes to pick up, and the guided tutorial walks you through your first heist before you ever face a real dragon.
One more run down the dungeon
Each expedition plays out differently: the dungeon layout, the cards on offer and the dragon's mood all shift from run to run. Do you race for the deep artifacts and risk losing everything, or grab something modest and slip out early? Do you build for speed, for fighting, or for buying the biggest cards before your rivals take them? Solo games wrap up in around half an hour, which makes it dangerously easy to talk yourself into one more descent. Challenges with modified rules and weekly heists keep giving the dungeon new angles.
Rivals, friends and strangers
Up to four thieves share the dungeon, and everyone wants the same treasure. You can play against capable AI opponents, face friends online across platforms, or jump into Heists against players from around the world. The rivalry stays friendly: you swipe a secret from under someone's nose, hand them a few extra clanks, and everyone laughs about it in the chat. There is even a chat window for people who would rather type than talk.

































