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Dungeon delving is not without its risks. A master thief must carefully manage their physical state to maximize both
prot and survivability. Remember, the two greatest obstacles to spending money are being broke and being dead.
Each player’s health is tracked on a Health Meter at the bottom of the game board. When you take damage during the
game—and you will take damage—place your cubes on the Health Meter of your color, starting from the left.
If the damage came from a dragon attack, use the cubes that were pulled from the Dragon Bag.
If you chose to take damage by moving through a Monster tunnel without a Sword, take the cubes from your personal
supply. You can’t choose to take damage this way if it would completely ll 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 lled, you are knocked out.
What happens next depends on how successful you’ve been so far:
If you have retrieved an Artifact and escaped the Depths area of the
dungeon, you are rescued by the townsfolk and can count the points
you’ve earned.
If you haven’t gotten an Artifact yet, or if you are still stuck in the
Depths, then you can’t be rescued. You lose the competition, which
at this point is the least of your worries.
Once you’ve picked up an Artifact, you can also make your way
back to the place you started, outside of the dungeon. If you
make it all the way back before being knocked out, you will
receive a Mastery token worth an additional 20 points!
Remember, if you don’t have an Artifact yet, you can’t leave the dungeon,
or even be rescued!
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Depths
Step 4: The Getaway
The queen of Dragon Keep is Nictotraxian–but we just call her “Nicki.” She’s not going to like us sneaking around her
lair and taking her things.
At the end of every turn, if any of the six spaces for cards in the Dungeon Row are empty, rell them with new
cards from the Dungeon Deck. If any of the cards drawn have a Dragon Attack symbol, the dragon attacks! (But
only once, no matter how many Dragon Attack symbols were revealed.)
To execute an attack, take all of the Clank! in the Clank! Area and put it in the Dragon Bag. Shake it up and draw
a number of cubes from the bag equal to the number shown in the Dragon marker’s current space of the Rage
Track. Each black cube drawn is set aside, but 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!
The dragon’s rage increases throughout the game. Every time an Artifact is picked up, and whenever a Dragon Egg (a type
of Minor Secret) is discovered, advance the Dragon marker one space along the Rage Track. This may cause more cubes to
be drawn in the next attack. The more cubes being drawn, the deadlier the game becomes. Tread carefully!
At the end of the yellow player’s turn, there are only three cards left in the Dungeon Row. Three cards are revealed from the
top of the Dungeon Deck to ll the empty spaces. Two of them have the Dragon Attack symbol, triggering an attack this turn.
All the cubes in the Clank! Area are placed in the Dragon Bag. The Dragon marker is currently on the fth space of the Rage
Track, so four cubes are drawn from the bag. One cube is black; it is set aside, affecting no one. The second is green, so the
green player takes 1 damage. The last two cubes are both yellow, so the yellow player takes 2 damage.
Step 3: The Mark
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