Compare/Head to head

Clank! vs Clank! Catacombs: Which One Wins?

If you're shopping for a Clank! box, I get the confusion. Both of these are Paul Dennen designs where you play a thief building a deck of cards, sneaking into a dragon's lair, grabbing loot, and racing back out before the dragon turns you into a smudge (or a smear, depending on which box you're holding). Both play 2-4, both sit at a comfy medium weight, and both run on that delicious push-your-luck engine where every noisy card and every greedy artifact grab makes the dragon more likely to bite you specifically. They are, at heart, the same fantastic idea.

The difference that actually decides it is the map. The original Clank! comes with a fixed board, a known dungeon you'll learn the shortcuts of over many plays. Catacombs doesn't have a map at all until you build one, flipping and rotating tiles as you explore, so the dungeon is a fresh puzzle every time you sit down. That one change ripples through everything else: setup, play time, luck, and how long the box stays interesting.

Deck-Building / Press-Your-Luck2016
Clank!: A Deck-Building Adventure board game box art

Clank!: A Deck-Building Adventure

2016 · Paul Dennen

3.83.8 out of 5

One of the cleanest gateway deck-builders out there, and the dragon tension is genuinely fun, just know that bad luck can bench a player early. Worth owning if you play with three or four.

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Deck-Building Adventure2022
Clank!: Catacombs board game box art

Clank!: Catacombs

2022 · Paul Dennen

3.93.9 out of 5

The best Clank! yet, and a fully standalone one, as long as you can forgive a tile draw that occasionally hands the game to someone else.

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Head to head
Clank!: A Deck-Building Adventure
Clank!: Catacombs
Rating
3.8/5
3.9/5
Players
2-4
2-4
Play time
30-60 min
45-90 min
Complexity
Medium
Medium
Category
Deck-Building / Press-Your-Luck
Deck-Building Adventure
Best for
Mixed groups who want a deck-builder with a pulse and a map
Deck-builder fans who want a new dungeon every single play
Strengths and trade-offs

Clank!: A Deck-Building Adventure

  • Deck-building bolted onto a push-your-luck dungeon race, and the two halves actually feed each other
  • Cards stay useful the whole game, so you never hit the dead-money wall most deck-builders run into
  • Easy to teach but shines hardest with 3-4 players watching each other sweat
  • A run of bad luck can knock you out half an hour before it ends, then you just watch
  • The card market is random, so some games hand you better options than others

Clank!: Catacombs

  • The dungeon builds itself from random tiles, so no two games look the same
  • Constant greed-versus-survival tension as the dragon gets angrier the deeper you go
  • Fully standalone, so no base Clank! needed to start playing
  • A bad tile draw can make a game feel swingy and one-sided
  • Setup means shuffling cardboard chits that just don't shuffle like cards

Clank!: A Deck-Building Adventure and Clank!: Catacombs both sit in our Family list. See the full Family ranking to find where each one lands and what else is worth a spot on your shelf.

How they actually play

Original Clank! is the cleaner, snappier experience. You're building your deck to move deeper into a known dungeon, grab loot, and climb back out, and the clank mechanic is the star. Noisy cards drop your cubes into a bag, every dragon attack pulls from that bag, and the greedier you play, the more your own racket comes back to bite you. Because the board never changes, the game becomes a race you can actually plan: read the table, watch who's overextending, and time your escape. It's one of the cleanest gateway deck-builders around, and the two halves (deck-building and press-your-luck racing) genuinely feed each other instead of fighting.

Catacombs takes that exact engine and rips up the map. You reveal the dungeon tile by tile as you explore, so nobody knows where the good loot is or how long the run back will be. That turns every step deeper into a real bet, and reviewers consistently call it the sweet spot of the whole line. The trade-off is time and chaos. Games run 45-90 minutes instead of 30-60, partly because everyone agonizes over tile placement, and a rough tile draw can leave one player flush with treasure while another is stranded in a dead end. It's messier, and honestly, that mess is a big part of the charm.

Complexity and learning curve

Both boxes sit at medium weight, and neither will scare off someone who's played a deck-builder before. The original teaches fast, though it hides a surprising pile of fiddly movement rules under a simple-looking surface, so budget a few clarifying questions during game one. Catacombs adds the tile-laying layer on top, which isn't hard to explain but does stretch the first play as everyone learns how flipping and rotating tiles works.

If I'm teaching a mixed group with newer players, the original is the gentler on-ramp. A fixed map means people can see where they're going, and the game rewards them for reading the table rather than mastering exploration. Catacombs is the better pick for a table that already speaks fluent deck-builder and wants the dungeon itself to be part of the puzzle. And good news either way: Catacombs is fully standalone, so you don't need the original to start there.

Replayability and table presence

This is where Catacombs pulls ahead. The dungeon builds itself from random tiles, so no two games look the same, and that constant greed-versus-survival tension stays fresh when the map keeps changing. The original leans on a random card market for variety instead, and that's a shakier foundation. Some nights the market is generous, some nights it's stingy, and once you've memorized the board, the game loses a little of its mystery.

Both share the same honest flaws, just in different flavors. In the original, a run of bad luck can knock you out a solid half hour before the game ends, and then you're just watching. In Catacombs, a bad tile draw can tip a game lopsided fast, so someone else's lucky corridor might hand them the win. Both shine hardest at 3-4 players (two players loses a lot of the dragon-race tension in the original especially), and Catacombs comes with one genuinely silly chore: shuffling cardboard chits that just don't shuffle like cards. Worth it, but you'll grumble.

The verdict

If you can only buy one and your group is comfortable with deck-builders, get Catacombs. It's rated a touch higher for a reason, it's fully standalone, and the build-as-you-go dungeon means the box basically never repeats itself. Get the original Clank! if you play with newer or mixed groups, want games closer to 30-60 minutes, or prefer a race you can plan on a map you'll come to know. The original is the cleaner teach and the quicker night; Catacombs is the one with more staying power. Both put a dragon at your back, and both are worth the shelf space.

Buy the original for the quicker, friendlier teach; buy Catacombs for a dungeon that's brand new every single time you play.