Compare/Head to head

Clank!: Catacombs vs Clank! In! Space!: A Deck-Building Adventure: Which Should You Buy?

If you've fallen for the Clank! formula (and honestly, who hasn't), you've probably ended up staring at these two boxes wondering which one deserves your shelf space. They're both Paul Dennen designs, both fully playable on their own, and both run on the same delicious engine: you buy cards to build a deck, push deeper into dangerous territory to grab loot, and then sprint for the exit before your own greed catches up with you. Same player count, same medium weight, same push-your-luck heartbeat.

The difference comes down to what kind of variety you want. Catacombs tears up the board entirely, building a brand new dungeon from tiles every single game. In! Space! keeps a modular double-sided map but layers on cleverer heist rules, with terminal hacking and telepad keys that stop anyone from just sprinting to the door. Fresh maps versus a smarter structure. That's the real choice here.

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.

Check Clank!: Catacombs on Amazon

Affiliate link — we may earn a commission at no extra cost to you.

Read full review
Deck-Building Adventure2017
Clank! In! Space!: A Deck-Building Adventure board game box art

Clank! In! Space!: A Deck-Building Adventure

2017 · Paul Dennen

3.73.7 out of 5

A smart, tense heist that fixes the original's weak spots and still keeps the giggly thrill of grabbing one more artifact before the ship eats you. Easily the version I'd reach for first.

Check Clank! In! Space!: A Deck-Building Adventure on Amazon

Affiliate link — we may earn a commission at no extra cost to you.

Read full review
Head to head
Clank!: Catacombs
Clank! In! Space!: A Deck-Building Adventure
Rating
3.9/5
3.7/5
Players
2-4
2-4
Play time
45-90 min
60-90 min
Complexity
Medium
Medium
Category
Deck-Building Adventure
Deck-Building Adventure
Best for
Deck-builder fans who want a new map every single time
Players who want a racy deck-builder with real tension and teeth
Strengths and trade-offs

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! In! Space!: A Deck-Building Adventure

  • Deck-building and board movement lock together so cleanly the strategy just emerges
  • Push-your-luck escape race keeps every turn tense and the finish line genuinely uncertain
  • Modular double-sided map and a deep card pool give it strong table-to-table variety
  • Eliminated players can sit out a long stretch with nothing to do
  • The rulebook is fuzzy, and the cards and map pieces scuff fast without sleeves

Clank!: Catacombs and Clank! In! Space!: A Deck-Building Adventure 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

In Catacombs, the map doesn't exist when you sit down. You build it as you go, flipping and rotating tiles into a new dungeon layout every game, all while the dragon gets angrier with every artifact you snatch. Every step deeper is a bet that you'll make it back out, and that greed-versus-survival tension is the whole point. The dungeon itself becomes a fresh puzzle each time, which is a genuinely lovely twist on a series that was already great.

In! Space! plays the same core game but dresses it as a heist on Lord Eradikus's ship. You're building your engine and racing across a board at the same time, and every card you buy might drop a noise cube into the bag. When the rage track triggers, those cubes come out swinging. The big structural difference is the terminal hacking and telepad keys, which kill the cheap grab-and-run. You can't just dash for the exit, and that makes the whole race feel more earned. It's a heist with a clock you keep winding yourself.

Complexity and learning curve

Both games sit at the same medium weight, and both are recommended for ages 13 and up, so neither is going to scare off a group that's played a deck-builder before. Catacombs is arguably the gentler teach in practice because there's no extra heist structure to explain, though the tile placement does stretch play time as everyone agonizes over rotations, and setup means shuffling cardboard chits that just don't shuffle like cards.

In! Space! asks a little more of you up front. The rulebook is weirdly fuzzy (the Clank symbol itself goes barely explained), so expect to clarify a few things in your first game. Once it clicks, though, the deck-building and board movement lock together so cleanly that the strategy just emerges on its own. One practical note: players report the cards and map pieces scuff fast, so budget for sleeves.

Replayability and table presence

Catacombs wins on pure variety, and it isn't close. Because the dungeon builds itself from random tiles, no two games look the same, and reviewers across the board rank it the best Clank! made. The trade-off is luck. A rough tile draw can leave one player flush and another stranded, and a game can tip lopsided fast. If your group treats a swingy loss as a story rather than a crime, that won't bother you much.

In! Space! gets its staying power a different way: a modular double-sided map plus a deep card pool give it strong table-to-table variety without handing the game to the tile gods. Its real weakness shows at the end. Once someone escapes, the ship starts killing stragglers, and an eliminated player can sit doing nothing while everyone else finishes. Both play 2-4, but that downtime stings more at a full table, so if your group hates sitting out, Catacombs is the safer pick at four.

The verdict

Both are terrific, so this really comes down to your group. Buy Catacombs if you want maximum freshness and the shortest path to the table. It's the highest-rated entry in the line, it's fully standalone, and that build-as-you-go dungeon means the game never repeats itself, as long as you can forgive the occasional swingy tile draw. Buy In! Space! if you want the tighter, cleverer heist, where hacking terminals and hunting telepad keys make every escape feel earned, and you don't mind sleeving your cards and living with some end-game downtime. If I could only pick one for most people, Catacombs takes it by a nose.

Catacombs for a brand new dungeon every night, In! Space! for the heist with teeth. You honestly can't pick wrong.