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Clank! Legacy: Acquisitions Incorporated
90m - 120m
2 - 4 Players
Ages 13+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Fantasy
87.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
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Arydis4
Reset a second hand copy. I’m playing it through with my boys, but We have at least 3 campaign/legacy games running.
awaple
My friends and I played together as a foursome. Took about 2-3 hours per game. Got about 11 games out of it. Lots of fun decision-making. It helped that we had all played all the other Clank games before this. Without that, I could see this being a bit complicated to learn, but as long as you read the rules, you'd be fine. Also really love that the final version is replayable.
astomps
Clank! is one of my favorite games of all-time and Clank Legacy nearly ruined it for me. Clank at its best is frenetic, silly, fun and if you lose, it's ok because you just pack up the game and try a different strategy next time around. In Clank Legacy, you get punished so much for losing that it really drains your spirit. You will start the next game with a disadvantage if you die, a rule that completely goes against the idea of what the game wants you to do--explore the map and take risks for great rewards potentially. When you complete some of these risky missions or runs and then get punished by the Book of Secrets or not fully rewarded for the effort, it almost guarantees you will finish in last place, despite playing the game as structured. The winning strategies in this game have really no difference from base Clank and the first 2 games out of 10 are worse versions of that base board with tidbits of story dashed in. The dynamic of your group will be the biggest factor in enjoyment. This is not a good game for competitive Euro gamers who want to math out every move and care about winning above all. It will work best if you play the game in a semi-cooperative fashion, which actually makes more sense thematically in that you all work for the same "company" in the game. That isn't the spirit of Clank base and I think that is the biggest failing of this game, that Clank is a design unsuited for legacy. I guarantee that without the Clank + Penny Arcade IP, this same game would be unpopular and most likely criticized. Imagine BANG! as a legacy game, a game with some skill but tons of luck and arbitrary nonsense. I would draw that as a parallel to Clank Legacy. The act of playing the game is tedious at times, not in the stickers and taking turns, but in the reading passage after passage of generically poor writing, the constant upkeep of components and the near referee you need to have on-hand as an expert on all rules to keep the game fair for all. A lot of people have mentioned that this is 20-30 minutes of game stretched out to 2+ hours with the legacy aspects. That may be true, but that is not the problem for me. The problem is spending 2 hours trying to fulfill an objective in the game, having 1 bad turn and scoring a 0 for your efforts. There are far too many moments of making plans to reach a waypoint and then having to completely shelve those plans because of the flow of the game. There is next to no customization to the standard Clank deck that you start game 1 with, there is no catchup mechanism, the roles and personal objectives are arguably imbalanced, and there is so much luck in this game and not enough mitigation to balance the scales. Thematically, it makes no sense to fail and bring the same deck to the next game, with 1 terrible card that will ensure you lose the next game if you don't trash it ASAP. If you are helping with home repairs and you show up with the wrong tools, you would not show up for the same repairs over and over again and keep failing and wasting time. As I understand the story, the adventurers work for a company and one would think they gain experience and skills over time. I would absolutely not recommend Clank Legacy to anyone, fans of Clank or Legacy game fans. Sadly this game could have been so much more, as I was more than enthusiastic about playing it, bought it for my group and was hyped to play it. It could not have fallen much flatter for me. The silver lining is possibly a nice board to replay in the future, which may be better than the base Clank! board. I must admit that I played the game very poorly and scored 0 multiple times, once due to bad luck, once due simply to a waypoint that I chose to take that took an artifact from my hands and gave me next to nothing in return. I tinkered with many different playstyles and strategies throughout the game but found it incredibly difficult to manage all the randomness and luck between turns. The Penny Arcade writing did not keep me interested enough to stomach heavy defeats and I think the Art Direction of Base Clank is far superior. My suggestions to fix the problems I saw in the game 1. The dragon attacks too often and too violently. For a game like this, it should be much harder to generate Clank, and much easier to remove. In fact, there should almost be a rest mechanism to eliminate all Clank or a portion. 2. Make the decks more customizable between games, either through drafting or keeper cards.(Buy cards with gold between games?) 3. Reward the winner of the game more through #2 but also create a catchup mechanism for players not so fortunate. 4. Create a turn-order system based on the results of previous game 5. Punish players for scoring lesser artifacts early into the game. I think creating an item that's value is based on a round tracker could be a potential neat idea. 6. (adjustable?)Difficulty scaling for dragon attack cards and how many are in the deck 7. More items for purchase in the shop and for cheaper costs