The evil Lord Eradikus has all but conquered the galaxy and is now on a victory lap across the sector in his flagship, Eradikus Prime. He may rule with an iron grip, but his most prized artifacts are about to slip through his cyborg claws. You and your fellow thieves have challenged each other to sneak aboard his ship, hack your way into its command module, and steal from him.
Along the way, you'll recruit allies and snatch up extra loot. But one false step and — Clank! Careless noise draws the attention of Lord Eradikus. Hacking into his command module and stealing his artifacts increases his rage. You'd better hope your friends are louder than you are if you want to make it to an escape pod and get out alive...
Clank! In! Space! is built on the same game system as Clank!: A Deck-Building Adventure, with players building a personal deck of cards throughout the course of the game, with the cards allowing them to move through the spaceship, attack things, acquire new cards, and — oh yeah — make noise to attract Lord Eradikus and potentially seal their own doom.
- The new 'Schemes' mechanism makes black cubes do something instead of nothing.
- Black cubes can be used for victory points or as a resource for new cards.
- New tiles are introduced where cubes are used.
- Offers a different scheme card each time for replayability.
- space
- Clank!
Mechanics (from transcript analysis)
- Schemes — Scheme cards come out during the beginning of the game. When black cubes are pulled, they start filling lines on the scheme card, triggering negative effects. Players can spend boots to remove black cubes. Black cubes can count as victory points at the end of the game or be used as a resource for new cards introduced in the expansion.
Video topics + discussion points
Quotes (from this video)
- I want to do a little life thing here on YouTube and I never do anything live.
- I realized I leave for Gen Con in just one and a half days and I feel like I may not have time to do that so I thought screw it I'll do it live and probably fell miserably at this.
- I would have edited that right out blank and space.
- So I was just thrilled with a game that had a Native American theme to it. I don't see a lot of those. I thought the art looked great.
- I was so impressed with how they've built a whole new universe it's not really sci-fi it's not really fantasy it's kind of a mixture.
- So I think that's really neat that Renegade is getting to the RPG business and they've gotten three very different ones with Kids on Bikes, Outbreak Undead and then this Overlight book.
References (from this video)
- easy to learn (learnable in ~20 minutes)
- variety and card synergy
- fun push-your-luck and deck-building blend
- replayability with deck/card variety
- lighter on direct player interaction
- risk of being eliminated via bad luck in solid pulls
- thief heist through a deck-building adventure
- space dungeon crawl in a sci-fi setting
- playful, tongue-in-cheek sci-fi adventure
Mechanics (from transcript analysis)
- bag-drawing/danger management — draw cubes from a bag to determine whether you escape or are caught
- Deck Building — build a personal deck of cards to perform actions
- deck-building — build a personal deck of cards to perform actions
- Movement — boots allow movement around a board to explore
- Push Your Luck — avoid drawing cubes that trigger danger from the bag
- push-your-luck — avoid drawing cubes that trigger danger from the bag
- Set Collection — collect artifacts with point value to purchase better cards
- set collection / resource acquisition — collect artifacts with point value to purchase better cards
Video topics + discussion points
Quotes (from this video)
- it's learnable in 20 minutes
- basically deck builders but with a board
- clank legacy is unsurprisingly a legacy game
- the big change is the addition of quests which will change from game to game
- the story is addictive though so if you are anything like us you will zip through the whole thing
- regardless of which clank you get it's a fun fast game that combines boards and cards in a clever way
- it's on the light to medium side of the complexity spectrum making it a great game for newbies with a bit of game sense plus there's an inherent fun in the pusher luck and deck building that experienced games will enjoy
References (from this video)
- space theme adds novelty to the classic Clank! formula
- paced action with tense draw mechanics
- sharing the bag can slow play in large groups
- outer-space heist with a dragon chasing you through a spaceship
- space-themed dungeon crawl
- high-tension, thematic chaos
- Clank!
Mechanics (from transcript analysis)
- bag_drawing — draw from a bag to determine success and risk
- deck_building — assemble a deck to push your fate and gain loot
- Push Your Luck — take risks to snatch valuable loot while avoiding disaster
- push_your_luck — take risks to snatch valuable loot while avoiding disaster
Video topics + discussion points
Quotes (from this video)
- it's suspenseful.
- Push your luck.
- it's quick, it's snappy, it fills it in everything for you.
- I love this mechanism now.
- I love the meadow.
References (from this video)
- Feels like your fault when you fail
- Deck-building allows agency
- More fun than Quacks
- Push-your-luck, deck-building adventure
- Space
- The Quacks of Quedlinburg
Mechanics (from transcript analysis)
- Deck Building — it is wrapped in a deck-building layer you actually get to shape.
- Push Your Luck — Same push-your-luck core decision
Video topics + discussion points
Quotes (from this video)
- A game can top every ranking, win every award, sell out every print run, and still sit on your table and leave you completely cold.
- A game being widely loved does not mean it was built for you.
- Your table is not our table.
- If we are hard on a game you adore, that is a data point about us, not a verdict on you.
- Race for the Galaxy instead.
- It delivers the same engine-building tableau satisfaction, the same thematic richness of building a galactic civilization card by card in under 45 minutes.
- Brass: Birmingham.
- It is a game I admire far more than I enjoy.
- Dune Imperium again.
- Two of our 11 alternatives are the same game. I think that tells you something honest about what our table actually wants out of an evening.
References (from this video)
- Feels like a heist and dungeon exploration
- Unique push-your-luck element
- Heist
- Space
- A space-themed heist game where players use deck-building and push-your-luck mechanics.
- Clank!
Mechanics (from transcript analysis)
- Deck Building — A great deck builder that also feels like a heist and dungeon exploration.
- Dungeon Crawl — Feels like a heist and dungeon exploration.
- Push Your Luck — Adds a push-your-luck element to the heist idea that breaks the mold of what push-your-luck usually is. You're basically deciding how long to play the actual game. How much loot can you filch before you need to run away?
Video topics + discussion points
Quotes (from this video)
- And so you're trying to constantly manipulate the guards, which is something that happens in many different heist movies where there are guards that you have to trick or or manipulate a little bit so that you can get into the museum or the bank or wherever you're trying to break into.
- Among all these games might even capture the heist theme the best uh the core beats of a heist movie out of any of these games.
- This doesn't exactly fit into heist themes in that like this is more like everyone is an independent robber trying to leech off of each other a little bit rather than assembling a team of people to go to one place together.
- So I really like this idea of of bluffing, of table talk, of of sneakery, uh sneaking around to try to get to the location that you want without anyone else going there, and also trying to read other players and see the location they really want to go to and try to pick that location when they are the mastermind.
- There's a lot of talk and negotiation almost between the players in those regards that I see in a lot of heist movies where the character dynamics are really really good.
- Perhaps one of the best themed best heist themed games or games that lean into the heist theme and really hits many of these beats of a heist movie.
- But as you play, your cards might come up in a different this deck building game in a different way than you were intending to go and you have to pivot and you have to choose a different way or a different artifact to target.
- The only reason I didn't put it number one is that it isn't cooperative.
- And so I chose The Game at number one even though The Game is fairly abstract.
- Um but it is cooperative which I think is a key element of a of a heist game heist movie.
- But it is a game about breaking into a bank or a vault and I I think it captures the heist theme pretty well even in its abstract nature.
References (from this video)
- Cleverly hidden movie references in card passwords.
- Clank!
Mechanics (from transcript analysis)
- board movement — Mentioned as a hybrid with deck-building in the predecessor to Clank! in Space.
- deck-building — Mentioned as a hybrid with board movement in the predecessor to Clank! in Space.
Video topics + discussion points
Quotes (from this video)
- The Doomsday Cannon password is Kronos...
- The Med Lab password is Mellon...
- The Arena password is Reindeer Flotilla...
- The Engineering password is 11A-11A2B-1B2B3...
- The Promenade password is Joshua...
- And the Hydroponics password is 12345 ...
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's not good it's all good
- you win stella 117 to 89
- it's such a nice elegant deck building
References (from this video)
- Engaging deck-building with a light race element
- Modular boards add variety
- Array
- Science fiction dungeon crawl
- Clank!
Mechanics (from transcript analysis)
- Deck Building — Players build a deck of cards to gain loot and abilities as they explore a modular dungeon.
- deck-building — Players build a deck of cards to gain loot and abilities as they explore a modular dungeon.
- Push Your Luck — Players attempt to exit a dungeon before the dragon wakes and kills them.
- Push Your Luck / Risk — Players attempt to exit a dungeon before the dragon wakes and kills them.
Video topics + discussion points
Quotes (from this video)
- I say just do it the easiest way possible, whatever works for you.
- The flea market at Dice Tower West is for people that really like a good deal.
- Read the room. If someone loves betting zeros, they’re probably going to bet zero.
- There is dice and just the randomness of the dice is very interesting.
- Skull King will never leave my collection.
- This is a grail game for me.
References (from this video)
- Engaging tension and quick play
- Elimination flow keeps momentum
- Luck-based elements may frustrate some players
- thievery and danger as you navigate a ship
- a spaceship filled with valuable artifacts
- Array
Mechanics (from transcript analysis)
- Bag Building — Draw tokens from a bag to resolve actions and outcomes
- bag-building — Draw tokens from a bag to resolve actions and outcomes
- Deck Building — Build a personal deck of cards to act each turn
- deck-building — Build a personal deck of cards to act each turn
- Push Your Luck — Risk and manage damage and noise to obtain artifacts
- push-your-luck — Risk and manage damage and noise to obtain artifacts
Video topics + discussion points
Quotes (from this video)
- Monopoly is no different at times you could have sessions where it seems that there's no end in sight and you just want it to be over
- the investigators will be figuring out not only who the murderer is but how they committed the murder
- each person is only given one opportunity to guess
- if they guess incorrectly they can no longer guess
- in Clank in space you are all thieves making your way through someone's ship
- the game makes the sting of being eliminated less painful and it gives you the power to potentially take someone down with you
- Cascadia visually shows you when it's coming to an end and this just makes the experience more pleasant for everyone
- whether it's finding a cure in pandemic or fighting against a monster
References (from this video)
- high accessibility for families and friends
- still adds depth with expansions
- can feel repetitive for long-term players
- risk, exploration, and escaping a dungeon
- fantasy dungeon crawl with a heist motif
- story-forward with push-your-luck tension
- Dune Imperium
- Lost Ruins of Arnak
Mechanics (from transcript analysis)
- Bag Building — draw and manage a bag of cubes to resolve actions
- bag_building — draw and manage a bag of cubes to resolve actions
- Deck Building — players build a deck to perform actions and gain loot
- deck_building — players build a deck to perform actions and gain loot
- Push Your Luck — players risk noise tokens to gain more rewards
- push_your_luck — players risk noise tokens to gain more rewards
Video topics + discussion points
Quotes (from this video)
- Glass Road... layers upon layers as you play it.
- I think glass roads is the perfect length and the perfect amount of complexity and strategy for me to replay over and over again.
- Clank is an excellent game and this just makes it a little bit more accessible for people to try and play.
- this card game is very tactical with a lot of different ways to score.
References (from this video)
- strong thematic feel
- scales well from solo to group play
- noise mechanic can be punishing if you make too much noise
- adventure and treasure hunting with risk
- a villain ship in space; a heist adventure
- climactic and cinematic
Mechanics (from transcript analysis)
- Deck Building — build a personal deck to perform actions
- deck-building — build a personal deck to perform actions
- marketplace drafting — buy new cards to upgrade your deck
- noise mechanic — noise attracts the villain Eraticus, increasing risk
Video topics + discussion points
Quotes (from this video)
- Cascadia is not a punishing game at all.
- This is such a unique game and one that I just don't get tired of.
- Monikers is a party game.
- This game just feels like an adventure.
References (from this video)
- fast setup and approachable
- fun single-player/coop options and competitive interaction
- dicey luck can feel punishing in solo runs
- Deck-building dungeon crawl with a space twist
- Daring heist aboard a galactic vessel
- light, adventurous storytelling through card play
- Clank! A Deck-Building Adventure
- Duelists of the Star Realms
Mechanics (from transcript analysis)
- Deck Building — build a deck to perform actions and collect artifacts
- deck-building — build a deck to perform actions and collect artifacts
- Dungeon Crawl — draw Clank tokens and hope to avoid penalties
- dungeon crawl / push-your-luck — draw Clank tokens and hope to avoid penalties
Video topics + discussion points
Quotes (from this video)
- A lot of the fun was in the interactivity and watching others' plans unfold.
- I didn't want four-player solitaire; everyone needs to stay engaged.
- Diplomacy is the ultimate trust and treachery game.
References (from this video)
- Engaging, accessible deck-building with a strong space-heist flavor that translates well to both casual and veteran players.
- Thematic tension from the noise mechanism and the temptation of deeper vaults on the ship.
- Solid engine-building feel; each game session can feel different due to card acquisition and card powers.
- Potentially fiddly for solo play or players who dislike push-your-luck elements or noise risk systems.
- Box and component quality can feel a bit overproduced for shorter, lighter sessions.
- deck-building, exploration, risk/reward, stealthy intrusion
- Sci-fi ship with thieves attempting a heist aboard an alien vessel
- cinematic, lighthearted, action-oriented
Mechanics (from transcript analysis)
- board exploration / risk management — Navigating a ship map with rooms and corridors, balancing reward against the chance of triggering penalties (e.g., Clank tokens).
- Card Drafting — Acquisition of new cards from a central market to add to a player's draw pile, influencing future hands.
- card market / card drafting — Acquisition of new cards from a central market to add to a player's draw pile, influencing future hands.
- Deck Building — Players construct and customize a personal deck to perform actions each turn, shaping engine strength and options.
- deck-building — Players construct and customize a personal deck to perform actions each turn, shaping engine strength and options.
- Push Your Luck — The closer you get to the command module, the higher the risk of drawing Clank tokens and attracting attention.
- push-your-luck / noise tension — The closer you get to the command module, the higher the risk of drawing Clank tokens and attracting attention.
- Risk Management — Navigating a ship map with rooms and corridors, balancing reward against the chance of triggering penalties (e.g., Clank tokens).
- Set Collection — Gaining treasure and gear via card effects while managing resources like money, keys, and artifacts.
- set collection / resource management — Gaining treasure and gear via card effects while managing resources like money, keys, and artifacts.
Video topics + discussion points
Quotes (from this video)
- This is a game I just don't get tired of.
- And this game really does well with players who are used to just playing video.
References (from this video)
- space theme with witty card references
- tension from push-your-luck mechanics
- varied deck-building options
- can be luck-driven at times
- deck-building with push-your-luck and humor
- space exploration and heist aboard a ship
- lighthearted, fun sci-fi adventure
- Clank! (base game)
Mechanics (from transcript analysis)
- board game with loot and adventure — locations on the ship contribute to loot and scoring
- Deck Building — build a deck around artifacts to score points
- deck-building — build a deck around artifacts to score points
- Dungeon Crawl — locations on the ship contribute to loot and scoring
- Push Your Luck — risk-taking to maximize artifact haul before escaping the ship
- push-your-luck — risk-taking to maximize artifact haul before escaping the ship
- Race — race to collect artifacts before others escape
Video topics + discussion points
Quotes (from this video)
- it's just a wonderful deck building game with fantastic artwork thematically and replayability
- Core Worlds is one of my favorite deck building games of all time
- the board is gorgeous the territories the way they're laid out it just makes for well-done territory control
- I love the card building concept in these games this one and blood rage as well you buy your monsters and your monsters for the game
- Defenders of the Realm fantastic cooperative game you can't miss with this one plus it's got Larry Elmore art gives me that nostalgic feeling of Dungeons and Dragons in the 80s it's gorgeous
- it's such a cool territory control game and these trilogy uses the cube tower for combat
- combat what I love about the combat is the fact that it feels like medieval warfare because it takes a long time
- it's a very cool war game
- Terraforming Mars fantastic game