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Reference: ROCLA
Clac is a card game where you draw a card, give one to a neighbor, and set off a chain reaction.
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Each player’s goal is to end the game with the most “lightning bolt” symbols in their playing area.
The game’s unique feature is its magnetic attraction mechanic: each card displays symbols of different colors, and as soon as the total number of symbols of a single color exceeds that of all other colors combined in a player’s row, a “CLAC” is triggered, ejecting the excess cards as penalty points. Designed to be accessible, even to people with color blindness, Clac takes about fifteen minutes to play.
Setup involves dealing the starting cards to each player and then preparing the stacks of “magnet” cards that will serve as the draw pile during the game. On their turn, a player draws two cards, then must give one to one of their neighbors and keep the other for their own row.
This rule forces players to anticipate the consequences of their choices: giving away a card can either strengthen an opponent’s line or weaken it by inadvertently triggering a “CLAC” if the dominant color in their zone exceeds the critical threshold. “Ghost” and “special” cards occasionally disrupt this balance by altering the usual rules of attraction.
The game ends once the draw pile is exhausted. Each player then adds up the “lightning bolt” symbols in their playing area and subtracts one point for each card that was ejected during the game as a result of a “CLAC.” The player with the highest net score wins the game, rewarding the player who best balanced their own distribution choices while exploiting the imbalances caused among their opponents.
Each player’s goal is to end the game with the most “lightning bolt” symbols in their playing area.
The game’s unique feature is its magnetic attraction mechanic: each card displays symbols of different colors, and as soon as the total number of symbols of a single color exceeds that of all other colors combined in a player’s row, a “CLAC” is triggered, ejecting the excess cards as penalty points. Designed to be accessible, even to people with color blindness, Clac takes about fifteen minutes to play.
Setup involves dealing the starting cards to each player and then preparing the stacks of “magnet” cards that will serve as the draw pile during the game. On their turn, a player draws two cards, then must give one to one of their neighbors and keep the other for their own row.
This rule forces players to anticipate the consequences of their choices: giving away a card can either strengthen an opponent’s line or weaken it by inadvertently triggering a “CLAC” if the dominant color in their zone exceeds the critical threshold. “Ghost” and “special” cards occasionally disrupt this balance by altering the usual rules of attraction.
The game ends once the draw pile is exhausted. Each player then adds up the “lightning bolt” symbols in their playing area and subtracts one point for each card that was ejected during the game as a result of a “CLAC.” The player with the highest net score wins the game, rewarding the player who best balanced their own distribution choices while exploiting the imbalances caused among their opponents.