How to Win at Klunker
Klunker is a fast-moving game with lots of player interaction. Consequently, winning a game requires not only a bit of strategy, but also paying attention to what other people are trying to do. If you can maintain a careful balance between getting cards into your safe and keeping card variation down, then maybe you can win a game of Klunker. You'll need more skills as well, and we'll teach you those in this article.
- Difficulty:
- Moderate
Instructions
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1
Place cards in your store that you wouldn't mind having in your safe. If nobody else buys from your store, you may end up forced to buy from your own store on your turn, so be sure that you haven't put in one jewel each of five different types, or you'll probably be stuck with them.
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2
Offer store jewels that help other players somewhat, but not too much. If an opponent has a single monocle, playing a single monocle in your store might get it bought. Playing three monocles in your store is just giving money away, and should be avoided. Conversely, if your opponent has three monocles already, a single monocle may be too good; consider offering a monocle and and earring instead.
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3
Grab the first purchase card by ignoring the safe phase if there is a store whose contents you particularly need to buy. Especially if there's likely to be anyone else interested in the same store as you, it's important to have the first option to purchase that store and complete a few jewel sets.
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4
Try to keep as few types of jewels in your safe as possible. You can generally restrict this to two or three; being forced to put in a fourth type is not ideal.
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5
Clear out extra types as quickly as possible. If you have four types of jewels in your safe, it's important to start dumping anything that matches them into the safe, in order to clear them out. The one bright side is that with four types of jewels in the safe, it's more likely that an opponent's store will have a collection of jewels you want. Pay attention, and try to get back down to no more than three types as soon as possible.
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6
Remember that buying from anyone else's store costs you a banknote. Don't buy anyone else's store unless it will end up helping you at least one banknote's worth, otherwise you're giving away victory points for nothing.
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7
End the round when your store is empty. If someone else bought from your store, and you buy nothing from anyone else, that leaves you up a banknote.
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1
Tips & Warnings
Churn as much as possible; the more new cards you draw, the better the odds you get something useful.
Don't lose track of the necklaces. Once two sets of four have been sold, the other two are poison to a safe, lowering all sales by one banknote with no benefit.