I never see people discuss the validity of promo cards even though they’re so sought after. Granted, this is mostly due to the completionist nature of individuals in this hobby (myself included) so the strategic benefits of the components don’t particularly matter as long as you have it in your possession. Due to this missing insight, over the next few weeks I’m going to be looking at some of the promos available for Clank!: A Deck-Building Adventure and discussing their worth in the context of the game.
Snack Table, the promo associated with International Tabletop Day, is alright. As a device, it’s a one-time use card and really is only beneficial in the late game. An argument could be made for the mid-game but it’s really dependent on the amount of dragon attacks and damage players have taken. Using this card just to heal yourself, while cheap, is not utilizing the card to its fullest potential. I would only recommend doing that in the case that you are looking to grab it before another player does.
I kinda wish it was an either/or option because then I think the card could offer some more decision-making and pushing of luck to the game. The game is seriously missing some interaction between players and this card could have been a great way to force that interaction. It also seems too cheap in cost to potentially net a player three gold (in a four-player game) while also healing yourself.
When played, people will typically spend a coin to regain some health if they have the money and if they need the health. You can gauge the game board and figure out the outcome of the card before it’s played. You’ll know who will pay and who won’t. Being paired with a dragon attack upon reveal provides an even bigger incentive to purchase the card as someone probably took a wound from the attack.
I appreciate the artwork and the homage to games that have you eating food to regain health. It’s another tribute that Clank! is known for.