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Klunker

#102BGG ↗

1999 · 3-5 players · 30min · weight 1.77 · 945 ratings

v2 v3

BGG raw

ID
102
Name
Klunker
Year
1999
Rank
3421
Min players
3
Max players
5
Playing time
30
Min playtime
30
Max playtime
30
Avg weight
1.7701
Num weights
87
Bayes avg
5.70091
Average
6.1988
Users rated
945
Num owned
1515
Wanting
38
Wishing
134
Num comments
391
Fetched at
Sat Apr 25 2026 16:19:42 GMT+0000 (Coordinated Universal Time)
Mechanisms (1)
Set Collection
Categories (1)
Card Game
Description (1711 chars)

Klunker features elements similar to Uwe Rosenberg's Bohnanza, with players trying to specialize in collecting only a few types of cards. To start play, each player has 1 banknote (a random face-down card) in their safe and a hand of six cards; seven types of jewelry are included in the game. On a turn, each player in clockwise order from the round's starting player places 0-6 cards from their hand into their store window. (If a player's window is empty, they must place at least one card.) Next, in clockwise order players can place one card face up in their safe or pass; when a player passes, they take the lowest numbered purchase card, and players continue placing cards one by one until they pass. Starting with the player who has the lowest purchase card, players can buy all of the cards in someone's store window — including their own — by paying the owner 1 banknote, after which they place these cards in their safe. (If you have cards in your store window, you must purchase cards.) As soon as a player has four of the same type of jewelry in their safe, whether from playing cards there directly or from purchasing someone's window goods, they must cash in those cards. If you have only one type of jewelry in the safe, you flip all four cards into your safe for 4 bank notes. For each extra type of jewelry in the safe, you flip one fewer card, e.g., with three types of jewelry, you flip only 2 banknotes, discarding the other two cards from play. If a player declines to purchase cards, the purchase round ends immediately, then players refill their hand to six cards. If this isn't possible because the deck has run out, the game ends. Whoever has the most banknotes wins.

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).