Home / Development / Beta 2.1 Rules
Card Form:
INTRODUCTION ~ PAGE 1
Dragon Duel is a game for 2 to 4 players. Each player is
represented by a dragon, as he flies around the board attempting to
knock the other dragons from the sky.
DRAGONS
Cut out the dragon heads along the dotted lines, and fold them in half along the solid lines.
LIFE STONES
The stones match the colors of the dragon peices. They are used to determine how much life your dragon has left. Some spells also use them.
BOARD
The board cinches up into a carrying pouch that holds all the pieces.
SETUP
Each player picks a dragon peice and collects all the like colored stones. Dragons are then positioned equal dots apart around the outer circle of the board. At this point all dragons face center. Direction is chosen at the beginning each players first turn.
To determine deal each player cuts the deck. The player with the highest card deals, and play begins to their left and proceeds clockwise.
CARD TYPES ~ PAGE 2
- Combat
Use to attack or defend.
- Maneuvers
Follow instructions on card or use the number in combat.
Spells
Follow instructions on card, or in a pinch use the number value.
There are 2 types of spells that can be played at different times:
- Incantations
Play at the beginning or end of your own turn, before or after you are done flying.
- Tongues
Play during any players turn at any time when they are not moving their dragon.
HANDS - Starting hands are dealt out 7 cards to each player. After
that when a player runs out of cards play stops while they
immediately draw a new hand of 5 cards. Play continues when they
have had a chance to look at their new hand. If the last card
played is a spell the player draws a new hand before resolving its
effect.
LIFE - From each player's starting hand 2 cards are set aside, 1
face up, 1 face down. Place a number of stones on the face up card
equal to its value. Each damage taken removes a stone. When the
stones are gone from the first card discard it. The second is
turned over and has stones placed on it. Any remaining damage is
removed. When the second card is gone the dragon is out of the
game.
PLAY ~ PAGE 3
TURN SEQUENCE
- Roll Die
- Cast Spells
- Fly / Attack
- Cast Spells
BEGIN by rolling the die labeled 4,5, & 6 (twice each). That is how
far you will fly. Cast Incantations before you move. Next, fly
around the board stopping to combat any dragon whose dot you come
to. When you have moved your roll, cast Incantations if you have
any, and pass the die to your left.
FLYING
At the beginning of your first turn choose which direction your
dragon is facing. From that point on fly from dot-to-dot along the
lines of the circles on the board. You may not make sharp turns or
spin around to face the other direction. You may pause at any time to cast Tongue spells, but other players may also cast spells if you do so.
COMBAT
You may attack one dragon once when you are on the same dot as
them. You do not have to end your turn on their dot. If another
dragon is on your dot at the beginning of your turn you may attack
them before you fly.
COMBAT SEQUENCE
- Attacker plays Spells and/or Manuevers.
- Attacker places Card face down.
- Defender plays Spells and/or Manuevers.
- Defender places Card down.
- Attack - Defense = Defender's Damage
SUPLIMENTAL ~ PAGE 4
COMBAT EXAMPLE
Rex the Red Dragon has landed on Puff the Purple Dragon's dot. Rex
has no Spells or Maneuvers to play, so he places a Combat Card face
down on the table. Now Puff is scared, so he casts a "Might" Spell
to improve his defense. He then plays a 5, making his Defense 8 (+3
for the "Might"). Rex turns over his card, a 7. 7 - 8 = -1, so Puff
is unharmed. Had Rex played a 9, Puff would have taken 1 damage.
Rex is not hurt, because without aid of a Spell or Maneuver the
Defender cannot damage the Attacker.
SPELL PLAYING ORDER
If 2 players wish to cast a spell at the same time, the first
player whose card touches the table gets to cast their spell first.
Other Players must take their spells back into their hands.
LEGAL SPELL PLAYING TIMES
Incantations
- Start of your turn.
- End of your turn.
Tongues
- Beginning of any players turn.
- If a player pauses in flight.
- Before combat, when a player stops on another's dot.
- During combat, only at times specified in combat sequence.
- After combat, before a player leaves another's dot.
- End of any players turn.
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