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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.
  ©2001 Nils Devine    nils@dragonduel.com