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~ Setup ~
Pieces Place each player's piece equal spaces apart on dots around the outer circle.
Cards Deal 6 cards out to each player. When a player runs out of cards in their hand they must immediately draw a new hand of 4 cards. If an event is in play, drawing of a new hand occurs first. It is only after the person has had a chance to look at their new hand that play may continue.
Life Each player sets aside the 2 highest cards in their hands. One card is placed face up, the other is placed face down under it. Place a number of stones on the face up card equal to its value. When you take damage you remove stones. When the stones are gone turn over the 2nd card and do the same. When those are gone the player's dragon life is extinguished, he falls out of the sky, and out of the game.
~ Card Types ~
Combat The deck contains 4 each of the numbers 1 through 10. These are used for combat.
Flight The numbers 1 and 2 may be played at any time during a player's turn to allowing them to move extra spaces equal to the card's value.
Maneuvers There are 4 each of 4 different maneuvers that a dragon can perform, such as breathing fire or diving to attack. Maneuver cards have a combat value of 5. Detailed instruction of the maneuver is on each card.
Spells 22 unique spells are in the deck. Their combat value is 3. Detailed instruction of a spells use is written on each card. There are 2 types of spells. Incantations are cast at the beginning or end of a players turn. Tongues may be cast at anytime, by any player, during the game.
~ The Turn ~
Sequence Here is the sequence of play:
  • Roll the die
  • Cast spells
  • Fly
  • Attack
  • Cast spells
  • Pass the die
Begin Roll the distance die (4, 5, or 6). This is how many times you are going to move from dot-to-dot along the lines this turn.
Cast Spells Incantation spells may be played now, and MUST be played before you move. Once your dragon is in flight no Incantations can be used. Any player may still cast Tongues.
Flight Flight lasts from the moment a player begins to move their dragon from the spot they start at to the spot on the board they end on. The rule of movement is that you can't make sharp turns, nothing sharper than 90 degrees, and no turning around without the aid of a spell or maneuver. You can stop at any time to cast Tongue spells, play Maneuvers, or use Flight cards to make you fly further this turn. If you stop other players may cast tongue spells.
Flight Tip: When you roll place the die on the spot you start your turn, this way no one will lose track of how many space you moved or where you started your play.
Combat Attack! You may attack a player if you land on their dot while in flight. If they were on your dot at the beginning of your turn you may attack them after rolling and casting spells, but before you move. You may only attack one dragon once from any given dot.
End Pass the die to the left after you have moved the distance you rolled plus any bonuses from flight cards or spells. Before you pass the die this is your other opportunity to cast Incantations. Any player may still cast Tongues.
~ Combat ~
  1. Attacker plays spells or maneuvers.

  2. Attacker plays a card face down.

  3. Defender plays spells or maneuvers.

  4. Defender plays a card face down.

  5. Both players reveal their cards.

  6. Subtract the defender's card, plus any bonuses, from the attacker's card (+ bonuses). If the result is positive (the attacker's number is higher) the defender takes that much damage, removing that many stones from their life.

  7. If the defender took more damage than they have stones on their face up life card, turn over the next card, put its stones on, and remove the remainder of the damage from them.

  8. If the defender has run out of life cards and stones their dragon falls out of the sky. They are out of the game. If that leaves only one player that player wins.

~ Spells ~
Overview As has been previously mentioned, there are two types of spells, Incantations and Tongues. Spells remain in play on the table from the time that you declare you are casting them until their effect is resolved, at which point they are discarded.
Incantations Incantations can only be cast by the player whose turn it is. Incantations are cast at the beginning of a turn, before the player flies or attacks, or at the end of a turn, after all flight has finished. There is no limit to how many Incantations may be cast in a turn.
Tongues Tongues are also not limited in how many can be played. They are also unrestricted in that any player can play a Tongue during any turn.
Order What happens if two players want to play a spell at the same time? The first person to shout it out or slap it on the table does NOT get to cast theirs first. The effects of spells are resolved in reverse order. Let me explain by example:
Example 1 I cast a Teleport to move myself to a new dot. My opponent who was on the dot next to me when I cast Teleport responds by casting Fire Storm, a spell that damages dragons near the caster. The spells happen in reverse order, so I am damaged by the Fire Storm before my Teleport can move me away to safety. Had he cast his Fire Storm first, and I responded with my Teleport, I would have made it away safely un-scathed.
Example 2 In this example My opponents casts a Scrying spell on me to look at my hand and take a card. In response I cast a Drain to damage him and heal myself. The Drain would happen first, followed by the Scrying. My opponent would not be able to steal my Drain spell from me.

But that was a trick example. Had I cast my Drain first, he still wouldn't have been able to steal it from my with the Scrying because, "Spells remain in play on the table from the time that you declare you are casting them until their effect is resolved" (from the spell overview).
  ©2001 Nils Devine    nils@dragonduel.com