UberDrakes - How To Play

UberDrakes

Just a Moment...

Official Rulebook


Contents

View the official rulebook online at valleyandridgegames.com/uberdrakes

UberDrakes Copyright © 2021


Chapter 1

Welcome


Introduction

UberDrakes is a multiplayer game focused on movement. Players' primary objective is to score Victory Points by picking up Dragon Riders and dropping them off at their requested destinations on the board. Do whatever it takes to have the most successful rider deliveries by the end of the game - even if that means knocking your opponents' dragon riders off! Players can also earn victory points and hinder their opponents' deliveries by engaging in combat, which takes place any time two dragons cross paths on their routes.

In order to pick up and drop off riders, you must plan your route carefully. Your limited movement resources grant you the ability to maneuver your dragon around the board in specific ways. Chain different maneuvers together to reach your destination in as few moves as possible, and battle opponents you encounter along the way to earn additional movement resources and items.

Battle Royale

The standard Battle Royale game is for 3 to 6 players. The recommended game length is 3 Rounds. Each round lasts 30 to 45 minutes depending on the number of players and their level of experience, for a total game length of 90 minutes to 2 hours. For a shorter game, play only 2 rounds. For a longer game, play 4 or even 5 rounds! Playing only one round is likely to result in a draw, and is not recommended.

In Battle Royale, you score 1 Victory Point for each dragon rider you successfully deliver. You can also earn victory points in combat by saving up enough Blood Points. At the end of the chosen number of rounds, the player with the most victory points wins.

See the Variants section for more ways to play!

Next: Game Setup


Game Setup

To start, players must choose which of the six dragons to play as. Each dragon has a unique set of spells that only they can cast.

There are six elemental dragons: Fire, Water, Earth, Lightning, Wind, and Metal. If two players want to use the same dragon, they must roll dice to decide who gets first pick.

Board Setup

Place these items around the game board:

Place your dragon card and hoard tracker next to one another.

Place these items in front of each player:

Turn Order

Roll to Decide Turn Order. Each player rolls 2 dice, and the highest result goes first. If there is a tie for the highest roll, those players roll additional die until the tie is broken.

After the first player, turn order proceeds around the table in a clockwise order.

Starting the First Round

To start the first round, deal out four Movement cards from the deck to each player. Starting with the player going first, each player can choose to take a Mulligan by exchanging any two of their Movement cards to look at the top two cards of the deck, take one, and put the other back on top.

As each player takes their first turn, that player places their dragon on the central village of Merkezi to begin the game.

That's it, you're ready to start! Next: Rounds and Actions


Chapter 2

Gameplay


Rounds and Actions

A typical game of UberDrakes last for three rounds. A round lasts for as many turns as needed, until all players have Roosted for the round. At the end of three rounds, the player with the most Victory Points wins the game.

A three-round game should last approximately 2 hours. You can easily adjust the length of the game to be shorter by playing only 2 rounds, or as many extra rounds as you want - it's up to you!

Turn Actions

Each player takes one to three Actions on their turn. After the third action, or if the player ends their turn early, play passes to the next player to their left that hasn't roosted. If there is only one player left who hasn't roosted, they may keep taking turns until they decide to roost.

The player currently taking their turn is called the Active Player. The active player activates spaces they stop on, can trigger combat by moving next to other dragons, and wins ties in combat.

You can take the following actions:

At the end of your turn, you decide whether or not to Roost for the round. You automatically roost if you didn't (or can't) take at least one action. Players who have roosted don't take any more turns for the rest of the round. Once all players have roosted, the round ends.

Starting the Next Round

Once all players have roosted, the round ends. If it's the last round, then the player with the most victory points wins the game. If there's a tie, see The Endgame.

If it's not the last round, each player does the following:

Once every player's hoard card has been reset, the next round begins, with the turn order continuing with the next player after the last one to roost in the previous round.

Next: Movement


Movement

UberDrakes is all about movement. You'll use the General Movement Actions on your hoard card and the Movement cards you draw to get to your destination and drop off your Dragon Riders to score victory points.

Direction

The direction you're facing matters in UberDrakes! Whenever you use a General Movement Action or Movement Card, you must move your dragon exactly as shown on the card, including any directional changes. Keep this in mind as you plan your route!

General Movement Actions

There are six unique general movement actions on your hoard card (Forward appears twice, for a total of seven.) Each of these actions costs 1 coin to use, and can be used once per round. Place a coin from your hoard onto the action's icon to show you have used it for the round. These coins go back into your hoard at the end of the round, allowing you to re-use them.

Movement Cards

You can also move by playing a movement card from your hand. These are generally more powerful movements that will take you a longer distance than your general movement actions, but be careful not to overshoot your target! Try using movement cards to cover longer distances, and saving your general movement actions for precisely landing at your destination.

Keep any movement cards you have played face-up in front of you. You can re-use them by pushing movement!

Pushing Movement

Pushing movement allows you to push your dragon's physical limitations. When you push movement, you can use any general movement action, even if you have no coins or have already used that action this round, or re-use one of your movement cards that you've already played this round. When you re-use a movement card by pushing movement, remove it from the table and put it in the discard pile.

Pushing movement causes you to take one point of Fatigue. You can't push movement if your Fatigue meter is maxed out at 3.

Next: Dragon Riders


Dragon Riders

Using your movement, your goal is to pick up Dragon Riders and drop them off at their requested destination. You earn one Victory Point for each rider you successfully deliver to the correct destination. Each rider will wish to be taken to a specific type of Element Space, and offer a special reward for your services.

Picking Up Riders

To pick up a Dragon Rider, head to one of the two Pickup Spaces on the board. You can choose one of the three rider cards on that side of the board to pick up. Put that card into your hand, then draw the next rider card and place it at that pickup point.

You can only carry one Dragon Rider at a time. You must drop off your current rider before picking up another one.


Rider Elements & Classes

Each rider has an Element, a Class, and a set of Bonuses. There are six elements and six classes for a total of 36 Dragon Rider cards in the game.

Delivering Riders

While carrying a Dragon Rider, you must pass through the Portal, then stop on the rider's desired elemental space to drop them off. Passing through the Portal causes you to take a point of Fatigue. You can't use the Portal if your Fatigue is maxed out at 3.

Upon dropping off a rider, you gain 1 victory point and the reward shown on that rider card, then you teleport to the village of your choice. Place your dropped-off rider cards face-up in front of you to keep track of your score and any rewards or bonuses.

Losing Riders

Be careful! When your Fatigue meter is at 3, your dragon rider will be knocked off if you take any additional fatigue. Keep a Rest Potion handy to make sure you aren't caught off guard by your opponents!

Next: Combat


Spaces

The effects of a space are triggered whenever your dragon lands (finishes a movement action) on that space during your turn. If your dragon is moved by force during another player's turn, they do not activate any spaces they are moved onto.


Desert

The most common space on the board. Stopping in the desert has no effect, but you gain 3 Coins when you roost in the desert.


Magic Space

These spaces emanate magical energy. You gain 1 Magic token when stopping here, and 3 Magic tokens when roosting here.


Mountains

You have the high ground! Mountain spaces give you a +1 to +4 bonus in combat, as shown on the space. This effect is active as long as you're on the mountain space when combat begins.

If you roost on a mountain, you gain one level of Rage for the rest of the game!


Villages

Stopping at one of the three villages allows you to buy up to one of each item the village has for sale that round. The items each village has available change from one round to the next. You can also sell certain treasures for additional coins. Buying and selling at villages counts as the effect of the village space, not an action.

Villages are Large Spaces. You may enter a village from any side and freely move and change directions within the village area to exit in whichever direction you choose.

The active player can choose to engage in combat with another dragon in the same village, except against dragons that haven't moved yet at the starting village. If you do, you won't be able to buy or sell items in that village this turn.

Roosting in a village heals you for one additional point of fatigue at the start of the next round, and gives you a chance to buy the village's new offerings in the next round right away.


Dragon Rider Pickup

Stop in one of these two large spaces to pick up one of the three Dragon Riders on that side of the board. Put the card into your hand to show you're carrying the rider, then draw the next card from the Dragon Rider deck to replace it in the pickup area. You can only carry one Dragon Rider at a time - if you already have one, you can freely pass through the space but cannot pick up another.

The active player can choose to engage in combat with another dragon on the pickup space. These large spaces allow you to enter from any side and move and rotate freely within their area.

If you roost on a pickup space, instead of choosing from among the three riders at that space, you may look through the entire rider deck for a rider of your choice. Do this at the beginning of the next round.


Element Spaces

There are a total of twelve element spaces on the board - two of each element, surrounding both portals.

These spaces are the destinations your Dragon Riders need to be dropped off on in order to score Victory Points. When you stop on an element space that matches your dragon rider's destination, you drop the rider off, score 1 Victory point, and you may move to one of the three village spaces. In addition, you heal one point of Fatigue whenever you stop on your dragon's matching element space, and all your fatigue when you roost on your matching element. If your Dragon Rider's destination matches your element, then you'll get to drop them off and heal your Fatigue at the same time!


Portals

You can move from either Portal to the other. Doing so causes you to take one point of Fatigue. Dragon Riders must be carried through the portal before being dropped off.

If you stop on a portal space, you can turn to face any direction when you emerge on the other side. If you use a multiple-space movement action to pass into the portal, that movement continues on the other side of the portal in the same direction you entered the portal from.

Players can't use items or engage in combat while in the portal. Roosting in the portal has no effect.


Caves

There are four cave spaces - one in each corner of the board. When you stop on one, you enter the caves. You find 1d6 coins in the cave the first time you enter it each round. Roosting within the caves earns you an additional 3 coins.

You may exit the caves from any of the four cave spaces, and choose the direction you face when you exit.

If two or more dragons enter the caves at the same time, combat may be optionally started by the active player.


Treasure Chest

Stop on this space to draw a Treasure card. Roost on this space to draw an additional treasure card at the beginning of the next round.


Items

Use items to help you drop off your dragon riders faster and to fend off your opponents. Using most items counts as an action on your turn, but some items can be used in combat outside of your turn.

Hoard Items

There are eight hoard items shown on your hoard card. You can carry up to one of each of these items at a time. Purchase hoard items by stopping at one of the three villages on the board. You can buy up to three items each time you visit a village.

When you buy an item, place one of the coins you spent onto the item's symbol on your hoard tracker to indicate that you have one.


Buying Items

When you land on a village space, you can purchase up to one of each item that village has available, as shown by the Stock Card on that space. The items that a village has in stock change between rounds.

Remember that you can only carry one of each item on your Hoard Tracker, so you can't buy another of the same item you already have. You can, however, buy as many Treasure chests as you want if the village's current stock includes them. Treasures might be the same items as those on your Hoard Tracker, and this allows you to carry multiple of the same item.


Treasures

You can also gain items from Treasure cards. You can draw the top card of the treasure deck by stopping on a treasure chest, or by purchasing a treasure from a village when one is available. A treasure card might contain another hoard item, a gemstone you can sell back to the village for extra coins, or an exceedingly rare and powerful item!

Equipment

Some treasure items function as Equipment. During your turn, you can use an action to Equip one of these items from your hand and place it face-up in front of you.

Equipment items give passive effects during combat and aren't discarded after combat. You can only have one item equipped at a time. When you equip another item, return your current equipment to your hand.


Magic

Each dragon has a set of magical abilities unique to them. To use them, you'll need to gather Magic tokens, which can be found by stopping on Magic spaces or in Treasure chests. Spells can grant you extra movement, help you out in combat, and completely turn the tide of the game - don't forget about them! You don't start the game with any Magic tokens, so try and plan your route to pick some up from the Magic spaces whenever the opportunity arises.

Every dragon has two Standard spells and one Ultimate spell. Casting a spell counts as one action during your turn, unless the spell specifies a different time to use it, such as during combat. You can cast each of your standard spells up to once per turn, but you can only cast your Ultimate spell once in the entire game.

Spell Lists

See each dragon's page for their list of spells.


Chapter 3

Combat


Starting Combat

Dragons are fiercely territorial creatures. While your main goal is to deliver dragon riders, if you encounter another dragon along the way, you'll enter combat with them. Engaging in combat allows you to deal damage and disrupt your opponents, as well as earn Blood Points, which can be exchanged for extra resources and even Victory Points.

Zones of Control

Combat automatically begins when the active player moves onto a space next to an opponent, unless that player is Roosted. The six spaces surrounding your current location are called your Zone of Control. Whenenver you stop on a space in an opponent's zone of control, or if an opponent stops in yours, you must engage in combat with them before activating any effects of the space you stopped on - including dropping off a Dragon Rider!

Engaging in combat does not count as an action. You can engage in combat with the same opponent only once per turn. Leaving and re-entering their zone of control on the same turn will not trigger another combat. If you remain in an opponent's zone of control after combat, they can attack you again on their next turn though!

Zones of control cannot cross the thick red borders around certain spaces, such as Villages. A dragon that is outside one of these spaces cannot trigger combat with one that is inside the space.

Roosted players cannot initiate combat. Engaging in combat with a roosted player does not blood points to either player. You can still deal Damage to them though, so it's possible to move a roosted player if they're blocking your path.

Combat cannot be triggered between two inactive players. If an inactive player is moved next to another inactive player by any effect, combat isn't triggered unless one of those players chooses to attack on their turn.

Voluntary Combat

On certain spaces that can be occupied by more than one dragon at once, combat doesn't trigger automatically, but the active player can optionally choose to engage in combat:

Dragons inside the Portal cannot engage in combat.

Next: Combat Gameplay


Combat

When combat is triggered, normal gameplay is paused. Items used as part of combat don't count as actions, and other players can't take turns during combat. If the space you moved onto has an effect, that effect must wait until after combat has resolved before it occurs. Combat has four distinct steps: Pre-combat, Rolloff, Counterattack, and Damage.

Phase 1 - Bonuses

First, both players count up the total Elemental Bonuses they have against their opponent from Dragon Riders - both current and delivered, and places one die on the table with that number facing up. (Use multiple dice if the total bonus exceeds 6.)

If either combatant has three Fatigue, they don't gain any elemental bonuses in combat.

Now is the time to use any pre-combat items or spells, such as a Rage Potion or Acid Rain.

Phase 2 - Rolloff

The player who initiated combat rolls two dice (or more if they have Rage.) Add up the results of these dice and any bonuses to get the total combat strength.

The other player may then choose to concede the fight, or roll two dice in return. If they choose to concede without rolling, they take double damage. Otherwise, they roll two dice (or more with Rage) and add the result to their bonuses to get their total combat strength.

The player with the lower total is the Presumptive Loser. The player who initiated combat wins ties. The presumptive loser may either concede the battle, or proceed to the Counterattack phase.

Phase 3 - Counterattack

The presumptive loser may attempt to increase their total by using spells or combat items, such as the Dragon Lance. Any number of these may be used in any combination to attempt to raise their total higher than the other player's.

If the losing player can't, or doesn't want to use resources to increase their total, they must concede the battle.

If the losing player successfully raises their total above their opponent's, then the other player gets a chance to counterattack with any number of items in return. This cycle repeats until either player concedes.

Phase 4 - Damage

Skip this step if the winner used a Hide Shield during the battle or if the loser made a Ranged attack.

Now that a winner has been decided, that player decides what sort of Damage to inflict on the loser. Choose one of the following:

The loser takes two instances of Damage if they conceded during the Rolloff phase without rolling dice.

Next: Blood Points


Blood Points

At the end of combat, the winner gains Blood Points equal to the loser's total combat strength. The loser receives half that amount, rounded down.

At the end of combat, or at any time as an action, you may exchange Blood Points for one or more rewards from the table.

Blood Point Rewards

Reward Cost
1 coin x 2
Heal 1 Fatigue x 5
Movement Card x 8
Victory Point x 20
+5 for each additional Victory Point purchased this way

Next: Ranged Attacks


Ranged Attacks

Some abilities allow you to make a Ranged Attack in order to initiate combat. During ranged combat, you won't suffer damage if you lose the fight. Certain items, such as the Dragon Lance, can't be used in ranged combat.

You can initiate ranged combat by using a Long Bow on your turn against an opponent two spaces away (if you move within one space of them, you'll trigger a non-ranged combat as usual.) Certain Spells also allow you to enter ranged combat.

Hide Shields

Using a Hide Shield in combat causes the opponent's attack to become Ranged, if it wasn't already. This means that, by using this item, you give up the chance to deal damage if you win the battle. You can't use a Hide Shield if you're the one making a ranged attack.

Next: Rage


Rage

Rage is a state that gives your dragon an increased strength in combat. It's possible to gain both Temporary Rage, which lasts for only one battle, and Permanent Rage, which lasts for the rest of the game.

Normally, you roll two dice during the roll-off phase of combat. For each level of Rage you have, roll one extra die and discard all but the highest two.

Sources of Rage

Next: Reference - Movement Actions


Chapter 4

The Dragons


Fire Dragon

Lore!


1 - 2

Rocket Power

Use any general movement action (1 coin) or repeat one of your previously-played movement cards (2 coins.)

(Movement cards used this way are discarded from the table, just as if you had used them to push movement.)


2

Heat Wave

Move up to three spaces in any direction to enter an opponent's Zone of Control.

(You remain facing the same direction. You can move 3 spaces in any combination of directions, as long as your stopping point is within one space of an opponent. This spell still works even if the targeted opponent is Roosted or otherwise can't enter combat. You can't use this spell to target opponents on protected spaces such as Villages.)


4

Fire Breath

Add one die to your combat total as a counterattack. This spell can be used in both ranged and non-ranged combat.


8 - 12

Furnace

Choose the number of Magic tokens to spend on this spell from 8 to 12. All opponents within four spaces of you roll two dice, and any that roll lower than the chosen number take one level of Fatigue.

(The die roll is not a combat event. Players affected by this spell cannot counterattack with items or cards. Neither player receives any blood points as a result of this spell.)


Water Dragon

Lore!


2

River Flow

Take two Turn Left or Turn Right movement actions.

(Move your dragon as though you used either the Turn Left or Turn Right movement twice. You can use the same direction twice, or one of each.)


4

Acid Rain

Cast at the beginning of combat. If you do, the next combat item your opponent uses is destroyed and has no effect.

(This spell affects Potions of Rage if the opponent uses one prior to rolling, or to the first counterattack item used otherwise. It does not affect movement cards used in combat or the Long Bow which is used before combat begins.)


3

Deep Freeze

Steal a random Movement card from your opponent as a form of combat damage.

(This spell counts as your damage effect at the end of combat. Like other damage effects, you won't get the opportunity to use it if the opponent made a ranged attack or if you used a shield.)


6

Hailstorm

Ultimate Spell - cast only once per game.

At the start of your next turn, all opponents take one point of Fatigue unless they're in the Caves or the Portal.


Earth Dragon

Lore!


2

Camouflage

You become hidden from your opponents. Until your next turn, opponents can't attack you and you can move through Zones of Control without triggering combat. If you attack an opponent while camouflaged, you gain a +3 bonus in that battle and the effect ends.

(Until the start of your next turn, opponents can't initiate combat with you, and your zone of control does not trigger forced combat when entered. You can still enter combat as long as you're the initiator. Doing so causes the spell's effect to end and gives you a +2 surprise attack bonus.)


2

Tunnel

From a Desert, move up to four contiguous Desert spaces in any direction, tunneling beneath opponents.

(You must be on a desert space to cast this spell. The space you stop on and all the spaces you move through must also be Deserts. Opponents in your way don't prevent this movement.)


3

Regrowth

End your turn. At the start of your next turn, heal one Fatigue unless an opponent attacked you.

(The effect of this spell is cancelled if you enter combat before the start of your next turn, even if you win the battle.)


8

Sandstorm

Ultimate Spell - cast only once per game.

Each opponent discards one Movement card of their choice from their hand. For the next three turns, the Village of your choice becomes engulfed in the Sandstorm and becomes unusable. You gain a +2 bonus in all combats until this effect ends.

(To track this effect, place three of your Magic tokens onto the village you choose. Remove one at the start of your next turn until there are none left, at which point the village is active again. You must choose one of the three villages to disable. Players can still pass through the disabled village and enter combat there, but can't buy or sell items. This includes the player who cast the spell.)


Wind Dragon

Lore!


2

Blowback

Move one to three spaces backwards and remain facing the same direction.


3

Windblast

Cast at the beginning of combat. If you win the battle, you deal double damage to your opponent, even if they attacked at Range.

(When dealing damage, choose either two different damage effects or the same effect twice. If you used this spell, you deal damage even if the opponent attacked you with a Longbow or ranged spell attack, and even if you used a Hide Shield during the battle.)


5

Take to the Skies

Take one free general movement action. Until the end of your turn, you fly over opponents in your path and don't trigger combat in their zones of control. All combats you initiate are ranged this turn.

(Casting this spell doesn't count as an action. You can occupy the same space as another player while using this spell. If your turn ends while on the same space as an opponent, move to an unoccupied space adjacent to them and remain facing the same direction. You can voluntarily attack opponents in your zone of control. Since your attacks are all ranged, you can't use Dragon Lances or other non-ranged items while under the effects of this spell.)


6

Cyclone

Ultimate Spell - cast only once per game.

Move up to three spaces in any direction and turn to face any direction, then move each of your opponents three spaces in any direction and turn them to face any direction.

(You may choose a different set of forced movements for each opponent to make.)


Lightning Dragon

Lore!


1

Time Warp

Take an additional action this turn.

(Casting this spell doesn't count as an action.)


3

Thunderbolt

Make a ranged attack against an opponent up to three spaces away.

(Casting this spell doesn't count as an action. Instead, it initiates combat, similarly to how the Long Bow works. Opponents inside protected areas like Villages can't be targeted.)


3

Flash

Move forward four spaces and pass through opponents blocking your way.

(You must move the full four spaces. If you hit the edge of the board, you take one Fatigue.)


6

Supercharge

Ultimate Spell - cast only once per game.

For the next three turns, all elemental bonuses from your current and delivered Dragon Riders are doubled, and elemental bonuses against you have no effect.

(For example, if your riders give a total +3 in bonuses against the Fire dragon, while Supercharged that amount is doubled to +6. To track this effect, place three of the magic tokens you spent onto your hoard tracker and remove one at the end of each of your turns. The effect ends when the last token is removed.)


Metal Dragon

Lore!


2

Blink

Move one space in any direction. If you move into a zone of control, activate the space you moved onto before combat begins.


X + 1

Plate Armor

Once per combat, add X to your total during the Counterattack phase. Using this spell prevents you from dealing Damage if you win the fight, like the Hide Shield.


3

Alchemical Craft

Create one common combat item of your choice (Dragon Lance, Longbow, Hide Shield, Hookshot, or Rage Potion) and add it to your hoard.

(You can't create an item you're already carrying one of on your hoard tracker. Remember to take the coin for the item from your bag since you didn't buy it!)


10

The Claw

Ultimate Spell - cast only once per game.

All opponents reveal their hands. Steal a hoard item or treasure card of your choice from each.

(All players may see all other players' hands when this spell is cast.)


Chapter 5

Items


Item List

Common Items

The following items can be found in the Treasure deck or purchased in Villages. Click on a card for more details about the item.

Equipment

These can be found in the Treasure deck and must be Equipped in order to use. You can only have one equipment active at a time.

Rare Items

These items can only be found in the Treasure deck.


Dragon Lance

Item - Common

Use the Dragon Lance during the counterattack phase of combat to add one additional die to your roll.

This item can't be used in ranged combat.

Obtaining

This item may be purchased in villages or found as a Common item in the Treasure deck.


Long Bow

Item - Common

Use the Long Bow at the start of combat to make a ranged attack. You must be a distance of exactly 2 spaces from your opponent in order to use the Long Bow. If your opponent is only one space away, then combat begins normally.

The act of using the bow to start combat does not count as an action.

Obtaining

This item may be purchased in villages or found as a Common item in the Treasure deck.


Rest Potion

Item - Common

The Rest Potion reduces your Fatigue by one level when used as an action on your turn. This invaluable item is always good to have around!

Obtaining

This item may be purchased in villages or found as a Common item in the Treasure deck.

All villages have Rest Potions available from the second round onwards.


Hide Shield

Item - Common

Use the Hide Shield during the counterattack phase of combat to add one die to your roll. If you win the battle after using a Hide Shield, you don't deal damage to your opponent, but you still gain other combat rewards. Your opponent still deals damage to you if you lose the battle.

The Hide Shield can be used in both ranged and non-ranged combat.

Obtaining

This item may be purchased in villages or found as a Common item in the Treasure deck.


Rage Potion

Item - Common

Use the Rage Potion at the beginning of combat to gain one level of temporary rage for the duration of the battle. You can use multiple Rage potions in the same battle, with each one increasing your Rage level by one.

The Rage Potion may be used in ranged or non-ranged combat, but it must be used at the beginning of combat before the initial roll.

Obtaining

This item may be purchased in villages or found as a Common item in the Treasure deck.


Rocket Booster

Item - Common

Using the Rocket Booster as an action allows you to push movement without taking Fatigue or discarding spent movement cards. You can use it to perform any general movement action, including those you've already used this round, or to repeat the movement from any movement card you've played previously this round.

Obtaining

This item may be purchased in villages or found as a Common item in the Treasure deck.


Blink Scroll

Item - Common

Use the Blink Scroll to move one space in any direction, then turn to face any direction.

The quick movement with the Blink Scroll takes priority over combat - if you use a Blink Scroll to move into an opponent's zone of control, any effects of the space you stop on are activated before combat begins. This can allow you to heal Fatigue on your dragon's element space or even deliver a Dragon Rider before combat instead of afterwards.

Obtaining

This item may be purchased in villages or found as a Common item in the Treasure deck.


Hookshot

Item - Uncommon

Use the Hookshot during the damage phase of combat to steal an item from your opponent - either a hoard item of your choice, or a treasure card from their hand chosen at random.

Obtaining

This item may be purchased in villages or found as an Uncommon item in the Treasure deck.


Gemstones

Gemstones are Treasures that can be found in the deck. These items can't be used as actions, but they can be exchanged in any village for extra coins. There are three varieties of gemstone:


Ancient Urn

The Ancient Urn is an uncommon treasure item. When used, the player rolls one die and finds that many Magic tokens in the urn.


Alchemist's Fire

Item - Uncommon

Use this item during the damage phase of combat to deal two Fatigue to your opponent.

(If the opponent is already at 2 or 3 Fatigue, they can't go above 3. They instead remain at 3 Fatigue, lose their Dragon Rider, and gain a permanent Rage level.)


Merchant's Portal

The Merchant's Portal is an uncommon treasure item. When used, the player using it may either teleport directly to any of the three villages on the board, or buy and sell items with any village from their location without moving there.

A village that's been shut down by the Earth Dragon's Sandstorm ability can't be summoned using this item.

If the user teleports to a village and engages in combat, they cannot buy or sell in that village that turn.


Warp Scroll

The Warp Scroll is a rare treasure item. When used, the player teleports to any space adjacent to an opponent in their Zone of Control and initiates combat with them.

If the chosen opponent is in a village, cave, or dragon rider pickup space, the user teleports to that same space. Otherwise, they must move to a space that is part of the target's Zone of Control (if the target is next to a Village or other protected space, but not in it, you can't teleport into the protected space as Zones of Control do not cross into these areas.)

Opponents in the portal or who are hidden from the user via the Camouflage spell can't be targeted with this item.


Monk's Handbook

The Monk's Handbook is a rare treasure item. When used, the player using it looks at the top two cards of the Movement deck, takes one, and puts the other on either the top or bottom of the deck.


Invigorating Potion

The Invigorating Potion is a rare treasure item that heals all of the user's Fatigue when used.


Dimensional Gem

The Dimensional Gem is a special rare treasure item. When used, the player switches places with the opponent of their choice.

The user and the target player swap places on the board as well as the directions they're facing. If one or both players are on large spaces (Villages or Dragon Rider Pickup spaces), they can choose which way to face after teleporting.

After the teleport, the user activates the effect of the space they arrive on (and triggers Combat if that space is in a Zone of Control.) The targeted player doesn't activate the space they arrive on, and doesn't trigger combat as it's not their turn.


Elemental Mask

The Elemental Mask is a special rare treasure item. When used, the player chooses one opponent and transforms into that dragon for three turns.

Only dragons currently in play can be chosen. The user's element completely changes into the chosen element - they lose their normal spells and gain the chosen dragon's spells, they are treated as the chosen element when calculating combat bonuses, and they heal Fatiue on the chosen element's space instead of their usual one.

The user can cast the chosen element's Ultimate spell once while transformed, even if they have already cast their normal Ultimate spell this game. This does not affect the other player's ability to cast that spell during the game.


Chapter 6

References


Movement Reference

General Movement Actions

Action Description
Forward More one space forward in the direction you're facing.
This action appears twice on your Hoard Tracker.
Rotate Turn on the spot to face any direction.
This action doesn't activate the effect of a space you're already on.
Turn Left Turn 60 degrees (one rotational increment) to the left, then move forward one space.
Turn Right Turn 60 degrees (one rotational increment) to the right, then move forward one space.
Strafe Move sideways along the line between two spaces to a space perpendicular to you on the left or right. Remain facing the same direction.
Backward Move one space backward. Remain facing the same direction.

Movement Cards

Reminders: If you can't complete the full movement on a movement card due to colliding with another player or the edge of the board, you move as far as you can and take one Fatigue. If part of the movement from a movement card takes you into the Portal, the movement continues on the other side of the portal if you choose to travel through.

Action Description
Forward Thrust Move forward two spaces.
Bank Left Move one space forward, then turn one rotational increment to the left, then move another space forward.
Bank Right Move one space forward, then turn one rotational increment to the right, then move another space forward.
Thrust Left Turn one rotational increment to the left, then move forward two spaces.
Thrust Right Turn one rotational increment to the right, then move forward two spaces.
Free Flight Turn to face any direction, then move forward one space.
Barrel Roll Move to either of the two spaces immediately to your left, immediately to your right, or along the line between those two spaces to the one perpendicular to you. Remain facing the same direction.
Dash Move forward three spaces.

Space Effects

Space On Land On Roost Combat
Desert No Effect Gain 3 coins. Zone of Control within one space
Magic Space Gain 1 Magic Token. Gain 3 Magic Tokens. "
Mountains No Effect
*Gain a bonus in combat based on the number on the space for as long as you're stopped there.
Gain 1 level of permanent Rage. "
Treasure Chest Draw a Treasure card. Draw an additional Treasure card at the beginning of the next round (or before the Final Battle begins.) "
Element Spaces Heal 1 Fatigue on your dragon's element. Others have no effect. Heal all fatigue on your dragon's element. "
Village Buy up to one of each item available in the village that round and/or exchange any number of sellable treasures for coins. Heal an additional point of Fatigue (for a total of two at the beginning of the next round.) Optional with other dragons in the village - you cannot buy or sell items this turn if you engage in combat
Dragon Rider Pickup Point Choose a Dragon Rider from among the three on that side of the board to pick up. Draw the next Dragon Rider card to replace it. Choose any Dragon Rider card from either side of the board or the deck to pick up. If you look through the deck, shuffle it afterwards. Optional with other dragons on the pickup point
Cave Gain 3 coins. You may move to any other Cave space and turn to face any direction. Gain an additional 3 coins at the beginning of the next round. Optional with other dragons in the Caves
Portal You may move to the other Portal at the cost of taking one Fatigue. You cannot travel through the Portal if you have three Fatigue. Cannot roost inside the Portal Cannot enter combat inside the Portal

Chapter 7

Rules Variants