Dragon Duel Rules

Theme description goes here.

Goal of the Game

Take down dragon on opposing team.

  • 4 dragon figures
  • 20 life stones
  • x cards
  • ...

Components

30 tokens

game board

1 draft marker

Start equal spaces apart.

4 Fight & Flight cards per player.

Setting Up The Game

Place dragons on board. Deal out cards. Place tokens on board (see Advanced game). Draw draft delay card and place draft token.

Choose teams & distribute life.

Teams

4 Player

10 life

3 Player

2 on 1, 10 life, 20 life.

Player Turns

Turn Sequence

  1. Spell & Maneuver Draft
  2. Flight Distance
  3. Spells
  4. Move & Attack
  5. Spells

There are certain actions that must be performed at the start and end of the turn, but between those the game is free-form. A dragon flies around the board attacking

Fly along the lines from space to space.

Do not make sharp turns.

Movement

illustrated flight rules.

Combat

Combat Sequence

  1. Attacker plays Spells & Maneuvers.
  2. Attacker plays combat card.
  3. Defender plays Spells & Maneuvers.
  4. Defender plays combat card.
  5. Subtract defense from attack
  6. Remove life if attack higher

combat sequence described in detail.

2 examples of combat, one hit and one miss.

Drawing Fight & Flight Cards

Reminder!

When you run out of Fight & Flight cards, draw 4 new ones.

A dragon is never without the ability to defend itself, attack, and fly. When a player runs out of Fight & Flight, pause the game while the player takes 4 new ones.

The difference between a Spell card and a Maneuver card is the type of effect. Maneuvers are physical tricks that the dragon performs, like flipping in mid-air or breathing fire. Spells invoke arcane magic that breaks the laws of physics.

All the same rules apply to both.

Spells & Maneuvers

A dragon's greatest power comes from his ability to perform acrobatic aerial tricks, strike with cunning attacks, and cast powerful magical spells.

These feats are driven by a second hand of cards that players draw some time after the game has started.

Drafting Spell & Maneuver Cards

How Many Players?

The card drafting rules vary based on the number of players.

The draft begins when the draft delay tokens run out, and a player takes the Draft Token.

Two Player

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Three Player

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Four Player

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Anatomy of a Spell Card

illustrated example.

Anatomy of a Maneuver Card

illustrated example.

Example Combat

Here is a combat example after the draft, with players using Spells & Maneuvers:

...

Spell & Maneuver Terms

Target
The dragon chosen to receive the effect of a Spell or Maneuver.

For more key vocabulary, see the Glossary

Additional Rules & Clarifications

Conflicts

Resolving conflicts between rules. Resolving timing conflicts.

Open Discard

Anybody may look through the discard at any time, but do not waste everybody's time by counting the cards that have been played.

Empty Draw Pile

If either draw pile runs out, shuffle the corrisponding discard to make a new draw pile.

Game End

When a dragon has lost all life stones the game ends, with victory going to the other team.

Advanced Game

The advanced game introduces a new element to the board, interactive spaces.

Using Tokens

Tip: if it has an arrow on it, leave it on the board. If it doesn't, pick it up at the start of your turn.

There are two general types of tokens that get placed on the board. Gathered tokens are those that you collect off the board from the space that you are on at the start of your turn. In Flight tokens are triggered when you fly (or are forced to fly) onto their space.

[illustrated example of a dragon using two interactive spaces]

Tokens in Detail

In Flight Tokens

Turn around 180°
Gain +1 flight. Continue flying, no not stop or interact with this space.
Lose one life.
Switch positions with another dragon.

Gathered Tokens

Inspect another player's Fight & Flight cards.
Draw one card Spell & Maneuver card. If it is a Maneuver keep it.
Draw one card Spell & Maneuver card. If it is a Spell keep it.
Gain one life.
Play this token along with a combat card to get +1 attack or defense. Discard after use.

Setting up the Interactive Spaces

Before play begins place a number of tokens

Standard Arrangements

Here three sample configurations.

[illustrated]

Random Distribution

For variety draw random tokens and place them on the board in the same pattern as one of the standard arrangements.

[illustrated]

Drafting Tokens

To add more strategy, take turns drawing tokens from the bag and placing them where you wish.

[illustrated]

FAQs

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Appendices

Glossary

Maneuvers in Detail

Counter Attack

This maneuver allows you fight back when attacked. If your defense number is greater than the attack against you, your attacker takes damage equal to the difference.

Dive

Give up 2 movement to gain a +2 combat bonus. You may not play this maneuver if you do not have 2 movement left this turn.

Feint

Play your attack card as usual. After your opponent plays a defense card, play Feint. Discard both facedown combat cards and start a new combat sequence.

Fire Breath

Attack a dragon 1 dot in front of you with +1. Follow all normal combat rules as if you had landed on his or her dot.

Rush

Move 1 extra space this turn.

Tail Lash

Play only when there is a dragon one space behind you. Victim takes 1 damage. The damage is prevented if the victim discards a Rush, Speed, or Wingover card.

Speed

Move 2 extra spaces this turn.

Wingover

Turn your dragon around 180 degrees.

Spells in Detail

Drain

Do 1 damage to a dragon, gain 1 life.

Escape

Combat ends. Neither dragon takes any damage. Pick up your dragon and place it on any unnoccupied dot facing either direction.

Illusion

Play this card as if it were an exact copy of any Spell in the discard pile. All rules that apply to that card apply to Illusion. Only spell effects may be copied, not combat values.

Inspiration

Declare a card type: Spell or Maneuver. Draw 3 cards from the Spell & Maneuver deck. Show them to everyone. Keep only the cards that match the type you declared.

Justice

Combat ends. Your attacker takes damage based on the number on the attack card:

  • 1-4 : 1 damage
  • 5-7 : 2 damage
  • 8-10 : 3 damage

Pact

Select one of the following options,

  • lose 1 life: get a +2 combat bonus, or
  • lose 2 life: get a +3 combat bonus.

Psychic Whip

Force a dragon to move 1 or 2 dots in any direction and do 1 damage to that dragon. Movement can be in forward or backward, but must otherwise be legal flight.

Scry

Take a card at random from another player’s Fight & Flight hand in exchange for a card of your choice from your hand.

Shadow Step

Each time that you move a space this turn, first move one space for free. During the free move you may not interact with anybody on that space, and you may not cast any spells, or play any maneuvers.

Teleport

Pick up your dragon and place it on any dot facing either direction.

Credits

Game design, playtesting

copyright