Theme description goes here.
Take down dragon on opposing team.
30 tokens
game board 
1 draft marker ![]()
Start equal spaces apart.
4 Fight & Flight cards per player.
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.
10 life
2 on 1, 10 life, 20 life.
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.
illustrated flight rules.
combat sequence described in detail.
2 examples of combat, one hit and one miss.
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.
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.
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.
...
...
...
illustrated example.
illustrated example.
Here is a combat example after the draft, with players using Spells & Maneuvers:
...
For more key vocabulary, see the Glossary
Resolving conflicts between rules. Resolving timing conflicts.
Anybody may look through the discard at any time, but do not waste everybody's time by counting the cards that have been played.
If either draw pile runs out, shuffle the corrisponding discard to make a new draw pile.
When a dragon has lost all life stones the game ends, with victory going to the other team.
The advanced game introduces a new element to the board, interactive spaces.
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]









Before play begins place a number of tokens
Here three sample configurations.
[illustrated]
For variety draw random tokens and place them on the board in the same pattern as one of the standard arrangements.
[illustrated]
To add more strategy, take turns drawing tokens from the bag and placing them where you wish.
[illustrated]
...

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.

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.

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.

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.

Move 1 extra space this turn.

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.

Move 2 extra spaces this turn.

Turn your dragon around 180 degrees.

Do 1 damage to a dragon, gain 1 life.

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

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.

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.

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

Select one of the following options,

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.

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

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.

Pick up your dragon and place it on any dot facing either direction.
Game design, playtesting
copyright