Dragonrealm RULES V2 A
Dragonrealm RULES V2 A
—Rules of Play—
Contents
ww68 adventurer cards ww32 adventurer meeples
5 suits numbered 1-12 8 each of 4 colors
2 Rockslide! ww21 location cards
6 Goblins!
ww16 enhancement cards
ww 50 treasure coins
ww6 goblin meeples
30 copper (1 point)
10 silver (5 points) ww6 custom dice
10 gold (10 points) ww4 turn summary cards
Overview
Pack your lucky socks and get ready for an adventure exploring Dragonrealm! Sneak into the
Witch’s Cabin, search the Ogres’ Treehouse, or storm the Dragon’s Lair. Add adventurers to different
locations in the hopes of getting the most treasure. But watch out for goblins who might get there
first and grab the treasure before you! In the end, the player with the most treasure wins.
1
Setup 3-4 PLAYERS
4. Shuffle the Enhancement deck and deal 3 cards to each player. Each player should
look at the various powers, and then choose to keep either two Level 1 enhancements
1. Place the double-sided Adventurer’s Academy/Alley Location card face-up in
™
2 PLAYERS or one Level 2 enhancement. (Place them face-down in front of you, hidden from ™
the middle of the playing area. (Use the Academy side for your first game.) opponents.) Discard the other card(s) to the bottom of the Enhancement deck.
M
P
6
:1
12
2.
9
/1
4/9
Sort the remaining 20 Location cards into 4 face-down piles, based on color, Note: If you are playing with the Adventurer’s Academy, you may return the Enhancement
M
P
8
:3
and shuffle each individually. Create a Location deck by placing one random
12
deck to the box, otherwise place it to the side within easy reach of all players.
9
/1
4/9
ENHANCEMENT
Dragon location (Green) face-down, then stack 6 more locations on top of
M
dd
P
.in
LEVEL
4
:4
D
12
R
A
C
5.
9
/1
N
4/9
TIO
A
Each player should collect the 8 adventurers (meeples) in the color of their choice.
C
LO
E
LU
it, alternating Purple (I) Orange (II), Blue (III), Purple (I) Orange (II), Blue (III).
1
dd
.in
D
M
R
A
P
C
6
:1
N
TIO
12
A
9
C
Place the remaining Location cards back in the game box. Reveal the first 3
/1
LO
4/9
E
6.
G
N
A
R
O
Place the 6 goblin meeples to the side of the Adventurer’s location card.
1
dd
.in
M
D
locations by placing them face-up in a row, above the Adventurer’s location.
P
R
8
A
:3
C
12
N
TIO
9
/1
A
4/9
C
LO
LE
P
R
U
P
7. Sort the Treasure coins by value and place them in separate piles within easy
M
dd
P
.in
4
:4
D
12
R
A
C
Note: For a 2-player game, play without the Halfling Hideout (blue) and Crystal
9
/1
N
4/9
TIO
A
C
LO
E
reach of all players.
LU
B
1
dd
.in
Mountain (orange). Also - stop after 5 additional locations, so you end up with
M
D
A
R
A
2
:2
C
11
N
TIO
9
/1
A
C
4/9
LO
8.
E
G
N
A
Place the 6 custom dice also within easy reach of all players. (Be sure to note the sides: 1,2,2,3,3,4.)
R
O
6 total.
1
dd
.in
D
R
A
C
N
TIO
A
C
LO
LE
P
R
U
9.
P
3. Shuffle the Adventurer deck and deal 5 cards to each player. (Keep your cards secret from your opponents.)
1
dd
Give each player a Turn Summary card and then sort the rest of the cards into two
.in
D
R
A
C
N
TIO
A
C
LO
N
O
G
Stack the rest of the deck face-down to form a draw pile and then turn 2 cards face-up next to it.
A
R
D
decks: an Enhancement deck (purple back) and an Adventurer deck (red back). LOCATION DECK SETUP
Notes:
ww During setup, if anyone gets a Goblins! or Rockslide! card, or if one appears face-up, shuffle it back into the deck
and deal a replacement card.
ww In a 4-player game, randomly remove 2 Goblins! cards from the Adventurer deck.
TURN SUMMARY
On each turn, you can either:
Rest (draw 2 Adventurer cards) or
Explore (play Adventurer cards to
roll dice).
EXPLORING
1. Announce whether you will
Sneak, Search, or Storm.
Location Cards
(See other side.)
2. Roll 1 die per card played.
3. Compare total to relevant number
on location card:
• If equal to or greater, place
adventurer(s) on open space(s).
Then draw one face-down card.
• If less than, place an adventurer
Location cards make up the main focus of Dragonrealm. Each card includes:
on the Adventurer’s location.
Hand limit: 9 cards.
2 3
How to Play
Whoever traveled furthest from home goes first and play passes to the left. On your turn, you may either Rest (draw
2 Adventurer cards) or Explore (attempt to place one of your adventurers on a location).
Max hand size is 9. If your hand is ever larger than 9, immediately discard back down to 9.
If the Adventurer deck runs out, immediately shuffle the discard pile to start a new deck.
Take one die for each card you played and roll them. For example: if you play a 4-card Storm, you would
roll 4 dice. Compare the total value rolled against the value on the location you were exploring. If the total is
Goblins! equal to or greater than the amount listed for the action you chose, the explore succeeds! If the total is less, the
Goblins have arrived and they are trying to grab the treasure before explore fails.
you do! When you draw or reveal a Goblins! card, it will indicate a
Location card (left, middle, or right). Add a goblin meeple to one of that
EXPLORE SUCCEEDS: Place 1 of your adventurer meeples on one of the location’s open spaces. If that
explore type has a gold circle around it, place 2 meeples instead. Then discard the cards used and draw 1 new
location’s open spaces, then discard the Goblins! card. Afterward, draw a
card from the face-down deck. Note: If you draw a Goblins! or Rockslide! card, immediately resolve it, and then
replacement card.
draw a replacement card.
Note: When only 2 locations remain, left/right Goblins! cards still apply. If the
card is “middle”, place the goblin on the non-Dragon location. (Goblins never go Important: If there is only 1 open space remaining on a location,
on a Dragon location or the Adventurer’s Academy/Alley.) RIGH
T you may still place 2 adventurers upon successfully completing an
Explore action that has a gold circle. That extra adventurer counts
towards determining the majority (See “Scoring a Location”).
Rockslide!
A rockslide occurred mixing up the adventurer parties! When you draw or EXPLORE FAILS: Take the cards you used back into your hand. Do not draw a new card, instead place one
reveal a Rockslide! card, immediately discard it, and then all players either adventurer on the Adventurer’s location.
pass two cards to the left, or one card to the right depending on the card
drawn. Afterward, draw a replacement card.
Note: If the player passing to you doesn’t have enough cards, make up the
Adventurer’s Academy
difference by drawing from the top of the deck. If you fail in your attempt to explore a location, head to the
Academy to brush up on your adventuring knowledge. This
may aid you in future explorations! On any future turn, you
may remove one of your adventurers here after rolling to
Explore add +1 to that roll. Note: if you remove multiple adventurers
Time for adventure! You may explore one of the face-up locations with one of the following three actions: at one time each counts as +1. Any adventurer remaining ADVENTURER’S ACADEM
Y
/
Sneak, Search, or Storm. To explore, play one to six cards from your hand face-up and announce which location on the Adventurer’s location at the end of the game counts Place here Remove
you’re exploring and the type of action you’re using. For example: “I’m going to storm the Dungeon of Despair.” as 1 Dragonstone, up to a maximum of 3. if explore failed
to add+1 to a rol
l
GA ME EN D: EA
CH RE MA IN IN
G =
4 5
Using Enhancements
Enhancements bestow their owners with special benefits while Example
exploring Dragonrealm. Enhancement cards do not count towards
Mitchell (red) has 2 adventurers on the Halfling Hideout, while Caroline (blue) and Lauren (orange)
your hand size and you may use one or more at any time. Declare
each have 1. There are also 2 goblins. On Lauren’s turn, she plays a 5, 6, and 7 card from her hand
if you are using any one time enhancements before you roll.
to attempt a “Sneak” action. She rolls 3 dice, and gets a 4, 2, and 2 for a total of 8. Since 8 is equal to
Reveal the Enhancement card when you play it. Discard any “one
or greater than 7, her Sneak action succeeds. And because Sneak has a gold circle around it, Lauren
time use” enhancements upon a successful Explore action, otherwise
places 2 adventurers on the card. With all of the spaces now full, the location immediately scores:
leave them face-up.
Lauren has the most adventurers (3) so she gets 6 coins and collects the Location card with its 4
Scoring a Location Dragonstones as a bonus. She also draws an Adventurer card, since she succeeded in her Explore attempt.
Once a Location card has a total number of adventurers and/or goblins on it equal to or greater
Mitchell tied with the goblins for second place, so they split the second place reward (rounding
than the number of spaces on the card, the location is complete. Immediately score the card.
down) and Mitchell gets 2 coins. (Coins won by goblins stay in the bank.)
The player with the most adventurers on the location receives Treasure coins
Caroline gets 1 coin for third place.
matching the value on the left of the shield (and is considered the winner of
the location), while the player with the second-most adventurers receives All players take back their adventurers, and the Halfling Hideout is replaced with the next card in the
Treasure coins matching the value on the right. Any remaining players Location deck.
with adventurers on the location get 1 coin.
For example: if a location shows 6/5 in the shield, first place receives 6 coins,
second place receives 5.
Important: Goblins count as a player when determining majority, but any treasure won by Goblins is simply lost.
Keep your coins face-down throughout the game so opponents can’t see your total. (You can always look.)
Special Cases
ww If there is only one player on a completed location, they collect both the first and
second place treasure.
ww If two or more players tie for first place, add the two treasure values, divide the total by
the number of tied players (rounding down), and give each player those coins. (All other
players receive 1 coin for being part of the completed location.)
ww If two or more players tie for second place, divide only the second place reward by the
number of tied players (rounding down), and give each player those coins.
Game End
The game ends immediately once the Dragon location is complete. Score that location, and score any uncompleted
locations as if they were complete. (For example, if only 1 player had only 1 adventurer on a location, they would get
all the coins for that location, along with its Dragonstones.)
The winner of a location also collects the Location card and places it face-down in front of themselves, Players then add up and compare all the Dragonstones from their collected locations,
noting the Dragonstone value. (At the end of the game, the player with the most Dragonstones gets a the Adventurer’s Academy (or Alley), and enhancements. The player with the most
5-coin bonus.) In the case of a tie for first place on a Location card, or if goblins single-handedly win Dragonstones collects 5 Treasure coins. (Ties for most get 3 coins each.)
the location, discard the card. In the event a player ties with the goblins only, that player still collects
the Location card — goblins don’t care about Dragonstones. Players now add up all their coins, including any on Enhancement cards.
Whoever has the most coins wins!
After a location has been completed, replace it with the top card from the Location deck. If there are
no more face-down locations, play simply proceeds with those remaining. Return all adventurers and goblins. In case of a tie, whoever has the most Dragonstones among the tied players wins.
6 7
Location Card Details
ADVENTURER’S ALLEY: Play as an alternate permanent location to the Adventurer’s Academy. Similar to the
Academy, place adventurers here after a failed Explore action. However, they do not modify the rolls of any future
Explore attempts. Instead, you may remove them at any time during your turn to purchase a random Enhancement
card. To buy an enhancement, remove 2 of your adventurers from the Alley and pay the required cost. (Discard
1 Adventurer card from your hand for a Level 1 enhancement, or
discard 2 copper coins for a Level 2 enhancement.) Then draw cards
one at a time until you get one that matches the purchase level.
(You must take the first card that matches your level.) Shuffle any
other cards back into the Enhancement deck.
Notes:
ww If there are no more enhancements left of a certain level, that
level can’t be purchased. ADVEN
TURER’S ALLEY
ww If you purchase an enhancement after rolling, it doesn’t impact GAME END: EACH REMAINING
=
DUNGEON OF DESPAIR: You can’t add adventurers from the Academy to a roll here, and you don’t place an
adventurer on the Academy after a failed Explore. The dungeon is a harsh place!
.
70 Bridge Street, Newton, MA 02458
617-924-6006 jester@gamewright.com
Game by Darren Kisgen | Illustrations by Chris Beatrice
@gamewright
www.gamewright.com facebook.com/gamewright
©2019 Gamewright, a division of Ceaco Inc. youtube.com/gamewright
All rights reserved. #Dragonrealm